slang-shaders/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
uint FrameCount;
} registers;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float crt_gamma;
float lcd_gamma;
float levels_contrast;
float halation_weight;
float diffusion_weight;
float bloom_underestimate_levels;
float bloom_excess;
float beam_min_sigma;
float beam_max_sigma;
float beam_spot_power;
float beam_min_shape;
float beam_max_shape;
float beam_shape_power;
float beam_horiz_filter;
float beam_horiz_sigma;
float beam_horiz_linear_rgb_weight;
float convergence_offset_x_r;
float convergence_offset_x_g;
float convergence_offset_x_b;
float convergence_offset_y_r;
float convergence_offset_y_g;
float convergence_offset_y_b;
float mask_type;
float mask_sample_mode_desired;
float mask_specify_num_triads;
float mask_triad_size_desired;
float mask_num_triads_desired;
float aa_subpixel_r_offset_x_runtime;
float aa_subpixel_r_offset_y_runtime;
float aa_cubic_c;
float aa_gauss_sigma;
float geom_mode_runtime;
float geom_radius;
float geom_view_dist;
float geom_tilt_angle_x;
float geom_tilt_angle_y;
float geom_aspect_ratio_x;
float geom_aspect_ratio_y;
float geom_overscan_x;
float geom_overscan_y;
float border_size;
float border_darkness;
float border_compress;
float interlace_bff;
float interlace_1080i;
} params;
///////////////////////////// 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 ////////////////////////////
// PASS SETTINGS:
// gamma-management.h needs to know what kind of pipeline we're using and
// what pass this is in that pipeline. This will become obsolete if/when we
// can #define things like this in the preset file.
#define FIRST_PASS
#define SIMULATE_CRT_ON_LCD
// Set shader params for all passes here:
#pragma parameter crt_gamma "crt_gamma" 2.5 1.0 5.0 0.025
#pragma parameter lcd_gamma "lcd_gamma" 2.2 1.0 5.0 0.025
#pragma parameter levels_contrast "levels_contrast" 1.0 0.0 4.0 0.015625
#pragma parameter halation_weight "halation_weight" 0.0 0.0 1.0 0.005
#pragma parameter diffusion_weight "diffusion_weight" 0.075 0.0 1.0 0.005
#pragma parameter bloom_underestimate_levels "bloom_underestimate_levels" 0.8 0.0 5.0 0.01
#pragma parameter bloom_excess "bloom_excess" 0.0 0.0 1.0 0.005
#pragma parameter beam_min_sigma "beam_min_sigma" 0.02 0.005 1.0 0.005
#pragma parameter beam_max_sigma "beam_max_sigma" 0.3 0.005 1.0 0.005
#pragma parameter beam_spot_power "beam_spot_power" 0.33 0.01 16.0 0.01
#pragma parameter beam_min_shape "beam_min_shape" 2.0 2.0 32.0 0.1
#pragma parameter beam_max_shape "beam_max_shape" 4.0 2.0 32.0 0.1
#pragma parameter beam_shape_power "beam_shape_power" 0.25 0.01 16.0 0.01
#pragma parameter beam_horiz_filter "beam_horiz_filter" 0.0 0.0 2.0 1.0
#pragma parameter beam_horiz_sigma "beam_horiz_sigma" 0.35 0.0 0.67 0.005
#pragma parameter beam_horiz_linear_rgb_weight "beam_horiz_linear_rgb_weight" 1.0 0.0 1.0 0.01
#pragma parameter convergence_offset_x_r "convergence_offset_x_r" 0.0 -4.0 4.0 0.05
#pragma parameter convergence_offset_x_g "convergence_offset_x_g" 0.0 -4.0 4.0 0.05
#pragma parameter convergence_offset_x_b "convergence_offset_x_b" 0.0 -4.0 4.0 0.05
#pragma parameter convergence_offset_y_r "convergence_offset_y_r" 0.0 -2.0 2.0 0.05
#pragma parameter convergence_offset_y_g "convergence_offset_y_g" 0.0 -2.0 2.0 0.05
#pragma parameter convergence_offset_y_b "convergence_offset_y_b" 0.0 -2.0 2.0 0.05
#pragma parameter mask_type "mask_type" 1.0 0.0 2.0 1.0
#pragma parameter mask_sample_mode_desired "mask_sample_mode" 0.0 0.0 2.0 1.0 // Consider blocking mode 2.
#pragma parameter mask_specify_num_triads "mask_specify_num_triads" 0.0 0.0 1.0 1.0
#pragma parameter mask_triad_size_desired "mask_triad_size_desired" 3.0 1.0 18.0 0.125
#pragma parameter mask_num_triads_desired "mask_num_triads_desired" 480.0 342.0 1920.0 1.0
#pragma parameter aa_subpixel_r_offset_x_runtime "aa_subpixel_r_offset_x" -0.333333333 -0.333333333 0.333333333 0.333333333
#pragma parameter aa_subpixel_r_offset_y_runtime "aa_subpixel_r_offset_y" 0.0 -0.333333333 0.333333333 0.333333333
#pragma parameter aa_cubic_c "antialias_cubic_sharpness" 0.5 0.0 4.0 0.015625
#pragma parameter aa_gauss_sigma "antialias_gauss_sigma" 0.5 0.0625 1.0 0.015625
#pragma parameter geom_mode_runtime "geom_mode" 0.0 0.0 3.0 1.0
#pragma parameter geom_radius "geom_radius" 2.0 0.16 1024.0 0.1
#pragma parameter geom_view_dist "geom_view_dist" 2.0 0.5 1024.0 0.25
#pragma parameter geom_tilt_angle_x "geom_tilt_angle_x" 0.0 -3.14159265 3.14159265 0.017453292519943295
#pragma parameter geom_tilt_angle_y "geom_tilt_angle_y" 0.0 -3.14159265 3.14159265 0.017453292519943295
#pragma parameter geom_aspect_ratio_x "geom_aspect_ratio_x" 432.0 1.0 512.0 1.0
#pragma parameter geom_aspect_ratio_y "geom_aspect_ratio_y" 329.0 1.0 512.0 1.0
#pragma parameter geom_overscan_x "geom_overscan_x" 1.0 0.00390625 4.0 0.00390625
#pragma parameter geom_overscan_y "geom_overscan_y" 1.0 0.00390625 4.0 0.00390625
#pragma parameter border_size "border_size" 0.015 0.0000001 0.5 0.005
#pragma parameter border_darkness "border_darkness" 2.0 0.0 16.0 0.0625
#pragma parameter border_compress "border_compress" 2.5 1.0 64.0 0.0625
#pragma parameter interlace_bff "interlace_bff" 0.0 0.0 1.0 1.0
#pragma parameter interlace_1080i "interlace_1080i" 0.0 0.0 1.0 1.0
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../user-settings.h"
#include "bind-shader-params.h"
//#include "../../../../include/gamma-management.h"
//#include "scanline-functions.h"
// from scanline-functions.h //
bool is_interlaced(float num_lines)
{
// Detect interlacing based on the number of lines in the source.
if(interlace_detect)
{
// NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field
// NTSC Emulators: Typically 224 or 240 lines
// PAL: 625 lines, 312.5/field; 576 active (typical), 288/field
// PAL Emulators: ?
// ATSC: 720p, 1080i, 1080p
// Where do we place our cutoffs? Assumptions:
// 1.) We only need to care about active lines.
// 2.) Anything > 288 and <= 576 lines is probably interlaced.
// 3.) Anything > 576 lines is probably not interlaced...
// 4.) ...except 1080 lines, which is a crapshoot (user decision).
// 5.) Just in case the main program uses calculated video sizes,
// we should nudge the float thresholds a bit.
bool sd_interlace;
if (num_lines > 288.5 && num_lines < 576.5)
{sd_interlace = true;}
else
{sd_interlace = false;}
bool hd_interlace;
if (num_lines > 1079.5 && num_lines < 1080.5)
{hd_interlace = true;}
else
{hd_interlace = false;}
return (sd_interlace || hd_interlace);
}
else
{
return false;
}
}
// end scanline-functions.h //
// from gamma-management.h //
/////////////////////////////// BASE CONSTANTS ///////////////////////////////
// Set standard gamma constants, but allow users to override them:
#ifndef OVERRIDE_STANDARD_GAMMA
// Standard encoding gammas:
const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
const float pal_gamma = 2.8; // Never actually 2.8 in practice
// Typical device decoding gammas (only use for emulating devices):
// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
// gammas: The standards purposely undercorrected for an analog CRT's
// assumed 2.5 reference display gamma to maintain contrast in assumed
// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
// These unstated assumptions about display gamma and perceptual rendering
// intent caused a lot of confusion, and more modern CRT's seemed to target
// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
// displays designed to view sRGB in bright environments. (Standards are
// also in flux again with BT.1886, but it's underspecified for displays.)
const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
const float lcd_reference_gamma = 2.5; // To match CRT
const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
const float lcd_office_gamma = 2.2; // Approximates sRGB
#endif // OVERRIDE_STANDARD_GAMMA
// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
// but only if they're aware of it.
#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
const bool assume_opaque_alpha = false;
#endif
/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
// gamma-management.h should be compatible with overriding gamma values with
// runtime user parameters, but we can only define other global constants in
// terms of static constants, not uniform user parameters. To get around this
// limitation, we need to define derived constants using functions.
// Set device gamma constants, but allow users to override them:
#ifdef OVERRIDE_DEVICE_GAMMA
// The user promises to globally define the appropriate constants:
float get_crt_gamma() { return crt_gamma; }
float get_gba_gamma() { return gba_gamma; }
float get_lcd_gamma() { return lcd_gamma; }
#else
float get_crt_gamma() { return crt_reference_gamma_high; }
float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
float get_lcd_gamma() { return lcd_office_gamma; }
#endif // OVERRIDE_DEVICE_GAMMA
// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
#ifdef OVERRIDE_FINAL_GAMMA
// The user promises to globally define the appropriate constants:
float get_intermediate_gamma() { return intermediate_gamma; }
float get_input_gamma() { return input_gamma; }
float get_output_gamma() { return output_gamma; }
#else
// If we gamma-correct every pass, always use ntsc_gamma between passes to
// ensure middle passes don't need to care if anything is being simulated:
float get_intermediate_gamma() { return ntsc_gamma; }
#ifdef SIMULATE_CRT_ON_LCD
float get_input_gamma() { return get_crt_gamma(); }
float get_output_gamma() { return get_lcd_gamma(); }
#else
#ifdef SIMULATE_GBA_ON_LCD
float get_input_gamma() { return get_gba_gamma(); }
float get_output_gamma() { return get_lcd_gamma(); }
#else
#ifdef SIMULATE_LCD_ON_CRT
float get_input_gamma() { return get_lcd_gamma(); }
float get_output_gamma() { return get_crt_gamma(); }
#else
#ifdef SIMULATE_GBA_ON_CRT
float get_input_gamma() { return get_gba_gamma(); }
float get_output_gamma() { return get_crt_gamma(); }
#else // Don't simulate anything:
float get_input_gamma() { return ntsc_gamma; }
float get_output_gamma() { return ntsc_gamma; }
#endif // SIMULATE_GBA_ON_CRT
#endif // SIMULATE_LCD_ON_CRT
#endif // SIMULATE_GBA_ON_LCD
#endif // SIMULATE_CRT_ON_LCD
#endif // OVERRIDE_FINAL_GAMMA
#ifndef GAMMA_ENCODE_EVERY_FBO
#ifdef FIRST_PASS
const bool linearize_input = true;
float get_pass_input_gamma() { return get_input_gamma(); }
#else
const bool linearize_input = false;
float get_pass_input_gamma() { return 1.0; }
#endif
#ifdef LAST_PASS
const bool gamma_encode_output = true;
float get_pass_output_gamma() { return get_output_gamma(); }
#else
const bool gamma_encode_output = false;
float get_pass_output_gamma() { return 1.0; }
#endif
#else
const bool linearize_input = true;
const bool gamma_encode_output = true;
#ifdef FIRST_PASS
float get_pass_input_gamma() { return get_input_gamma(); }
#else
float get_pass_input_gamma() { return get_intermediate_gamma(); }
#endif
#ifdef LAST_PASS
float get_pass_output_gamma() { return get_output_gamma(); }
#else
float get_pass_output_gamma() { return get_intermediate_gamma(); }
#endif
#endif
vec4 decode_input(const vec4 color)
{
if(linearize_input)
{
if(assume_opaque_alpha)
{
return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), 1.0);
}
else
{
return vec4(pow(color.rgb, vec3(get_pass_input_gamma())), color.a);
}
}
else
{
return color;
}
}
vec4 encode_output(const vec4 color)
{
if(gamma_encode_output)
{
if(assume_opaque_alpha)
{
return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), 1.0);
}
else
{
return vec4(pow(color.rgb, vec3(1.0/get_pass_output_gamma())), color.a);
}
}
else
{
return color;
}
}
#define tex2D_linearize(C, D) decode_input(vec4(texture(C, D)))
//vec4 tex2D_linearize(const sampler2D tex, const vec2 tex_coords)
//{ return decode_input(vec4(texture(tex, tex_coords))); }
//#define tex2D_linearize(C, D, E) decode_input(vec4(texture(C, D, E)))
//vec4 tex2D_linearize(const sampler2D tex, const vec2 tex_coords, const int texel_off)
//{ return decode_input(vec4(texture(tex, tex_coords, texel_off))); }
// end gamma-management.h //
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 tex_uv;
layout(location = 1) out vec2 uv_step;
void main()
{
gl_Position = params.MVP * Position;
tex_uv = TexCoord;
// Save the uv distance between texels:
uv_step = vec2(1.0) * registers.SourceSize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 uv_step;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// Detect interlacing: 1.0 = true, 0.0 = false.
const vec2 video_size = registers.SourceSize.xy;
bool interlaced = is_interlaced(video_size.y);
// Linearize the input based on CRT gamma and bob interlaced fields.
// Bobbing ensures we can immediately blur without getting artifacts.
// Note: TFF/BFF won't matter for sources that double-weave or similar.
if(interlace_detect)
{
// Sample the current line and an average of the previous/next line;
// tex2D_linearize will decode CRT gamma. Don't bother branching:
// const vec2 tex_uv = tex_uv;
const vec2 v_step = vec2(0.0, uv_step.y);
const vec3 curr_line = tex2D_linearize(
Source, tex_uv).rgb;
const vec3 last_line = tex2D_linearize(
Source, tex_uv - v_step).rgb;
const vec3 next_line = tex2D_linearize(
Source, tex_uv + v_step).rgb;
const vec3 interpolated_line = 0.5 * (last_line + next_line);
// If we're interlacing, determine which field curr_line is in:
float interlace_check = 0.0;
if (interlaced = true) interlace_check = 1.0;
const float modulus = interlace_check + 1.0;
const float field_offset =
mod(registers.FrameCount + float(params.interlace_bff), modulus);
const float curr_line_texel = tex_uv.y * registers.SourceSize.y;
// Use under_half to fix a rounding bug around exact texel locations.
const float line_num_last = floor(curr_line_texel - under_half);
const float wrong_field = mod(line_num_last + field_offset, modulus);
// Select the correct color, and output the result:
const vec3 color = mix(curr_line, interpolated_line, wrong_field);
FragColor = encode_output(vec4(color, 1.0));
}
else
{
FragColor = encode_output(tex2D_linearize(Source, tex_uv));
}
}