2016-08-13 02:04:59 +10:00
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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uint FrameCount;
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} registers;
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2016-08-24 07:07:26 +10:00
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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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float interlace_bff;
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} params;
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#pragma parameter interlace_bff "interlace_bff" 0.0 0.0 1.0 1.0
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2016-08-13 02:04:59 +10:00
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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// PASS SETTINGS:
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// gamma-management.h needs to know what kind of pipeline we're using and
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// what pass this is in that pipeline. This will become obsolete if/when we
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// can #define things like this in the preset file.
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#define FIRST_PASS
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#define SIMULATE_CRT_ON_LCD
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////////////////////////////////// INCLUDES //////////////////////////////////
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2016-08-27 02:28:24 +10:00
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#include "../user-settings.h"
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#include "bind-shader-params.h"
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#include "../../../../include/gamma-management.h"
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#include "scanline-functions.h"
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2016-08-13 02:04:59 +10:00
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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 tex_uv;
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layout(location = 1) out vec2 uv_step;
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void main()
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{
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gl_Position = params.MVP * Position;
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tex_uv = TexCoord;
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// Save the uv distance between texels:
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uv_step = vec2(1.0) * registers.SourceSize.zw;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 uv_step;
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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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void main()
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{
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// Detect interlacing: 1.0 = true, 0.0 = false.
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const vec2 video_size = registers.SourceSize.xy;
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bool interlaced = is_interlaced(video_size.y);
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// Linearize the input based on CRT gamma and bob interlaced fields.
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// Bobbing ensures we can immediately blur without getting artifacts.
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// Note: TFF/BFF won't matter for sources that double-weave or similar.
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2016-09-02 05:31:28 +10:00
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if(interlace_detect == true)
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2016-08-13 02:04:59 +10:00
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{
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// Sample the current line and an average of the previous/next line;
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// tex2D_linearize will decode CRT gamma. Don't bother branching:
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// const vec2 tex_uv = tex_uv;
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const vec2 v_step = vec2(0.0, uv_step.y);
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const vec3 curr_line = tex2D_linearize(
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Source, tex_uv).rgb;
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const vec3 last_line = tex2D_linearize(
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Source, tex_uv - v_step).rgb;
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const vec3 next_line = tex2D_linearize(
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Source, tex_uv + v_step).rgb;
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const vec3 interpolated_line = 0.5 * (last_line + next_line);
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// If we're interlacing, determine which field curr_line is in:
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float interlace_check = 0.0;
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2016-08-16 01:43:29 +10:00
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if (interlaced == true) interlace_check = 1.0;
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2016-08-13 02:04:59 +10:00
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const float modulus = interlace_check + 1.0;
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const float field_offset =
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mod(registers.FrameCount + float(params.interlace_bff), modulus);
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const float curr_line_texel = tex_uv.y * registers.SourceSize.y;
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// Use under_half to fix a rounding bug around exact texel locations.
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const float line_num_last = floor(curr_line_texel - under_half);
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const float wrong_field = mod(line_num_last + field_offset, modulus);
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// Select the correct color, and output the result:
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const vec3 color = mix(curr_line, interpolated_line, wrong_field);
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FragColor = encode_output(vec4(color, 1.0));
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}
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else
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{
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FragColor = encode_output(tex2D_linearize(Source, tex_uv));
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}
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}
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