slang-shaders/crt/shaders/guest/fast/crt-guest-advanced-pass2.slang

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#version 450
/*
CRT - Guest - Advanced - Fast - Pass2
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Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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
{
float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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glow, vertmask, maskstr, inters, bloom, halation, scans, gamma_c, gamma_out, IOS, no_scanlines;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float addnoise;
float warpX;
float warpY;
float csize;
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float bsize1;
float intres;
float c_shape;
float barspeed;
float barintensity;
float bardir;
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float sborder;
float scan_falloff;
float overscanX;
float overscanY;
float bloom_dist;
} global;
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX global.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY global.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
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#pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
#define overscanX global.overscanX // OverscanX pixels
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
#define overscanY global.overscanY // OverscanY pixels
#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
#define csize global.csize // corner size
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#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
#define bsize1 global.bsize1 // border size
#pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
#define sborder global.sborder // border intensity
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
#define glow params.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom params.bloom // bloom effect
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#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
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#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation params.halation // halation effect
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#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
#define gamma_c params.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 40.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 10.0 0.05
#define beam_min params.beam_min // dark area beam min - narrow
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#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
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#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10
#define scans params.scans // scanline saturation
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#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05
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#define scan_falloff global.scan_falloff // scanline falloff
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#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
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#define no_scanlines params.no_scanlines
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#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;
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vTexCoord = TexCoord * 1.00001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Pass1;
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
layout(set = 0, binding = 4) uniform sampler2D BloomPass;
layout(set = 0, binding = 5) uniform sampler2D PrePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
return pos*0.5 + 0.5;
}
void main()
{
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vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / global.OriginalSize.xy;
vec4 SourceSize = vec4(global.SourceSize.x, global.OriginalSize.y, global.SourceSize.z, global.OriginalSize.w);
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
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bool interb = ((intera < 0.5) || (no_scanlines > 0.025));
float SourceY = SourceSize.y;
float sy = 1.0;
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if (global.intres == 1.0) sy = SourceY/224.0;
if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres;
SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
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if (IOS > 0.0 && !interb){
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vec2 ofactor = OutputSize.xy/global.OriginalSize.xy;
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = diff.y;
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
}
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texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
vec2 pos = Warp(texcoord);
float coffset = 0.5;
vec2 ps = SourceSize.zw;
float OGL2Pos = pos.y * SourceSize.y - coffset;
float f = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 pC4;
pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y;
pC4.x = pos.x;
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if (global.intres == 0.5 && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
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if (interb && no_scanlines < 0.025) pC4.y = pos.y; else if (interb) pC4.y = pC4.y + smoothstep(0.40-0.5*no_scanlines, 0.60 + 0.5*no_scanlines, f)*SourceSize.w;
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vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
pC4+=dy;
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if (global.intres == 0.5 && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
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vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
// calculating scanlines
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vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1;
vec3 one = vec3(1.0);
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
ctmp = color00/(wt1+wt2);
vec3 sctmp = max(scolor0/(wt1+wt2), ctmp);
float wf1, wf2;
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vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
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float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
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cref1 = color1 / mc1;
cref2 = color2 / mc2;
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float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375);
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
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color = (gc(color1)*w1 + gc(color2)*w2);
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
}
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float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
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FragColor = vec4(color, colmx);
}