slang-shaders/crt/shaders/guest/crt-guest-sm.slang

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2019-12-17 04:10:27 +11:00
#version 450
/*
CRT - Guest - SM (Scanline Mask) Shader
Copyright (C) 2019 guest(r) - guest.r@gmail.com
Big thanks to Nesguy from the Libretro forums for the masks and other ideas.
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 (at your option) 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.
*/
/* README - MASKS GUIDE
To obtain the best results with masks 0, 1, 3, 4:
must leave “mask size” at 1 and the display must be set to its native resolution to result in evenly spaced “active” LCD subpixels.
Mask 0: Uses a magenta and green pattern for even spacing of the LCD subpixels.
Mask 1: Intended for displays that have RBG subpixels (as opposed to the more common RGB).
Uses a yellow/blue pattern for even spacing of the LCD subpixels.
Mask 2: Common red/green/blue pattern.
Mask 3: This is useful for 4K displays, where masks 0 and 1 can look too fine.
Uses a red/yellow/cyan/blue pattern to result in even spacing of the LCD subpixels.
Mask 4: Intended for displays that have the less common RBG subpixel pattern.
This is useful for 4K displays, where masks 0 and 1 can look too fine.
Uses a red/magenta/cyan/green pattern for even spacing of the LCD subpixels.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float smart, brightboost, scanline, beam_min, beam_max, s_gamma, h_sharp, mask, maskstr, masksize, gamma_out;
} params;
// smart Y integer scaline
#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
// adjust brightness
#pragma parameter brightboost "Bright boost" 1.15 0.5 2.0 0.05
// scanline param, vertical sharpness
#pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0
// dark area beam min - narrow
#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05
// bright area beam max -wide
#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05
// scanline gamma
#pragma parameter s_gamma "Scanline gamma" 2.4 1.5 3.0 0.05
// pixel sharpness
#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05
// crt mask
#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0
// raw crt mask strength
#pragma parameter maskstr "Raw CRT Mask Strength" 0.15 0.0 1.0 0.05
// crt mask size
#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
// gamma out
#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05
#define smart params.smart
#define brightboost params.brightboost
#define scanline params.scanline
#define beam_min params.beam_min
#define beam_max params.beam_max
#define s_gamma params.s_gamma
#define h_sharp params.h_sharp
#define mask params.mask
#define maskstr params.maskstr
#define masksize params.masksize
#define gamma_out params.gamma_out
#define TEX0 vTexCoord
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define Texture Source
#define InputSize SourceSize
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float st(float x)
{
return exp2(-scanline*x*x);
}
vec3 sw(float x, vec3 color)
{
vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color);
tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color+0.3));
vec3 ex = vec3(x)*tmp;
return exp2(-scanline*ex*ex)/(0.65 + 0.35*color);
}
float Overscan(float pos, float dy){
pos=pos*2.0-1.0;
pos*=dy;
return pos*0.5+0.5;
}
void main()
{
vec2 tex = TEX0.xy * 1.000001;
if (smart == 1.0)
{
float factor = params.OutputSize.y/params.InputSize.y;
float intfactor = round(factor);
float diff = factor/intfactor;
tex.y = Overscan(tex.y*(params.SourceSize.y/params.InputSize.y), diff)*(params.InputSize.y/params.SourceSize.y);
}
vec2 OGL2Pos = tex * params.SourceSize.xy - vec2(0.5);
vec2 fp = fract(OGL2Pos);
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * params.SourceSize.zw;
// Reading the texels
vec3 ul = COMPAT_TEXTURE(Texture, pC4 ).xyz; ul*=ul;
vec3 ur = COMPAT_TEXTURE(Texture, pC4 + vec2(params.SourceSize.z,0.0)).xyz; ur*=ur;
vec3 dl = COMPAT_TEXTURE(Texture, pC4 + vec2(0.0,params.SourceSize.w)).xyz; dl*=dl;
vec3 dr = COMPAT_TEXTURE(Texture, pC4 + params.SourceSize.zw ).xyz; dr*=dr;
float lx = fp.x; lx = pow(lx, h_sharp);
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
float w = 1.0/(lx+rx);
vec3 color1 = w*(ur*lx + ul*rx);
vec3 color2 = w*(dr*lx + dl*rx);
ul*=ul*ul; ul*=ul;
ur*=ur*ur; ur*=ur;
dl*=dl*dl; dl*=dl;
dr*=dr*dr; dr*=dr;
vec3 scolor1 = w*(ur*lx + ul*rx); scolor1 = pow(scolor1, vec3(s_gamma*(1.0/12.0)));
vec3 scolor2 = w*(dr*lx + dl*rx); scolor2 = pow(scolor2, vec3(s_gamma*(1.0/12.0)));
// calculating scanlines
float f = fp.y;
float t1 = st(f);
float t2 = st(1.0-f);
vec3 color = color1*t1 + color2*t2;
vec3 scolor = scolor1*t1 + scolor2*t2;
vec3 ctemp = color / (t1 + t2);
vec3 sctemp = scolor / (t1 + t2);
vec3 cref1 = mix(scolor1, sctemp, 0.35);
vec3 cref2 = mix(scolor2, sctemp, 0.35);
vec3 w1 = sw(f,cref1);
vec3 w2 = sw(1.0-f,cref2);
color = color1*w1 + color2*w2;
color = min(color, 1.0);
vec3 scan3 = vec3(0.0);
float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0;
vec3 tmp1 = 0.5*(ctemp+sqrt(ctemp));
if (mask == 0.0)
{
spos1 = fract(spos*0.5);
if (spos1 < 0.5) scan3.rb = color.rb;
else scan3.g = color.g;
}
else
if (mask == 1.0)
{
spos1 = fract(spos*0.5);
if (spos1 < 0.5) scan3.rg = color.rg;
else scan3.b = color.b;
}
else
if (mask == 2.0)
{
spos1 = fract(spos/3.0);
if (spos1 < 0.333) scan3.r = color.r;
else if (spos1 < 0.666) scan3.g = color.g;
else scan3.b = color.b;
}
else
if (mask == 3.0)
{
spos1 = fract(spos*0.25);
if (spos1 < 0.25) scan3.r = color.r;
else if (spos1 < 0.50) scan3.rg = color.rg;
else if (spos1 < 0.75) scan3.gb = color.gb;
else scan3.b = color.b;
}
else
{
spos1 = fract(spos*0.25);
if (spos1 < 0.25) scan3.r = color.r;
else if (spos1 < 0.50) scan3.rb = color.rb;
else if (spos1 < 0.75) scan3.gb = color.gb;
else scan3.g = color.g;
}
color = mix(1.15*scan3, color, (1.0-maskstr)*tmp1)*(1.0 + 0.15*maskstr);
color*=brightboost;
float corr = (max(max(color.r,color.g),color.b) + 0.0001);
if (corr < 1.0) corr = 1.0;
color = color/corr;
color = pow(color, vec3(1.0/gamma_out));
FragColor = vec4(color, 1.0);
}