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https://github.com/italicsjenga/slang-shaders.git
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601 lines
18 KiB
Plaintext
601 lines
18 KiB
Plaintext
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#version 450
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/*
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CRT - Guest - Advanced - Fast - Pass2
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Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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glow, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight,
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maskstr, inters, bloom, halation, scans, slotms, mclip, gamma_c, gamma_out, DER, DEG, DEB, DES, IOS;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float addnoise;
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float warpX;
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float warpY;
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float csize;
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float bsize;
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float intres;
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float c_shape;
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float barspeed;
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float barintensity;
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float bardir;
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float slotmask1;
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} global;
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#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
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#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
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#define IOS params.IOS // Smart Integer Scaling
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#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX global.warpX // Curvature X
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#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY global.warpY // Curvature Y
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#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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#define c_shape global.c_shape // curvature shape
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#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01
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#define csize global.csize // corner size
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#pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0
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#define bsize global.bsize // border smoothness
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#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
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#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
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#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
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#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
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#define glow params.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
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#define bloom params.bloom // bloom effect
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#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
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#define halation params.halation // halation effect
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#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
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#define gamma_c params.gamma_c // adjust brightness
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#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
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#define brightboost1 params.brightboost1 // adjust brightness
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#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
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#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
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#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0
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#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
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#define beam_min params.beam_min // dark area beam min - narrow
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#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
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#define beam_max params.beam_max // bright area beam max - wide
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#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
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#define beam_size params.beam_size // increased max. beam size
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#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
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#define vertmask params.vertmask // Scanline deconvergence colors
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#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05
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#define scans params.scans // scanline saturation
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#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
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#define shadowMask params.shadowMask // Mask Style
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#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
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#define maskstr params.maskstr // CGWG Mask Strength
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#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
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#define mcut params.mcut // Mask 5-7 dark color strength
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#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0
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#define masksize params.masksize // Mask Size
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#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
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#define maskDark params.maskDark // Dark "Phosphor"
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#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
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#define maskLight params.maskLight // Light "Phosphor"
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#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
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#define slotmask params.slotmask
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#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
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#define slotmask1 global.slotmask1
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#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5
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#define slotwidth params.slotwidth // Slot Mask Width
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#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#define double_slot params.double_slot // Slot Mask Height
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#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
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#define slotms params.slotms // Slot Mask Size
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#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
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#define mclip params.mclip // Slot Mask Size
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
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#define gamma_out params.gamma_out // output gamma
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define OutputSize global.OutputSize
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#define gl_FragCoord (vTexCoord * OutputSize.xy)
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.000001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 4) uniform sampler2D BloomPass;
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layout(set = 0, binding = 5) uniform sampler2D PrePass;
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#define eps 1e-10
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float st(float x)
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{
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return exp2(-10.0*x*x);
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}
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float sw0(float x, float color, float scanline)
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{
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float tmp = mix(beam_min, beam_max, color);
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float ex = x*tmp;
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ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
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return exp2(-scanline*ex);
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}
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float sw1(float x, float color, float scanline)
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{
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x = mix (x, beam_min*x, max(x-0.4*color,0.0));
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float tmp = mix(1.2*beam_min, beam_max, color);
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float ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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float sw2(float x, float color, float scanline)
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{
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float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
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tmp = mix(beam_max, tmp, pow(x, color+0.3));
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float ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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// Shadow mask (1-4 from PD CRT Lottes shader).
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vec3 Mask(vec2 pos, float mx)
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{
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pos = floor(pos/masksize);
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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vec3 one = vec3(1.0);
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float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx);
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float mc = 1.0 - max(maskstr, 0.0);
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// No mask
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if (shadowMask == -1.0)
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{
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mask = vec3(1.0);
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}
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// Phosphor.
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else if (shadowMask == 0.0)
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{
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pos.x = fract(pos.x*0.5);
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if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
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else { mask.r = mc; mask.g = 1.0; mask.b = mc; }
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}
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// Very compressed TV style shadow mask.
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else if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Trinitron mask 5
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else if (shadowMask == 5.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5)
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{ mask.r = 1.0;
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mask.b = 1.0;
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}
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else mask.g = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// Trinitron mask 6
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else if (shadowMask == 6.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = 1.0;
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else if (pos.x < 0.666) mask.g = 1.0;
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else mask.b = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// BW Trinitron mask 7
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else if (shadowMask == 7.0)
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{
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float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
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mask = vec3(maskTmp);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) mask = vec3(1.0);
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}
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// 4k mask
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else
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{
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mask = vec3(mc);
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pos.x = fract(pos.x * 0.25);
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if (pos.x < 0.2) mask.r = 1.0;
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else if (pos.x < 0.4) mask.rg = 1.0.xx;
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else if (pos.x < 0.7) mask.gb = 1.0.xx;
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else mask.b = 1.0;
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}
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return mask;
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}
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float SlotMask(vec2 pos, float m)
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{
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if (slotmask == 0.0) return 1.0;
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else
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{
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pos = floor(pos/slotms);
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float mlen = slotwidth*2.0;
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float px = fract(pos.x/mlen);
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float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
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float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
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float slot = 1.0;
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if (py == 0.0 && px < 0.5) slot = slot_dark; else
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if (py == double_slot && px >= 0.5) slot = slot_dark;
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return slot;
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}
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}
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vec3 declip(vec3 c, float b)
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{
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float m = max(max(c.r,c.g),c.b);
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if (m > b) c = c*b/m;
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return c;
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}
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vec3 gc(vec3 c)
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{
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float mc = max(max(c.r,c.g),c.b);
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float mg = pow(mc, 1.0/gamma_c);
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return c * mg/(mc + eps);
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}
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vec3 plant (vec3 tar, float r)
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{
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float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
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return tar * r / t;
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}
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vec2 Overscan(vec2 pos, float dx, float dy){
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pos=pos*2.0-1.0;
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pos*=vec2(dx,dy);
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return pos*0.5+0.5;
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}
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vec2 Warp(vec2 pos)
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{
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|
pos = pos*2.0-1.0;
|
||
|
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
|
||
|
return pos*0.5 + 0.5;
|
||
|
}
|
||
|
|
||
|
float humbar(float pos)
|
||
|
{
|
||
|
if (global.barintensity == 0.0) return 1.0; else
|
||
|
{
|
||
|
pos = (global.barintensity >= 0.0) ? pos : (1.0-pos);
|
||
|
pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0));
|
||
|
pos = (global.barintensity < 0.0) ? pos : (1.0-pos);
|
||
|
return (1.0-global.barintensity) + global.barintensity*pos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Borrowed from cgwg's crt-geom, under GPL
|
||
|
|
||
|
float corner(vec2 coord)
|
||
|
{
|
||
|
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
|
||
|
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
|
||
|
coord = (cdist - min(coord,cdist));
|
||
|
float dist = sqrt(dot(coord,coord));
|
||
|
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 SourceSize = vec4(global.SourceSize.x, global.OriginalSize.y, global.SourceSize.z, global.OriginalSize.w);
|
||
|
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
|
||
|
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
|
||
|
bool interb = (intera < 0.75);
|
||
|
|
||
|
float SourceY = SourceSize.y;
|
||
|
float sy = 1.0;
|
||
|
if (global.intres == 0.5) sy = SourceY/224.0; else
|
||
|
if (global.intres == 1.0) sy = SourceY/240.0; else
|
||
|
if (global.intres > 1.25) sy = global.intres;
|
||
|
SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
|
||
|
|
||
|
// Calculating texel coordinates
|
||
|
|
||
|
vec2 texcoord = TEX0.xy;
|
||
|
|
||
|
if (IOS > 0.0){
|
||
|
vec2 ofactor = OutputSize.xy/SourceSize.xy;
|
||
|
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
|
||
|
vec2 diff = ofactor/intfactor;
|
||
|
float scan = diff.y;
|
||
|
texcoord = Overscan(texcoord, scan, scan);
|
||
|
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
|
||
|
}
|
||
|
|
||
|
vec2 pos = Warp(texcoord);
|
||
|
vec2 cpos = (IOS > 2.5) ? TEX0 : texcoord;
|
||
|
float corner0 = corner(Warp(cpos));
|
||
|
|
||
|
float coffset = 0.5;
|
||
|
|
||
|
vec2 ps = SourceSize.zw;
|
||
|
float OGL2Pos = pos.y * SourceSize.y - coffset;
|
||
|
float f = fract(OGL2Pos);
|
||
|
|
||
|
vec2 dx = vec2(ps.x,0.0);
|
||
|
vec2 dy = vec2(0.0, ps.y);
|
||
|
|
||
|
// Reading the texels
|
||
|
|
||
|
vec2 pC4;
|
||
|
|
||
|
pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y;
|
||
|
pC4.x = pos.x;
|
||
|
|
||
|
if (interb) pC4.y = pos.y;
|
||
|
|
||
|
vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).rgb;
|
||
|
vec3 scolor1 = COMPAT_TEXTURE(Source, pC4 ).aaa;
|
||
|
|
||
|
pC4+=dy;
|
||
|
|
||
|
vec3 color2 = COMPAT_TEXTURE(Source, pC4 ).rgb;
|
||
|
vec3 scolor2 = COMPAT_TEXTURE(Source, pC4 ).aaa;
|
||
|
|
||
|
// calculating scanlines
|
||
|
|
||
|
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
|
||
|
vec3 one = vec3(1.0);
|
||
|
|
||
|
if (!interb)
|
||
|
{
|
||
|
float shape1 = mix(scanline1, scanline2, f);
|
||
|
float shape2 = mix(scanline1, scanline2, 1.0-f);
|
||
|
|
||
|
float wt1 = st(f);
|
||
|
float wt2 = st(1.0-f);
|
||
|
|
||
|
vec3 color00 = color1*wt1 + color2*wt2;
|
||
|
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
|
||
|
|
||
|
ctmp = color00/(wt1+wt2);
|
||
|
vec3 sctmp = max(scolor0/(wt1+wt2), ctmp);
|
||
|
mcolor = sctmp;
|
||
|
|
||
|
float wf1, wf2;
|
||
|
|
||
|
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
|
||
|
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
|
||
|
|
||
|
float f1 = f;
|
||
|
float f2 = 1.0-f;
|
||
|
|
||
|
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
|
||
|
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
|
||
|
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
|
||
|
|
||
|
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
|
||
|
|
||
|
// Scanline saturation application
|
||
|
|
||
|
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
|
||
|
w3 = wf1+wf2;
|
||
|
|
||
|
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
|
||
|
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
|
||
|
|
||
|
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
|
||
|
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
|
||
|
|
||
|
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
|
||
|
|
||
|
float v_high1 = 1.0 + 0.3*vm;
|
||
|
float v_high2 = 1.0 + 0.6*vm;
|
||
|
float v_low = 1.0 - vm;
|
||
|
|
||
|
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
|
||
|
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
|
||
|
|
||
|
if (vertmask < 0.0)
|
||
|
{
|
||
|
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
|
||
|
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
|
||
|
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
|
||
|
}
|
||
|
|
||
|
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
|
||
|
color = min(color, 1.0);
|
||
|
}
|
||
|
|
||
|
if (interb)
|
||
|
{
|
||
|
color = gc(color1);
|
||
|
mcolor = clamp(mix(color1, scolor1, 1.25), 0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
|
||
|
mx = pow(mx, 1.20/gamma_in);
|
||
|
|
||
|
// Apply Mask
|
||
|
|
||
|
vec3 orig1 = color;
|
||
|
vec3 cmask = one;
|
||
|
|
||
|
float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx);
|
||
|
cmask*= Mask(gl_FragCoord.xy * 1.000001, mx);
|
||
|
|
||
|
color = color*cmask;
|
||
|
color = min(color,1.0);
|
||
|
color = color*smask;
|
||
|
|
||
|
cmask = min(cmask*smask, 1.0);
|
||
|
|
||
|
if (interb) ctmp = color;
|
||
|
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
|
||
|
float bb = mix(brightboost, brightboost1, colmx);
|
||
|
if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70);
|
||
|
color*=bb;
|
||
|
|
||
|
vec3 Glow = COMPAT_TEXTURE(BloomPass, pos ).rgb;
|
||
|
vec3 Bloom = Glow;
|
||
|
float maxb = COMPAT_TEXTURE(BloomPass, pos ).a;
|
||
|
float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a;
|
||
|
|
||
|
vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
|
||
|
color = color + bloom*Bloom1;
|
||
|
|
||
|
color = min(color, mix(one, cmask, mclip));
|
||
|
if (!interb) color = declip(color, pow(w3,0.60));
|
||
|
|
||
|
if (halation > 0.025) {
|
||
|
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
|
||
|
color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; }
|
||
|
|
||
|
Glow = mix(Glow, 0.25*color, 0.7*colmx);
|
||
|
if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; }
|
||
|
|
||
|
color = min(color, 1.0);
|
||
|
|
||
|
color = pow(color, vec3(1.0/gamma_out));
|
||
|
|
||
|
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0);
|
||
|
}
|