2022-06-25 10:06:45 +10:00
|
|
|
/*
|
|
|
|
CRT - Guest - Nomask w. Curvature
|
|
|
|
With work by DariusG to create a cut down extra fast version
|
|
|
|
|
|
|
|
Copyright (C) 2017-2018 guest(r) - guest.r@gmail.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 (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.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
layout(push_constant) uniform Push
|
|
|
|
{
|
|
|
|
vec4 SourceSize;
|
|
|
|
vec4 OriginalSize;
|
|
|
|
vec4 OutputSize;
|
|
|
|
uint FrameCount;
|
|
|
|
|
|
|
|
float brightboost;
|
|
|
|
float saturation;
|
|
|
|
float scanline;
|
|
|
|
float beam_min;
|
|
|
|
float beam_max;
|
|
|
|
float h_sharp;
|
|
|
|
float shadowMask;
|
|
|
|
float masksize;
|
|
|
|
float mcut;
|
|
|
|
float maskDark;
|
|
|
|
float maskLight;
|
|
|
|
float CGWG;
|
|
|
|
} params;
|
|
|
|
|
|
|
|
// Parameter lines go here:
|
|
|
|
#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
|
|
|
|
|
|
|
|
#pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05
|
|
|
|
#define brightboost params.brightboost
|
|
|
|
|
|
|
|
#pragma parameter saturation " Saturation adjustment -- saturation" 1.1 0.1 2.0 0.05
|
|
|
|
#define saturation params.saturation
|
|
|
|
|
|
|
|
#pragma parameter scanline " Scanline Adjust -- scanline" 8 1 12 1
|
|
|
|
#define scanline params.scanline
|
|
|
|
|
|
|
|
#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3 0.05
|
|
|
|
#define beam_min params.beam_min
|
|
|
|
|
|
|
|
#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3 0.05
|
|
|
|
#define beam_max params.beam_max
|
|
|
|
|
|
|
|
#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2 1 5 0.05
|
|
|
|
#define h_sharp params.h_sharp
|
|
|
|
|
|
|
|
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0
|
|
|
|
#define shadowMask params.shadowMask
|
|
|
|
|
|
|
|
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 0 0 2.0 1.0
|
|
|
|
#define masksize params.masksize
|
|
|
|
|
|
|
|
#pragma parameter mcut " Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05
|
|
|
|
#define mcut params.mcut
|
|
|
|
|
|
|
|
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2 0.1
|
|
|
|
#define maskDark params.maskDark
|
|
|
|
|
|
|
|
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1
|
|
|
|
#define maskLight params.maskLight
|
|
|
|
|
|
|
|
#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0 1 0.1
|
|
|
|
#define CGWG params.CGWG
|
|
|
|
|
|
|
|
#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 * 1.0001;
|
|
|
|
}
|
|
|
|
|
|
|
|
#pragma stage fragment
|
|
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
|
|
layout(location = 1) in float maskFade;
|
|
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 0, binding = 1) uniform sampler2D Source;
|
|
|
|
|
|
|
|
layout(set = 0, binding = 2) uniform sampler2D InfoCachePass;
|
|
|
|
layout(set = 0, binding = 3) uniform sampler2D InfoCachePassFeedback;
|
|
|
|
|
|
|
|
float sw(float x, float l)
|
|
|
|
{
|
|
|
|
float d = x;
|
|
|
|
float bm = scanline;
|
|
|
|
float b = mix(beam_min,beam_max,l);
|
|
|
|
d = exp2(-bm*pow(d,b));
|
|
|
|
return d;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Shadow mask (1-4 from PD CRT Lottes shader).
|
|
|
|
vec3 Mask(vec2 pos, vec3 c)
|
|
|
|
{
|
|
|
|
// HSM Added
|
|
|
|
float final_mask_size = masksize;
|
|
|
|
|
|
|
|
// If using automatic Mask Size
|
|
|
|
if (masksize < 0.5)
|
2022-07-29 11:56:28 +10:00
|
|
|
final_mask_size = global.FinalViewportSize.y > 2000 ? 2 : 1;
|
2022-06-25 10:06:45 +10:00
|
|
|
|
|
|
|
final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2));
|
|
|
|
|
|
|
|
pos = floor(pos / final_mask_size);
|
|
|
|
vec3 mask = vec3(maskDark, maskDark, maskDark);
|
|
|
|
|
|
|
|
// No mask
|
|
|
|
if (shadowMask == -1.0)
|
|
|
|
{
|
|
|
|
mask = vec3(1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Phosphor.
|
|
|
|
else if (shadowMask == 0.0)
|
|
|
|
{
|
|
|
|
pos.x = fract(pos.x*0.5);
|
|
|
|
float mc = 1.0 - CGWG;
|
|
|
|
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
|
|
|
|
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
|
|
|
|
}
|
|
|
|
|
|
|
|
// Very compressed TV style shadow mask.
|
|
|
|
else if (shadowMask == 1.0)
|
|
|
|
{
|
|
|
|
float line = maskLight;
|
|
|
|
float odd = 0.0;
|
|
|
|
|
|
|
|
if (fract(pos.x/6.0) < 0.5)
|
|
|
|
odd = 1.0;
|
|
|
|
if (fract((pos.y + odd)/2.0) < 0.5)
|
|
|
|
line = maskDark;
|
|
|
|
|
|
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
|
|
else mask.b = maskLight;
|
|
|
|
|
|
|
|
mask*=line;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Aperture-grille.
|
|
|
|
else if (shadowMask == 2.0)
|
|
|
|
{
|
|
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
|
|
else mask.b = maskLight;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Stretched VGA style shadow mask (same as prior shaders).
|
|
|
|
else if (shadowMask == 3.0)
|
|
|
|
{
|
|
|
|
pos.x += pos.y*3.0;
|
|
|
|
pos.x = fract(pos.x/6.0);
|
|
|
|
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
|
|
else mask.b = maskLight;
|
|
|
|
}
|
|
|
|
|
|
|
|
// VGA style shadow mask.
|
|
|
|
else if (shadowMask == 4.0)
|
|
|
|
{
|
|
|
|
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
|
|
|
|
pos.x += pos.y*3.0;
|
|
|
|
pos.x = fract(pos.x/6.0);
|
|
|
|
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
|
|
else mask.b = maskLight;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Alternate mask 5
|
|
|
|
else if (shadowMask == 5.0)
|
|
|
|
{
|
|
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
|
|
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
|
|
|
|
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
|
|
|
|
mask = maskTmp;
|
|
|
|
pos.x = fract(pos.x/2.0);
|
|
|
|
if (pos.x < 0.5)
|
|
|
|
{ mask.r = adj;
|
|
|
|
mask.b = adj;
|
|
|
|
}
|
|
|
|
else mask.g = adj;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Alternate mask 6
|
|
|
|
else if (shadowMask == 6.0)
|
|
|
|
{
|
|
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
|
|
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
|
|
|
|
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
|
|
|
|
mask = maskTmp;
|
|
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
if (pos.x < 0.333) mask.r = adj;
|
|
|
|
else if (pos.x < 0.666) mask.g = adj;
|
|
|
|
else mask.b = adj;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Alternate mask 7
|
|
|
|
else if (shadowMask == 7.0)
|
|
|
|
{
|
|
|
|
float mc = 1.0 - CGWG;
|
|
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
|
|
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
|
|
|
|
mask = vec3(maskTmp);
|
|
|
|
pos.x = fract(pos.x/2.0);
|
|
|
|
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
|
|
|
|
}
|
|
|
|
else if (shadowMask == 8.0)
|
|
|
|
{
|
|
|
|
float line = maskLight;
|
|
|
|
float odd = 0.0;
|
|
|
|
|
|
|
|
if (fract(pos.x/4.0) < 0.5)
|
|
|
|
odd = 1.0;
|
|
|
|
if (fract((pos.y + odd)/2.0) < 0.5)
|
|
|
|
line = maskDark;
|
|
|
|
|
|
|
|
pos.x = fract(pos.x/2.0);
|
|
|
|
|
|
|
|
if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
|
|
|
|
else mask.g = maskLight;
|
|
|
|
mask*=line;
|
|
|
|
}
|
|
|
|
return mask;
|
|
|
|
}
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
// HSM Added
|
|
|
|
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
|
|
|
|
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord);
|
|
|
|
|
|
|
|
vec2 cache_bounds_coord = SCREEN_COORD;
|
|
|
|
|
|
|
|
// If it's the potato preset render the whole frame
|
|
|
|
#ifndef IS_POTATO_PRESET
|
|
|
|
#ifndef IS_NO_REFLECT_PRESET
|
|
|
|
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
|
2022-08-25 12:32:58 +10:00
|
|
|
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
|
|
|
|
TUBE_DIFFUSE_SCALE,
|
2022-06-25 10:06:45 +10:00
|
|
|
TUBE_SCALE,
|
|
|
|
SCREEN_ASPECT,
|
|
|
|
false,
|
|
|
|
BEZEL_OUTSIDE_SCALE,
|
|
|
|
BEZEL_OUTSIDE_COORD,
|
|
|
|
BEZEL_OUTSIDE_CURVED_COORD,
|
|
|
|
FRAME_OUTSIDE_CURVED_COORD);
|
|
|
|
cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (cache_bounds_coord.x < -0.01 || cache_bounds_coord.x > 1.01 || cache_bounds_coord.y < -0.01 || cache_bounds_coord.y > 1.01)
|
|
|
|
{
|
|
|
|
FragColor = vec4(0);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
|
|
|
|
vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);
|
|
|
|
|
|
|
|
// HSM Added
|
|
|
|
vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1/CROPPED_ROTATED_SIZE_WITH_RES_MULT);
|
|
|
|
|
|
|
|
vec2 ps = SourceSize.zw;
|
|
|
|
vec2 OGL2Pos = pos * SourceSize.xy;
|
|
|
|
vec2 fp = fract(OGL2Pos);
|
|
|
|
vec2 dx = vec2(ps.x,0.0);
|
|
|
|
vec2 dy = vec2(0.0, ps.y);
|
|
|
|
|
|
|
|
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
|
|
|
|
|
|
|
|
// Reading the texels
|
|
|
|
vec3 ul = HSM_GetCroppedTexSample(Source, pC4 ).xyz; ul*=ul;
|
|
|
|
vec3 ur = HSM_GetCroppedTexSample(Source, pC4 + dx).xyz; ur*=ur;
|
|
|
|
vec3 dl = HSM_GetCroppedTexSample(Source, pC4 + dy).xyz; dl*=dl;
|
|
|
|
vec3 dr = HSM_GetCroppedTexSample(Source, pC4 + ps).xyz; dr*=dr;
|
|
|
|
|
|
|
|
float lx = fp.x; lx = pow(lx, h_sharp);
|
|
|
|
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
|
|
|
|
|
|
|
|
vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
|
|
|
|
vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
|
|
|
|
|
|
|
|
// calculating scanlines
|
|
|
|
|
|
|
|
float f = fp.y;
|
|
|
|
float luma1 = length(color1)*0.57735;
|
|
|
|
float luma2 = length(color2)*0.57735;
|
|
|
|
|
|
|
|
vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
|
|
|
|
|
|
|
|
color*=brightboost;
|
|
|
|
color = min(color, 1.0);
|
|
|
|
color = color * Mask(vTexCoord * global.OutputSize.xy, color);
|
|
|
|
|
|
|
|
// TODO Add adjust to take into acount Gamma IN
|
|
|
|
color = pow(color, vec3(1.0 / (DEFAULT_SRGB_GAMMA * GAMMA_INPUT / HSM_GAMMA_OUT_CRT)));
|
|
|
|
// color = pow(color, vec3(1.0/(DEFAULT_SRGB_GAMMA * GAMMA_INPUT / (0.9 * HSM_GAMMA_OUT_CRT))));
|
|
|
|
|
|
|
|
float l = length(color);
|
|
|
|
color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l;
|
|
|
|
color = pow(color, vec3(DEFAULT_SRGB_GAMMA / HSM_GAMMA_OUT_CRT));
|
|
|
|
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
|
|
}
|