slang-shaders/crt/shaders/crt-royale/src/crt-royale-brightpass.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
vec4 MASKED_SCANLINESSize;
vec4 BLOOM_APPROXSize;
} registers;
#include "params.inc"
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../../../../include/gamma-management.h"
#include "../../../../include/blur-functions.h"
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#include "phosphor-mask-resizing.h"
#include "scanline-functions.h"
#include "bloom-functions.h"
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#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 video_uv;
layout(location = 1) out vec2 scanline_tex_uv;
layout(location = 2) out float bloom_sigma_runtime;
layout(location = 3) out vec2 blur3x3_tex_uv;
void main()
{
gl_Position = params.MVP * Position;
const vec2 tex_uv = TexCoord;
// Our various input textures use different coords:
video_uv = tex_uv;
scanline_tex_uv = video_uv * registers.MASKED_SCANLINESSize.xy *
registers.MASKED_SCANLINESSize.zw;
blur3x3_tex_uv = video_uv * registers.BLOOM_APPROXSize.xy * registers.BLOOM_APPROXSize.zw;
// Calculate a runtime bloom_sigma in case it's needed:
const float mask_tile_size_x = get_resized_mask_tile_size(
registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
bloom_sigma_runtime = get_min_sigma_to_blur_triad(
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
}
#pragma stage fragment
layout(location = 0) in vec2 video_uv;
layout(location = 1) in vec2 scanline_tex_uv;
layout(location = 2) in float bloom_sigma_runtime;
layout(location = 3) in vec2 blur3x3_tex_uv;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D MASKED_SCANLINES;
layout(set = 0, binding = 4) uniform sampler2D BLOOM_APPROX;
void main()
{
// Sample the masked scanlines:
const vec3 intensity_dim =
tex2D_linearize(MASKED_SCANLINES, scanline_tex_uv).rgb;
// Get the full intensity, including auto-undimming, and mask compensation:
const float auto_dim_factor = levels_autodim_temp;
const float undim_factor = 1.0/auto_dim_factor;
const float mask_amplify = get_mask_amplify();
const vec3 intensity = intensity_dim * undim_factor * mask_amplify *
levels_contrast;
// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
// would look like, so we can estimate how much energy we'll receive from
// blooming neighbors:
const vec3 phosphor_blur_approx = levels_contrast * tex2D_linearize(
BLOOM_APPROX, blur3x3_tex_uv).rgb;
// Compute the blur weight for the center texel and the maximum energy we
// expect to receive from neighbors:
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
const float center_weight = get_center_weight(bloom_sigma);
const vec3 max_area_contribution_approx =
max(vec3(0.0), phosphor_blur_approx - center_weight * intensity);
// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
// because it actually gets better results (on top of being very simple),
// but adjust all intensities for the user's desired underestimate factor:
const vec3 area_contrib_underestimate =
bloom_underestimate_levels * max_area_contribution_approx;
const vec3 intensity_underestimate =
bloom_underestimate_levels * intensity;
// Calculate the blur_ratio, the ratio of intensity we want to blur:
#ifdef BRIGHTPASS_AREA_BASED
// This area-based version changes blur_ratio more smoothly and blurs
// more, clipping less but offering less phosphor differentiation:
const vec3 phosphor_blur_underestimate = bloom_underestimate_levels *
phosphor_blur_approx;
const vec3 soft_intensity = max(intensity_underestimate,
phosphor_blur_underestimate * mask_amplify);
const vec3 blur_ratio_temp =
((vec3(1.0) - area_contrib_underestimate) /
soft_intensity - vec3(1.0)) / (center_weight - 1.0);
#else
const vec3 blur_ratio_temp =
((vec3(1.0) - area_contrib_underestimate) /
intensity_underestimate - vec3(1.0)) / (center_weight - 1.0);
#endif
const vec3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0);
// Calculate the brightpass based on the auto-dimmed, unamplified, masked
// scanlines, encode if necessary, and return!
const vec3 brightpass = intensity_dim *
mix(blur_ratio, vec3(1.0), bloom_excess);
FragColor = encode_output(vec4(brightpass, 1.0));
}