diff --git a/misc/shaders/grade-no-LUT.slang b/misc/shaders/grade-no-LUT.slang index 5d92b48..8fd5c95 100644 --- a/misc/shaders/grade-no-LUT.slang +++ b/misc/shaders/grade-no-LUT.slang @@ -1,7 +1,7 @@ #version 450 /* - Grade - CRT emulated color manipulation shader + Grade - CRT emulation and color manipulation shader Copyright (C) 2020-2023 Dogway (Jose Linares) @@ -67,17 +67,24 @@ layout(std140, set = 0, binding = 0) uniform UBO uint FrameCount; float g_vignette; float g_Dark_to_Dim; + float g_GCompress; float wp_temperature; float g_CRT_br; float g_CRT_bg; float g_CRT_bb; + float g_CRT_rf; + float g_CRT_sl; float g_satr; float g_satg; float g_satb; + float g_digital; + float g_analog; } global; /* - Grade (11-05-2023) + Grade (03-06-2023) + > See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442 + > Ubershader grouping some monolithic color related shaders: ::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT. > and the addition of: @@ -101,7 +108,7 @@ layout(std140, set = 0, binding = 0) uniform UBO ### ### ### NTSC-J (Default) ### ### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ### - ### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8600K)### + ### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8500K)### ### ### ### ### ########################################################################################## @@ -109,53 +116,59 @@ layout(std140, set = 0, binding = 0) uniform UBO */ -#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 0.0 0.0 1.0 1.0 -#pragma parameter g_crtgamut "Phosphor (-2:CRT-95s -1:P22-80s 1:P22-90s 2:NTSC-J 3:PAL)" 0.0 -3.0 3.0 1.0 -#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:DCI 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0 -#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 0.0 0.0 1.0 1.0 +#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 0.0 0.0 1.0 1.0 +#pragma parameter g_crtgamut "Phosphor (-2:CRT-95s -1:P22-80s 1:P22-90s 2:NTSC-J 3:PAL)" 0.0 -3.0 3.0 1.0 +#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:P3-D65 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0 +#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 1.0 0.0 1.0 1.0 +#pragma parameter g_GCompress "Gamut Compression" 0.0 0.0 1.0 1.0 // Analogue controls -#pragma parameter g_hue_degrees "CRT Hue" 0.0 -360.0 360.0 1.0 -#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01 -#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01 -#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01 -#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01 -#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01 -#pragma parameter g_CRT_b "CRT Brightness" 0.0 0.0 100.0 1.0 -#pragma parameter g_CRT_c "CRT Contrast" 100.0 50.0 150.0 1.0 -#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01 -#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01 -#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01 -#pragma parameter g_vignette "Vignette Toggle" 0.0 0.0 1.0 1.0 -#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0 -#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01 +#pragma parameter g_analog "// ANALOG CONTROLS //" 0.0 0.0 1.0 1.0 +#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0 +#pragma parameter g_hue_degrees "CRT Hue" 0.0 -180.0 180.0 1.0 +#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01 +#pragma parameter g_CRT_b "CRT Brightness" 50.0 0.0 100.0 1.0 +#pragma parameter g_CRT_c "CRT Contrast" 50.0 0.0 100.0 1.0 +#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_rf "CRT Lambert Refl. in %" 5.0 2.0 5.0 0.1 +#pragma parameter g_CRT_sl "Surround Luminance -nits-" 0.0 0.0 100.0 1.0 +#pragma parameter g_vignette "Vignette Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0 +#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01 // Digital controls -#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 -#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01 -#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05 -#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01 -#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0 -#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01 -#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05 -#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01 -#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01 -#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01 -#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01 -#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01 -#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01 -#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01 -#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01 -#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01 -#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01 -#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter g_digital "// DIGITAL CONTROLS //" 0.0 0.0 1.0 1.0 +#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 +#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01 +#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05 +#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01 +#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01 +#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05 +#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01 +#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01 +#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01 +#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01 +#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01 +#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01 +#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01 +#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01 +#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01 +#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01 +#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005 #define M_PI 3.1415926535897932384626433832795/180.0 +#define RW vec3(0.950457397565471, 1.0, 1.089436035930324) #define signal params.g_signal_type #define crtgamut params.g_crtgamut #define SPC params.g_space_out @@ -167,6 +180,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #define g_CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461. #define lum_fix params.g_lum_fix #define vignette global.g_vignette +#define GCompress global.g_GCompress #define vstr params.g_vstr #define vpower params.g_vpower #define g_sat params.g_sat @@ -212,19 +226,20 @@ layout(set = 0, binding = 2) uniform sampler2D Source; + + + ///////////////////////// Color Space Transformations ////////////////////////// // 'D65' based mat3 RGB_to_XYZ_mat(mat3 primaries) { - vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); - vec3 T = RW * inverse(primaries); mat3 TB = mat3( - T.x, 0, 0, - 0, T.y, 0, - 0, 0, T.z); + T.x, 0.0, 0.0, + 0.0, T.y, 0.0, + 0.0, 0.0, T.z); return TB * primaries; } @@ -269,7 +284,6 @@ vec3 YxytoXYZ(vec3 Yxy) { // For NTSC-J there's not a common agreed value, measured consumer units span from 8229.87K to 8945.623K with accounts for 8800K as well. // Recently it's been standardized to 9300K which is closer to what master monitors (and not consumer units) were (x=0.2838 y=0.2984) (~9177.98K) - // "RGB to XYZ -> Temperature -> XYZ to RGB" joint matrix vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) { @@ -286,9 +300,6 @@ vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) { wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2) + 0.0297408 * pow(wp.x,3); wp.z = 1. - wp.x - wp.y; - - vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); // D65 Reference White - const mat3 CAT16 = mat3( 0.401288,-0.250268, -0.002079, 0.650173, 1.204414, 0.048952, @@ -323,19 +334,19 @@ float EOTF_1886a(float color, float bl, float brightness, float contrast) { // Brightness = 0 // Contrast = 100 - float wl = 100.0; - float b = pow(bl, 1/2.4); - float a = pow(wl, 1/2.4)-b; - b = brightness>0 ? (brightness/286.+b/a) : b/a; - a = contrast!=100 ? contrast/100. : 1; + const float wl = 100.0; + float b = pow(bl, 1/2.4); + float a = pow(wl, 1/2.4)-b; + b = (brightness-50) / 250. + b/a; // -0.20 to +0.20 + a = contrast!=50 ? pow(2,(contrast-50)/50.) : 1.; // 0.50 to +2.00 - float Vc = 0.35; // Offset - float Lw = wl/100. * a; // White level - float Lb = clamp(b * a,0.01,Vc); // Black level - float a1 = 2.6; // Shoulder gamma - float a2 = 3.0; // Knee gamma - float k = Lw /pow(1 + Lb, a1); - float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma + const float Vc = 0.35; // Offset + float Lw = wl/100. * a; // White level + float Lb = min( b * a,Vc); // Black level + const float a1 = 2.6; // Shoulder gamma + const float a2 = 3.0; // Knee gamma + float k = Lw /pow(1 + Lb, a1); + float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma color = color >= Vc ? k * pow(color + Lb, a1 ) : sl * pow(color + Lb, a2 ); return color; @@ -458,34 +469,81 @@ float SatMask(float color_r, float color_g, float color_b) -//---------------------- Range Expansion/Compression ------------------- - -// 0-235 YUV PAL -// 0-235 YUV NTSC-J -// 16-235 YUV NTSC - -// to Studio Swing/Broadcast Safe/SMPTE legal/Limited Range -vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) -{ - col *= 255.; - vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.; - - col.x = (luma_swing == 1.0) ? ((col.x * 219.) / 255.) + 16. : col.x; - col.yz = (((col.yz - 128.) * (UVmax * 2.)) / 255.) + UVmax; - return col.xyz / 255.; -} +//---------------------- Gamut Compression ------------------- -// to Full Swing/Full Range -vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) -{ - col *= 255.; - vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.; +// RGB 'Desaturate' Gamut Compression (by Jed Smith: https://github.com/jedypod/gamut-compress) +vec3 GamutCompression (vec3 rgb, float grey) { + + // Limit/Thres order is Cyan, Magenta, Yellow + vec3 beam = max(vec3(0.0),vec3(beamg,(beamb+beamr)/2,(beamr+beamg)/2)); + vec3 sat = max(vec3(0.0),vec3(satg, (satb +satr) /2,(satr +satg) /2)+1); // center at 1 + float temp = max(0,abs(global.wp_temperature-7000)-1000)/825.0+1; // center at 1 + vec3 WPD = global.wp_temperature < 7000 ? vec3(1,temp,(temp-1)/2+1) : vec3((temp-1)/2+1,temp,1); + sat = max(0.0,g_sat+1)*(sat*beam) * WPD; + + mat2x3 LimThres = \ + mat2x3( 0.100000,0.100000,0.100000, + 0.125000,0.125000,0.125000); + if (SPC < 1.0) { + + LimThres = \ + crtgamut == 3.0 ? mat2x3( 0.000000,0.044065,0.000000, + 0.000000,0.095638,0.000000) : \ + crtgamut == 2.0 ? mat2x3( 0.006910,0.092133,0.000000, + 0.039836,0.121390,0.000000) : \ + crtgamut == 1.0 ? mat2x3( 0.018083,0.059489,0.017911, + 0.066570,0.105996,0.066276) : \ + crtgamut ==-1.0 ? mat2x3( 0.014947,0.098571,0.017911, + 0.060803,0.123793,0.066276) : \ + crtgamut ==-2.0 ? mat2x3( 0.004073,0.030307,0.012697, + 0.028222,0.083075,0.056029) : \ + crtgamut ==-3.0 ? mat2x3( 0.018424,0.053469,0.016841, + 0.067146,0.102294,0.064393) : LimThres; + } else if (SPC==1.0) { + + LimThres = \ + crtgamut == 3.0 ? mat2x3( 0.000000,0.234229,0.007680, + 0.000000,0.154983,0.042446) : \ + crtgamut == 2.0 ? mat2x3( 0.078526,0.108432,0.006143, + 0.115731,0.127194,0.037039) : \ + crtgamut == 1.0 ? mat2x3( 0.021531,0.237184,0.013466, + 0.072018,0.155438,0.057731) : \ + crtgamut ==-1.0 ? mat2x3( 0.051640,0.103332,0.013550, + 0.101092,0.125474,0.057912) : \ + crtgamut ==-2.0 ? mat2x3( 0.032717,0.525361,0.023928, + 0.085609,0.184491,0.075381) : \ + crtgamut ==-3.0 ? mat2x3( 0.000000,0.377522,0.043076, + 0.000000,0.172390,0.094873) : LimThres; + } + + // Amount of outer gamut to affect + vec3 th = 1.0-vec3(LimThres[1])*(0.4*sat+0.3); + + // Distance limit: How far beyond the gamut boundary to compress + vec3 dl = 1.0+vec3(LimThres[0])*sat; + + // Calculate scale so compression function passes through distance limit: (x=dl, y=1) + vec3 s = (vec3(1)-th)/sqrt(max(vec3(1.001), dl)-1.0); + + // Achromatic axis + float ac = max(rgb.x, max(rgb.y, rgb.z)); + + // Inverse RGB Ratios: distance from achromatic axis + vec3 d = ac==0.0?vec3(0.0):(ac-rgb)/abs(ac); + + // Compressed distance. Parabolic compression function: https://www.desmos.com/calculator/nvhp63hmtj + vec3 cd; + vec3 sf = s*sqrt(d-th+s*s/4.0)-s*sqrt(s*s/4.0)+th; + cd.x = (d.x < th.x) ? d.x : sf.x; + cd.y = (d.y < th.y) ? d.y : sf.y; + cd.z = (d.z < th.z) ? d.z : sf.z; + + // Inverse RGB Ratios to RGB + // and Mask with "luma" + return mix(rgb, ac-cd.xyz*abs(ac), pow(grey,1/2.4)); + } - col.x = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x; - col.yz = (((col.yz - UVmax) / (UVmax * 2.)) * 255.) + 128.; - return col.xyz / 255.; -} //*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ @@ -498,6 +556,10 @@ vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) //----------------------- Y'UV color model ----------------------- +// 0-235 YUV PAL +// 0-235 YUV NTSC-J +// 16-235 YUV NTSC + // Bymax 0.885515 // Rymax 0.701088 @@ -512,13 +574,14 @@ const mat3 YByRy = // Umax 0.435812284313725 // Vmax 0.615857694117647 +// R'G'B' full to Y'UV limited // YUV is defined with headroom and footroom (TV range), -// we need to limit the excursion to 16-235. -// This is still R'G'B' full to YUV full though -vec3 r601_YUV(vec3 RGB) { +// UV excursion is limited to Umax and Vmax +// Y excursion is limited to 16-235 for NTSC-U and 0-235 for PAL and NTSC-J +vec3 r601_YUV(vec3 RGB, float NTSC_U) { - float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit - float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit + const float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit + const float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit mat3 conv_mat = mat3( vec3(YByRy[0]), @@ -527,21 +590,39 @@ vec3 r601_YUV(vec3 RGB) { // -0.147111592156863 -0.288700692156863 0.435812284313725 // 0.615857694117647 -0.515290478431373 -0.100567215686275 - return RGB.rgb * conv_mat; + + vec3 YUV = RGB.rgb * conv_mat; + YUV.x = NTSC_U==1.0 ? YUV.x * 219.0 + 16.0 : YUV.x * 235.0; + return vec3(YUV.x/255.0,YUV.yz); } -vec3 YUV_r601(vec3 YUV) { +// Y'UV limited to R'G'B' full +vec3 YUV_r601(vec3 YUV, float NTSC_U) { - mat3 conv_mat = mat3( +const mat3 conv_mat = mat3( 1.0000000, -0.000000029378826483, 1.1383928060531616, 1.0000000, -0.396552562713623050, -0.5800843834877014, 1.0000000, 2.031872510910034000, 0.0000000000000000); + YUV.x = (YUV.x - (NTSC_U == 1.0 ? 16.0/255.0 : 0.0 )) * (255.0/(NTSC_U == 1.0 ? 219.0 : 235.0)); return YUV.xyz * conv_mat; } +// FP32 to 8-bit mid-tread uniform quantization +float Quantize8(float col) { + col = min(255.0,floor(col * 255.0 + 0.5)); + return col; + } + +vec3 Quantize8_f3(vec3 col) { + col.r = Quantize8(col.r); + col.g = Quantize8(col.g); + col.b = Quantize8(col.b); + return col.rgb; + } + //------------------------- LMS -------------------------- @@ -589,7 +670,7 @@ const mat3 SMPTE470BG_ph = // NTSC-J P22 // Mix between averaging KV-20M20, KDS VS19, Dell D93, 4-TR-B09v1_0.pdf and Phosphor Handbook 'P22' // ILLUMINANT: D93->[0.281000,0.311000] (CCT of 8945.436K) -// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series +// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series (in practice prolly more like ~9177.98K) const mat3 P22_J_ph = mat3( 0.625, 0.280, 0.152, @@ -625,6 +706,7 @@ const mat3 CRT_95s_ph = //*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ + //----------------------- Display Primaries ----------------------- // sRGB (IEC 61966-2-1) and ITU-R BT.709-6 (originally CCIR Rec.709) @@ -667,34 +749,34 @@ void main() { // Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations. - float lum_exp = (lum_fix == 1.0) ? (255./239.) : 1.; + float lum_exp = (lum_fix == 1.0) ? (255.0/239.0) : 1.0; vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp; // Clipping Logic / Gamut Limiting - vec2 UVmax = vec2(0.435812284313725, 0.615857694117647); + bool NTSC_U = crtgamut < 2.0; + + vec2 UVmax = vec2(Quantize8(0.435812284313725), Quantize8(0.615857694117647)); + vec2 Ymax = NTSC_U ? vec2(16.0, 235.0) : vec2(0.0, 235.0); + // Assumes framebuffer in Rec.601 full range with baked gamma - vec3 col = clamp(r601_YUV(src), vec3(0.0, -UVmax.x, -UVmax.y) , \ - vec3(1.0, UVmax.x, UVmax.y)); - - col = crtgamut < 2.0 ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0) : col; - +// Quantize to 8-bit to replicate CRT's circuit board arithmetics + vec3 col = clamp(Quantize8_f3(r601_YUV(src, NTSC_U ? 1.0 : 0.0)), vec3(Ymax.x, -UVmax.x, -UVmax.y), \ + vec3(Ymax.y, UVmax.x, UVmax.y))/255.0; // YUV Analogue Color Controls (HUE + Color Shift + Color Burst) float hue_radians = hue_degrees * M_PI; float hue = atan(col.z, col.y) + hue_radians; - float chroma = sqrt(col.z * col.z + col.y * col.y); - col = vec3(col.x, chroma * cos(hue), chroma * sin(hue)); + float chroma = sqrt(col.z * col.z + col.y * col.y); // Euclidean Distance - col.y = (mod((col.y + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL; - col.z = (mod((col.z + 1.0) + V_SHIFT, 2.0) - 1.0) * V_MUL; + col.y = (mod((chroma * cos(hue) + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL; + col.z = (mod((chroma * sin(hue) + 1.0) + V_SHIFT, 2.0) - 1.0) * V_MUL; -// Back to RGB - col = crtgamut < 2.0 ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0) : col; - col = clamp(YUV_r601(col), 0., 1.); +// Back to R'G'B' full + col = signal > 0.0 ? max(Quantize8_f3(YUV_r601(col.xyz, NTSC_U ? 1.0 : 0.0))/255.0, 0.0) : src; -// CRT EOTF. To Display Referred Linear: Undo developer baked CRT gamma (from 2.40 at default 0.1 CRT black level, to 2.61 at 0.0 CRT black level) +// CRT EOTF. To Display Referred Linear: Undo developer baked CRT gamma (from 2.40 at default 0.1 CRT black level, to 2.60 at 0.0 CRT black level) col = EOTF_1886a_f3(col, g_CRT_l, params.g_CRT_b, params.g_CRT_c); @@ -726,15 +808,14 @@ void main() if (crtgamut == 2.0) { m_in = P22_J_ph; } else if (crtgamut == 3.0) { m_in = SMPTE470BG_ph; } - m_in = (global.LUT1_toggle == 0.0) ? m_in : sRGB_prims; // Display color space mat3 m_ou; - if (SPC == 1.0) { m_ou = DCIP3_prims; } else - if (SPC == 2.0) { m_ou = rec2020_prims; } else - if (SPC == 3.0) { m_ou = Adobe_prims; } else - { m_ou = sRGB_prims; } + if (SPC == 1.0) { m_ou = DCIP3_prims; } else + if (SPC == 2.0) { m_ou = rec2020_prims; } else + if (SPC == 3.0) { m_ou = Adobe_prims; } else + { m_ou = sRGB_prims; } // White Point Mapping @@ -764,7 +845,7 @@ void main() float hue_radians_b = 100.0 * M_PI; float hue_b = cos(hue_at + hue_radians_b); - float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0., 1.), -vec3(satr, satg, satb)); + float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0.0, 1.0), -vec3(satr, satg, satb)); src_h = mix(col, vec3(dot(coeff, col)), msk); float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \ @@ -781,14 +862,18 @@ void main() msatz , msatz , msatz + sat); - src_h = mix(src_h, adjust * src_h, clamp(sat_msk, 0., 1.)); - src_h = clamp(src_h*vec3(beamr,beamg,beamb),0.0,1.0); + src_h = mix(src_h, adjust * src_h, clamp(sat_msk, 0.0, 1.0)); + src_h *= vec3(beamr,beamg,beamb); +// RGB 'Desaturate' Gamut Compression (by Jed Smith: https://github.com/jedypod/gamut-compress) + coeff = RGB_to_XYZ_mat(m_ou)[1]; + src_h = GCompress==1.0 ? clamp(GamutCompression(src_h, dot(coeff.xyz, src_h)), 0.0, 1.0) : clamp(src_h, 0.0, 1.0); + // Sigmoidal Luma Contrast under 'Yxy' decorrelated model (in gamma space) vec3 Yxy = XYZtoYxy(RGB_to_XYZ(src_h, m_ou)); - float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0., 1.); + float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0.0, 1.0); toGamma = (Yxy.r > 0.5) ? contrast_sigmoid_inv(toGamma, 2.3, 0.5) : toGamma; float sigmoid = (cntrst > 0.0) ? contrast_sigmoid(toGamma, cntrst, mid) : contrast_sigmoid_inv(toGamma, cntrst, mid); vec3 contrast = vec3(moncurve_f(sigmoid, 2.40, 0.055), Yxy.g, Yxy.b); @@ -797,12 +882,11 @@ void main() // Lift + Gain -PP Digital Controls- (Could do in Yxy but performance reasons) - src_h = clamp(rolled_gain_v3(contrast, clamp(lum, -0.49, 0.99)), 0., 1.); + src_h = clamp(rolled_gain_v3(contrast, clamp(lum, -0.49, 0.99)), 0.0, 1.0); src_h += (lift / 20.0) * (1.0 - contrast); - -// Vignetting & Black Level (in linear space, so after EOTF^-1 it's power shaped; 0.5 thres converts to ~0.75) +// Vignetting (in linear space, so after EOTF^-1 it's power shaped; 0.5 thres converts to ~0.75) vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy); vpos *= 1.0 - vpos.xy; @@ -824,5 +908,9 @@ void main() clamp(pow( src_D, vec3(1./(2.20 + 0.20))), 0., 1.) ; +// External Flare for Surround Illuminant 2700K (Soft White) at F0 (Lambertian reflectance); defines offset thus also black lift + vec3 Flare = 0.01 * (global.g_CRT_rf/5.0)*(0.049433*global.g_CRT_sl - 0.188367) * vec3(0.459993/0.410702,1.0,0.129305/0.410702); + TRC = global.g_CRT_sl > 0.0 ? min(TRC+Flare,1.0) : TRC; + FragColor = vec4(TRC, 1.0); } \ No newline at end of file diff --git a/misc/shaders/grade.slang b/misc/shaders/grade.slang index 741ee5e..cbd16c6 100644 --- a/misc/shaders/grade.slang +++ b/misc/shaders/grade.slang @@ -1,7 +1,7 @@ #version 450 /* - Grade - CRT emulated color manipulation shader + Grade - CRT emulation and color manipulation shader Copyright (C) 2020-2023 Dogway (Jose Linares) @@ -67,13 +67,18 @@ layout(std140, set = 0, binding = 0) uniform UBO uint FrameCount; float g_vignette; float g_Dark_to_Dim; + float g_GCompress; float wp_temperature; float g_CRT_br; float g_CRT_bg; float g_CRT_bb; + float g_CRT_rf; + float g_CRT_sl; float g_satr; float g_satg; float g_satb; + float g_digital; + float g_analog; float LUT_Size1; float LUT1_toggle; float LUT_Size2; @@ -81,7 +86,9 @@ layout(std140, set = 0, binding = 0) uniform UBO } global; /* - Grade (11-05-2023) + Grade (03-06-2023) + > See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442 + > Ubershader grouping some monolithic color related shaders: ::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT. > and the addition of: @@ -105,7 +112,7 @@ layout(std140, set = 0, binding = 0) uniform UBO ### ### ### NTSC-J (Default) ### ### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ### - ### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8600K)### + ### WP: 9300K+27MPCD (8945K) (CCT from x:0.281 y:0.311)(in practice ~8500K)### ### ### ### ### ########################################################################################## @@ -113,57 +120,63 @@ layout(std140, set = 0, binding = 0) uniform UBO */ -#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0 -#pragma parameter g_crtgamut "Phosphor (-2:CRT-95s -1:P22-80s 1:P22-90s 2:NTSC-J 3:PAL)" 2.0 -3.0 3.0 1.0 -#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:DCI 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0 -#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 1.0 0.0 1.0 1.0 +#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0 +#pragma parameter g_crtgamut "Phosphor (-2:CRT-95s -1:P22-80s 1:P22-90s 2:NTSC-J 3:PAL)" 2.0 -3.0 3.0 1.0 +#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:P3-D65 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0 +#pragma parameter g_Dark_to_Dim "Dark to Dim adaptation" 1.0 0.0 1.0 1.0 +#pragma parameter g_GCompress "Gamut Compression" 1.0 0.0 1.0 1.0 // Analogue controls -#pragma parameter g_hue_degrees "CRT Hue" 0.0 -360.0 360.0 1.0 -#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01 -#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01 -#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01 -#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01 -#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01 -#pragma parameter g_CRT_b "CRT Brightness" 0.0 0.0 100.0 1.0 -#pragma parameter g_CRT_c "CRT Contrast" 100.0 50.0 150.0 1.0 -#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01 -#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01 -#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01 -#pragma parameter g_vignette "Vignette Toggle" 1.0 0.0 1.0 1.0 -#pragma parameter g_vstr "Vignette Strength" 50.0 0.0 50.0 1.0 -#pragma parameter g_vpower "Vignette Power" 0.50 0.0 0.5 0.01 +#pragma parameter g_analog "// ANALOG CONTROLS //" 0.0 0.0 1.0 1.0 +#pragma parameter wp_temperature "White Point" 8504.0 5004.0 12004.0 100.0 +#pragma parameter g_hue_degrees "CRT Hue" 0.0 -180.0 180.0 1.0 +#pragma parameter g_U_SHIFT "CRT U Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_V_SHIFT "CRT V Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_U_MUL "CRT U Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_V_MUL "CRT V Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_CRT_l "CRT Gamma" 2.50 2.30 2.60 0.01 +#pragma parameter g_CRT_b "CRT Brightness" 50.0 0.0 100.0 1.0 +#pragma parameter g_CRT_c "CRT Contrast" 50.0 0.0 100.0 1.0 +#pragma parameter g_CRT_br "CRT Beam Red" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bg "CRT Beam Green" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_bb "CRT Beam Blue" 1.0 0.0 1.2 0.01 +#pragma parameter g_CRT_rf "CRT Lambert Refl. in %" 5.0 2.0 5.0 0.1 +#pragma parameter g_CRT_sl "Surround Luminance -nits-" 34.0 0.0 100.0 1.0 +#pragma parameter g_vignette "Vignette Toggle" 1.0 0.0 1.0 1.0 +#pragma parameter g_vstr "Vignette Strength" 50.0 0.0 50.0 1.0 +#pragma parameter g_vpower "Vignette Power" 0.50 0.0 0.5 0.01 // Digital controls -#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 -#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01 -#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05 -#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01 -#pragma parameter wp_temperature "White Point" 8604.0 5004.0 12004.0 100.0 -#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01 -#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05 -#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01 -#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01 -#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01 -#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01 -#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01 -#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01 -#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01 -#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01 -#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01 -#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01 -#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005 -#pragma parameter LUT_Size1 "LUT Size 1" 32.0 8.0 64.0 16.0 -#pragma parameter LUT1_toggle "LUT 1 Toggle" 0.0 0.0 1.0 1.0 -#pragma parameter LUT_Size2 "LUT Size 2" 64.0 0.0 64.0 16.0 -#pragma parameter LUT2_toggle "LUT 2 Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter g_digital "// DIGITAL CONTROLS //" 0.0 0.0 1.0 1.0 +#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 +#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01 +#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05 +#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01 +#pragma parameter g_sat "Saturation" 0.0 -1.0 1.0 0.01 +#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05 +#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01 +#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01 +#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01 +#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01 +#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01 +#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01 +#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01 +#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01 +#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01 +#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01 +#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005 +#pragma parameter LUT_Size1 "LUT Size 1" 32.0 8.0 64.0 16.0 +#pragma parameter LUT1_toggle "LUT 1 Toggle" 0.0 0.0 1.0 1.0 +#pragma parameter LUT_Size2 "LUT Size 2" 64.0 0.0 64.0 16.0 +#pragma parameter LUT2_toggle "LUT 2 Toggle" 0.0 0.0 1.0 1.0 #define M_PI 3.1415926535897932384626433832795/180.0 +#define RW vec3(0.950457397565471, 1.0, 1.089436035930324) #define signal params.g_signal_type #define crtgamut params.g_crtgamut #define SPC params.g_space_out @@ -175,6 +188,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #define g_CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461. #define lum_fix params.g_lum_fix #define vignette global.g_vignette +#define GCompress global.g_GCompress #define vstr params.g_vstr #define vpower params.g_vpower #define g_sat params.g_sat @@ -222,19 +236,20 @@ layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; + + + ///////////////////////// Color Space Transformations ////////////////////////// // 'D65' based mat3 RGB_to_XYZ_mat(mat3 primaries) { - vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); - vec3 T = RW * inverse(primaries); mat3 TB = mat3( - T.x, 0, 0, - 0, T.y, 0, - 0, 0, T.z); + T.x, 0.0, 0.0, + 0.0, T.y, 0.0, + 0.0, 0.0, T.z); return TB * primaries; } @@ -279,7 +294,6 @@ vec3 YxytoXYZ(vec3 Yxy) { // For NTSC-J there's not a common agreed value, measured consumer units span from 8229.87K to 8945.623K with accounts for 8800K as well. // Recently it's been standardized to 9300K which is closer to what master monitors (and not consumer units) were (x=0.2838 y=0.2984) (~9177.98K) - // "RGB to XYZ -> Temperature -> XYZ to RGB" joint matrix vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) { @@ -296,9 +310,6 @@ vec3 wp_adjust(vec3 RGB, float temperature, mat3 primaries, mat3 display) { wp.y = -0.275275 + 2.87396 * wp.x - 3.02034 * pow(wp.x,2) + 0.0297408 * pow(wp.x,3); wp.z = 1. - wp.x - wp.y; - - vec3 RW = vec3(0.950457397565471, 1., 1.089436035930324); // D65 Reference White - const mat3 CAT16 = mat3( 0.401288,-0.250268, -0.002079, 0.650173, 1.204414, 0.048952, @@ -333,19 +344,19 @@ float EOTF_1886a(float color, float bl, float brightness, float contrast) { // Brightness = 0 // Contrast = 100 - float wl = 100.0; - float b = pow(bl, 1/2.4); - float a = pow(wl, 1/2.4)-b; - b = brightness>0 ? (brightness/286.+b/a) : b/a; - a = contrast!=100 ? contrast/100. : 1; + const float wl = 100.0; + float b = pow(bl, 1/2.4); + float a = pow(wl, 1/2.4)-b; + b = (brightness-50) / 250. + b/a; // -0.20 to +0.20 + a = contrast!=50 ? pow(2,(contrast-50)/50.) : 1.; // 0.50 to +2.00 - float Vc = 0.35; // Offset - float Lw = wl/100. * a; // White level - float Lb = clamp(b * a,0.01,Vc); // Black level - float a1 = 2.6; // Shoulder gamma - float a2 = 3.0; // Knee gamma - float k = Lw /pow(1 + Lb, a1); - float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma + const float Vc = 0.35; // Offset + float Lw = wl/100. * a; // White level + float Lb = min( b * a,Vc); // Black level + const float a1 = 2.6; // Shoulder gamma + const float a2 = 3.0; // Knee gamma + float k = Lw /pow(1 + Lb, a1); + float sl = k * pow(Vc + Lb, a1-a2); // Slope for knee gamma color = color >= Vc ? k * pow(color + Lb, a1 ) : sl * pow(color + Lb, a2 ); return color; @@ -482,34 +493,82 @@ vec4 mixfix_v4(vec4 a, vec4 b, float c) } -//---------------------- Range Expansion/Compression ------------------- -// 0-235 YUV PAL -// 0-235 YUV NTSC-J -// 16-235 YUV NTSC - -// to Studio Swing/Broadcast Safe/SMPTE legal/Limited Range -vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) -{ - col *= 255.; - vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.; - - col.x = (luma_swing == 1.0) ? ((col.x * 219.) / 255.) + 16. : col.x; - col.yz = (((col.yz - 128.) * (UVmax * 2.)) / 255.) + UVmax; - return col.xyz / 255.; -} +//---------------------- Gamut Compression ------------------- -// to Full Swing/Full Range -vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) -{ - col *= 255.; - vec2 UVmax = (max_swing == 1.0) ? vec2(Umax,Vmax) * 224. : vec2(Umax,Vmax) * 239.; +// RGB 'Desaturate' Gamut Compression (by Jed Smith: https://github.com/jedypod/gamut-compress) +vec3 GamutCompression (vec3 rgb, float grey) { + + // Limit/Thres order is Cyan, Magenta, Yellow + vec3 beam = max(vec3(0.0),vec3(beamg,(beamb+beamr)/2,(beamr+beamg)/2)); + vec3 sat = max(vec3(0.0),vec3(satg, (satb +satr) /2,(satr +satg) /2)+1); // center at 1 + float temp = max(0,abs(global.wp_temperature-7000)-1000)/825.0+1; // center at 1 + vec3 WPD = global.wp_temperature < 7000 ? vec3(1,temp,(temp-1)/2+1) : vec3((temp-1)/2+1,temp,1); + sat = max(0.0,g_sat+1)*(sat*beam) * WPD; + + mat2x3 LimThres = \ + mat2x3( 0.100000,0.100000,0.100000, + 0.125000,0.125000,0.125000); + if (SPC < 1.0) { + + LimThres = \ + crtgamut == 3.0 ? mat2x3( 0.000000,0.044065,0.000000, + 0.000000,0.095638,0.000000) : \ + crtgamut == 2.0 ? mat2x3( 0.006910,0.092133,0.000000, + 0.039836,0.121390,0.000000) : \ + crtgamut == 1.0 ? mat2x3( 0.018083,0.059489,0.017911, + 0.066570,0.105996,0.066276) : \ + crtgamut ==-1.0 ? mat2x3( 0.014947,0.098571,0.017911, + 0.060803,0.123793,0.066276) : \ + crtgamut ==-2.0 ? mat2x3( 0.004073,0.030307,0.012697, + 0.028222,0.083075,0.056029) : \ + crtgamut ==-3.0 ? mat2x3( 0.018424,0.053469,0.016841, + 0.067146,0.102294,0.064393) : LimThres; + } else if (SPC==1.0) { + + LimThres = \ + crtgamut == 3.0 ? mat2x3( 0.000000,0.234229,0.007680, + 0.000000,0.154983,0.042446) : \ + crtgamut == 2.0 ? mat2x3( 0.078526,0.108432,0.006143, + 0.115731,0.127194,0.037039) : \ + crtgamut == 1.0 ? mat2x3( 0.021531,0.237184,0.013466, + 0.072018,0.155438,0.057731) : \ + crtgamut ==-1.0 ? mat2x3( 0.051640,0.103332,0.013550, + 0.101092,0.125474,0.057912) : \ + crtgamut ==-2.0 ? mat2x3( 0.032717,0.525361,0.023928, + 0.085609,0.184491,0.075381) : \ + crtgamut ==-3.0 ? mat2x3( 0.000000,0.377522,0.043076, + 0.000000,0.172390,0.094873) : LimThres; + } + + // Amount of outer gamut to affect + vec3 th = 1.0-vec3(LimThres[1])*(0.4*sat+0.3); + + // Distance limit: How far beyond the gamut boundary to compress + vec3 dl = 1.0+vec3(LimThres[0])*sat; + + // Calculate scale so compression function passes through distance limit: (x=dl, y=1) + vec3 s = (vec3(1)-th)/sqrt(max(vec3(1.001), dl)-1.0); + + // Achromatic axis + float ac = max(rgb.x, max(rgb.y, rgb.z)); + + // Inverse RGB Ratios: distance from achromatic axis + vec3 d = ac==0.0?vec3(0.0):(ac-rgb)/abs(ac); + + // Compressed distance. Parabolic compression function: https://www.desmos.com/calculator/nvhp63hmtj + vec3 cd; + vec3 sf = s*sqrt(d-th+s*s/4.0)-s*sqrt(s*s/4.0)+th; + cd.x = (d.x < th.x) ? d.x : sf.x; + cd.y = (d.y < th.y) ? d.y : sf.y; + cd.z = (d.z < th.z) ? d.z : sf.z; + + // Inverse RGB Ratios to RGB + // and Mask with "luma" + return mix(rgb, ac-cd.xyz*abs(ac), pow(grey,1/2.4)); + } - col.x = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x; - col.yz = (((col.yz - UVmax) / (UVmax * 2.)) * 255.) + 128.; - return col.xyz / 255.; -} //*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ @@ -522,6 +581,10 @@ vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing) //----------------------- Y'UV color model ----------------------- +// 0-235 YUV PAL +// 0-235 YUV NTSC-J +// 16-235 YUV NTSC + // Bymax 0.885515 // Rymax 0.701088 @@ -536,13 +599,14 @@ const mat3 YByRy = // Umax 0.435812284313725 // Vmax 0.615857694117647 +// R'G'B' full to Y'UV limited // YUV is defined with headroom and footroom (TV range), -// we need to limit the excursion to 16-235. -// This is still R'G'B' full to YUV full though -vec3 r601_YUV(vec3 RGB) { +// UV excursion is limited to Umax and Vmax +// Y excursion is limited to 16-235 for NTSC-U and 0-235 for PAL and NTSC-J +vec3 r601_YUV(vec3 RGB, float NTSC_U) { - float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit - float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit + const float sclU = ((0.5*(235-16)+16)/255.); // This yields Luma grey at around 0.49216 or 125.5 in 8-bit + const float sclV = (240-16) /255. ; // This yields Chroma range at around 0.87843 or 224 in 8-bit mat3 conv_mat = mat3( vec3(YByRy[0]), @@ -551,21 +615,39 @@ vec3 r601_YUV(vec3 RGB) { // -0.147111592156863 -0.288700692156863 0.435812284313725 // 0.615857694117647 -0.515290478431373 -0.100567215686275 - return RGB.rgb * conv_mat; + + vec3 YUV = RGB.rgb * conv_mat; + YUV.x = NTSC_U==1.0 ? YUV.x * 219.0 + 16.0 : YUV.x * 235.0; + return vec3(YUV.x/255.0,YUV.yz); } -vec3 YUV_r601(vec3 YUV) { +// Y'UV limited to R'G'B' full +vec3 YUV_r601(vec3 YUV, float NTSC_U) { - mat3 conv_mat = mat3( +const mat3 conv_mat = mat3( 1.0000000, -0.000000029378826483, 1.1383928060531616, 1.0000000, -0.396552562713623050, -0.5800843834877014, 1.0000000, 2.031872510910034000, 0.0000000000000000); + YUV.x = (YUV.x - (NTSC_U == 1.0 ? 16.0/255.0 : 0.0 )) * (255.0/(NTSC_U == 1.0 ? 219.0 : 235.0)); return YUV.xyz * conv_mat; } +// FP32 to 8-bit mid-tread uniform quantization +float Quantize8(float col) { + col = min(255.0,floor(col * 255.0 + 0.5)); + return col; + } + +vec3 Quantize8_f3(vec3 col) { + col.r = Quantize8(col.r); + col.g = Quantize8(col.g); + col.b = Quantize8(col.b); + return col.rgb; + } + //------------------------- LMS -------------------------- @@ -613,7 +695,7 @@ const mat3 SMPTE470BG_ph = // NTSC-J P22 // Mix between averaging KV-20M20, KDS VS19, Dell D93, 4-TR-B09v1_0.pdf and Phosphor Handbook 'P22' // ILLUMINANT: D93->[0.281000,0.311000] (CCT of 8945.436K) -// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series +// ILLUMINANT: D97->[0.285000,0.285000] (CCT of 9696K) for Nanao MS-2930s series (in practice prolly more like ~9177.98K) const mat3 P22_J_ph = mat3( 0.625, 0.280, 0.152, @@ -649,6 +731,7 @@ const mat3 CRT_95s_ph = //*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ + //----------------------- Display Primaries ----------------------- // sRGB (IEC 61966-2-1) and ITU-R BT.709-6 (originally CCIR Rec.709) @@ -691,32 +774,32 @@ void main() { // Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations. - float lum_exp = (lum_fix == 1.0) ? (255./239.) : 1.; + float lum_exp = (lum_fix == 1.0) ? (255.0/239.0) : 1.0; vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp; // Clipping Logic / Gamut Limiting - vec2 UVmax = vec2(0.435812284313725, 0.615857694117647); + bool NTSC_U = crtgamut < 2.0; + + vec2 UVmax = vec2(Quantize8(0.435812284313725), Quantize8(0.615857694117647)); + vec2 Ymax = NTSC_U ? vec2(16.0, 235.0) : vec2(0.0, 235.0); + // Assumes framebuffer in Rec.601 full range with baked gamma - vec3 col = clamp(r601_YUV(src), vec3(0.0, -UVmax.x, -UVmax.y) , \ - vec3(1.0, UVmax.x, UVmax.y)); - - col = crtgamut < 2.0 ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0) : col; - +// Quantize to 8-bit to replicate CRT's circuit board arithmetics + vec3 col = clamp(Quantize8_f3(r601_YUV(src, NTSC_U ? 1.0 : 0.0)), vec3(Ymax.x, -UVmax.x, -UVmax.y), \ + vec3(Ymax.y, UVmax.x, UVmax.y))/255.0; // YUV Analogue Color Controls (HUE + Color Shift + Color Burst) float hue_radians = hue_degrees * M_PI; float hue = atan(col.z, col.y) + hue_radians; - float chroma = sqrt(col.z * col.z + col.y * col.y); - col = vec3(col.x, chroma * cos(hue), chroma * sin(hue)); + float chroma = sqrt(col.z * col.z + col.y * col.y); // Euclidean Distance - col.y = (mod((col.y + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL; - col.z = (mod((col.z + 1.0) + V_SHIFT, 2.0) - 1.0) * V_MUL; + col.y = (mod((chroma * cos(hue) + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL; + col.z = (mod((chroma * sin(hue) + 1.0) + V_SHIFT, 2.0) - 1.0) * V_MUL; -// Back to RGB - col = crtgamut < 2.0 ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0) : col; - col = clamp(YUV_r601(col), 0., 1.); +// Back to R'G'B' full + col = signal > 0.0 ? max(Quantize8_f3(YUV_r601(col.xyz, NTSC_U ? 1.0 : 0.0))/255.0, 0.0) : src; // Look LUT - (in SPC space) float red = (col.r * (global.LUT_Size1 - 1.0) + 0.4999) / (global.LUT_Size1 * global.LUT_Size1); @@ -729,7 +812,7 @@ void main() vec3 vcolor = (global.LUT1_toggle == 0.0) ? col : mixfix(color1, color2, mixer); -// CRT EOTF. To Display Referred Linear: Undo developer baked CRT gamma (from 2.40 at default 0.1 CRT black level, to 2.61 at 0.0 CRT black level) +// CRT EOTF. To Display Referred Linear: Undo developer baked CRT gamma (from 2.40 at default 0.1 CRT black level, to 2.60 at 0.0 CRT black level) col = EOTF_1886a_f3(vcolor, g_CRT_l, params.g_CRT_b, params.g_CRT_c); @@ -766,10 +849,10 @@ void main() // Display color space mat3 m_ou; - if (SPC == 1.0) { m_ou = DCIP3_prims; } else - if (SPC == 2.0) { m_ou = rec2020_prims; } else - if (SPC == 3.0) { m_ou = Adobe_prims; } else - { m_ou = sRGB_prims; } + if (SPC == 1.0) { m_ou = DCIP3_prims; } else + if (SPC == 2.0) { m_ou = rec2020_prims; } else + if (SPC == 3.0) { m_ou = Adobe_prims; } else + { m_ou = sRGB_prims; } // White Point Mapping @@ -799,7 +882,7 @@ void main() float hue_radians_b = 100.0 * M_PI; float hue_b = cos(hue_at + hue_radians_b); - float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0., 1.), -vec3(satr, satg, satb)); + float msk = dot(clamp(vec3(hue_r, hue_g, hue_b) * chroma * 2, 0.0, 1.0), -vec3(satr, satg, satb)); src_h = mix(col, vec3(dot(coeff, col)), msk); float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \ @@ -816,14 +899,18 @@ void main() msatz , msatz , msatz + sat); - src_h = mix(src_h, adjust * src_h, clamp(sat_msk, 0., 1.)); - src_h = clamp(src_h*vec3(beamr,beamg,beamb),0.0,1.0); + src_h = mix(src_h, adjust * src_h, clamp(sat_msk, 0.0, 1.0)); + src_h *= vec3(beamr,beamg,beamb); +// RGB 'Desaturate' Gamut Compression (by Jed Smith: https://github.com/jedypod/gamut-compress) + coeff = RGB_to_XYZ_mat(m_ou)[1]; + src_h = GCompress==1.0 ? clamp(GamutCompression(src_h, dot(coeff.xyz, src_h)), 0.0, 1.0) : clamp(src_h, 0.0, 1.0); + // Sigmoidal Luma Contrast under 'Yxy' decorrelated model (in gamma space) vec3 Yxy = XYZtoYxy(RGB_to_XYZ(src_h, m_ou)); - float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0., 1.); + float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0.0, 1.0); toGamma = (Yxy.r > 0.5) ? contrast_sigmoid_inv(toGamma, 2.3, 0.5) : toGamma; float sigmoid = (cntrst > 0.0) ? contrast_sigmoid(toGamma, cntrst, mid) : contrast_sigmoid_inv(toGamma, cntrst, mid); vec3 contrast = vec3(moncurve_f(sigmoid, 2.40, 0.055), Yxy.g, Yxy.b); @@ -832,12 +919,11 @@ void main() // Lift + Gain -PP Digital Controls- (Could do in Yxy but performance reasons) - src_h = clamp(rolled_gain_v3(contrast, clamp(lum, -0.49, 0.99)), 0., 1.); + src_h = clamp(rolled_gain_v3(contrast, clamp(lum, -0.49, 0.99)), 0.0, 1.0); src_h += (lift / 20.0) * (1.0 - contrast); - -// Vignetting & Black Level (in linear space, so after EOTF^-1 it's power shaped; 0.5 thres converts to ~0.75) +// Vignetting (in linear space, so after EOTF^-1 it's power shaped; 0.5 thres converts to ~0.75) vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy); vpos *= 1.0 - vpos.xy; @@ -859,6 +945,11 @@ void main() clamp(pow( src_D, vec3(1./(2.20 + 0.20))), 0., 1.) ; +// External Flare for Surround Illuminant 2700K (Soft White) at F0 (Lambertian reflectance); defines offset thus also black lift + vec3 Flare = 0.01 * (global.g_CRT_rf/5.0)*(0.049433*global.g_CRT_sl - 0.188367) * vec3(0.459993/0.410702,1.0,0.129305/0.410702); + TRC = global.g_CRT_sl > 0.0 ? min(TRC+Flare,1.0) : TRC; + + // Technical LUT - (in SPC space) float red_2 = (TRC.r * (global.LUT_Size2 - 1.0) + 0.4999) / (global.LUT_Size2 * global.LUT_Size2); float green_2 = (TRC.g * (global.LUT_Size2 - 1.0) + 0.4999) / global.LUT_Size2;