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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Made default shader more like a Sony PVM 2730 with a slightly softer image than the 20L4 Added two new slangp configs that represent a Sony PVM 2730 and a Sony PVM 20L4 Removed defunct shader parameters Added sharpness parameter Cleaned up shader a little
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6
crt/crt-sony-pvm-20L4-4k-hdr.slangp
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crt/crt-sony-pvm-20L4-4k-hdr.slangp
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@ -0,0 +1,6 @@
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#reference "crt-sony-pvm-4k-hdr.slangp"
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Contrast = "4.500000"
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PaperWhiteNits = "500.000000"
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ScanlineWidth = "0.600000"
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ResolutionPattern = "1.000000"
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Sharpness = "2.500000"
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crt/crt-sony-pvm-2730-4k-hdr.slangp
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crt/crt-sony-pvm-2730-4k-hdr.slangp
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#reference "crt-sony-pvm-4k-hdr.slangp"
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Contrast = "4.500000"
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PaperWhiteNits = "450.000000"
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ScanlineWidth = "0.950000"
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ResolutionPattern = "2.000000"
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Sharpness = "1.800000"
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@ -6,7 +6,7 @@ an aperture grille afterwards which is kind of what a CRT would actually do - it
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My HDR 700 monitors does seem to get reasonably close to the brightness of my PVM's - its not quite there but its close.
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Currently geared towards a Sony PVM 20L4.
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Currently defaults towards a Sony PVM 2730.
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To use:
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Please Enable HDR in RetroArch,
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@ -77,7 +77,3 @@ mipmap_input3 = "false"
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alias3 = ""
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float_framebuffer3 = "false"
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srgb_framebuffer3 = "false"
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ScanlineWidth = "0.600000"
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Contrast = "4.500000"
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PaperWhiteNits = "500.000000"
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@ -27,16 +27,14 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float ScanlineWidth;
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float ScreenWidth;
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float ScreenHeight;
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float ResolutionPattern;
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float ScanlineWidth;
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float ResolutionPattern;
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float Sharpness;
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} params;
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#pragma parameter ScanlineWidth "Scanline Width" 0.5 0.0 1.0 0.01
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#pragma parameter ScreenWidth "Screen Width" 3840.0 0.0 7680.0 1.0
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#pragma parameter ScreenHeight "Screen Height" 2160.0 0.0 4320.0 1.0
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#pragma parameter ResolutionPattern "Resolution Pattern" 1.0 0.0 8.0 1.0
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#pragma parameter ScanlineWidth "Scanline Width" 0.95 0.0 1.0 0.01
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#pragma parameter ResolutionPattern "Resolution Pattern" 2.0 0.0 8.0 1.0
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#pragma parameter Sharpness "Sharpness" 1.8 0.0 5.0 0.1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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@ -72,7 +70,6 @@ float ModInteger(float a, float b)
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#define kGuassianMin vec3(1.1)
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#define kGuassianMax vec3(3.0)
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#define Sharpness 2.5
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#define kRed vec3(1.0, 0.0, 0.0)
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#define kGreen vec3(0.0, 1.0, 0.0)
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@ -108,8 +105,8 @@ void main()
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const float Gaussian = pow(kEuler, -0.5 * pow(ScanlineDistance/0.3, 2.0)); /* Gaussian distribution */
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float Ratio = (vTexCoord.x * params.SourceSize.x) - (floor(vTexCoord.x * params.SourceSize.x));
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Ratio = clamp(((Ratio - 0.5) * Sharpness) + 0.5, 0.0f, 1.0);
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float HorizInterp = (vTexCoord.x * params.SourceSize.x) - (floor(vTexCoord.x * params.SourceSize.x));
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HorizInterp = clamp(((HorizInterp - 0.5) * params.Sharpness) + 0.5, 0.0f, 1.0);
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const vec2 SourceTexCoord0 = vec2(vTexCoord.x, ScanlinePosition / params.OutputSize.y);
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@ -121,8 +118,8 @@ void main()
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const vec3 HDRColour1 = texture(Source, SourceTexCoord1).xyz;
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const vec3 SDRColour1 = texture(StockPass, SourceTexCoord1).xyz;
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const vec3 HDRColour = mix(HDRColour0, HDRColour1, vec3(Ratio));
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const vec3 SDRColour = mix(SDRColour0, SDRColour1, vec3(Ratio));
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const vec3 HDRColour = mix(HDRColour0, HDRColour1, vec3(HorizInterp));
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const vec3 SDRColour = mix(SDRColour0, SDRColour1, vec3(HorizInterp));
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vec3 Luminance = Ramp3(vec3(Gaussian), (SDRColour * kGuassianMax) + kGuassianMin);
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