diff --git a/crt/crt-guest-advanced-fast.slangp b/crt/crt-guest-advanced-fast.slangp index f705d6c..c38c793 100644 --- a/crt/crt-guest-advanced-fast.slangp +++ b/crt/crt-guest-advanced-fast.slangp @@ -10,12 +10,12 @@ SamplerLUT3_linear = true SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png SamplerLUT4_linear = true -shader0 = ../stock.slang +shader0 = shaders/guest/fast/stock.slang filter_linear0 = false scale_type0 = source scale0 = 1.0 -shader1 = ../stock.slang +shader1 = shaders/guest/fast/stock.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 @@ -34,33 +34,35 @@ scale3 = 1.0 float_framebuffer3 = true alias3 = LinearizePass -shader4 = shaders/guest/fast/bloom_horizontal.slang +shader4 = shaders/guest/fast/crt-guest-advanced-pass1.slang filter_linear4 = true -scale_type_x4 = absolute -scale_x4 = 800.0 +scale_type_x4 = viewport +scale_x4 = 1.0 scale_type_y4 = source -scale_y4 = 1.0 +scale_y4 = 1.0 float_framebuffer4 = true +alias4 = Pass1 -shader5 = shaders/guest/fast/bloom_vertical.slang +shader5 = shaders/guest/fast/bloom_horizontal.slang filter_linear5 = true -scale_type_x5 = source -scale_x5 = 1.0 +scale_type_x5 = absolute +scale_x5 = 640.0 scale_type_y5 = source -scale_y5 = 2.0 +scale_y5 = 1.0 float_framebuffer5 = true -alias5 = BloomPass -shader6 = shaders/guest/fast/crt-guest-advanced-pass1.slang +shader6 = shaders/guest/fast/bloom_vertical.slang filter_linear6 = true -scale_type_x6 = viewport +scale_type_x6 = source scale_x6 = 1.0 -scale_type_y6 = source -scale_y6 = 0.5 +scale_type_y6 = absolute +scale_y6 = 480.0 float_framebuffer6 = true +alias6 = BloomPass shader7 = shaders/guest/fast/crt-guest-advanced-pass2.slang filter_linear7 = true +float_framebuffer7 = true scale_type7 = viewport scale_x7 = 1.0 scale_y7 = 1.0 diff --git a/crt/crt-guest-advanced-hires.slangp b/crt/crt-guest-advanced-hd.slangp similarity index 61% rename from crt/crt-guest-advanced-hires.slangp rename to crt/crt-guest-advanced-hd.slangp index d92ee91..13812ca 100644 --- a/crt/crt-guest-advanced-hires.slangp +++ b/crt/crt-guest-advanced-hd.slangp @@ -1,29 +1,5 @@ shaders = 10 -shader0 = ../stock.slang -filter_linear0 = false -scale_type0 = source -scale0 = 1.0 - -shader1 = ../stock.slang -filter_linear1 = false -scale_type1 = source -scale1 = 1.0 -alias1 = StockPass - -shader2 = shaders/guest/advanced/afterglow0.slang -filter_linear2 = false -scale_type2 = source -scale2 = 1.0 -alias2 = AfterglowPass - -shader3 = shaders/guest/advanced/pre-shaders-afterglow.slang -filter_linear3 = false -scale_type3 = source -scale3 = 1.0 -mipmap_input3 = true -alias3 = PrePass - textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4" SamplerLUT1 = shaders/guest/advanced/lut/trinitron-lut.png SamplerLUT1_linear = true @@ -32,23 +8,49 @@ SamplerLUT2_linear = true SamplerLUT3 = shaders/guest/advanced/lut/nec-lut.png SamplerLUT3_linear = true SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png -SamplerLUT4_linear = true +SamplerLUT4_linear = true -shader4 = shaders/guest/advanced/avg-lum-hires.slang +shader0 = shaders/guest/hd/stock.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/guest/hd/stock.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +alias1 = StockPass + +shader2 = shaders/guest/hd/afterglow0.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +alias2 = AfterglowPass + +shader3 = shaders/guest/hd/pre-shaders-afterglow.slang +filter_linear3 = false +scale_type3 = source +mipmap_input3 = true +scale3 = 1.0 +alias3 = PrePass + +shader4 = shaders/guest/hd/linearize-hd.slang filter_linear4 = true scale_type4 = source scale4 = 1.0 -mipmap_input4 = true -alias4 = AvgLumPass +float_framebuffer4 = true +alias4 = LinearizePass -shader5 = shaders/guest/advanced/linearize-hires.slang +shader5 = shaders/guest/hd/crt-guest-advanced-hd-pass1.slang filter_linear5 = true -scale_type5 = source -scale5 = 1.0 -alias5 = LinearizePass +scale_type_x5 = viewport +scale_x5 = 1.0 +scale_type_y5 = source +scale_y5 = 1.0 float_framebuffer5 = true +alias5 = Pass1 -shader6 = shaders/guest/advanced/bloom_horizontal_ntsc.slang +shader6 = shaders/guest/hd/bloom_horizontal.slang filter_linear6 = true scale_type_x6 = absolute scale_x6 = 800.0 @@ -56,22 +58,23 @@ scale_type_y6 = source scale_y6 = 1.0 float_framebuffer6 = true -shader7 = shaders/guest/advanced/bloom_vertical_ntsc.slang +shader7 = shaders/guest/hd/bloom_vertical.slang filter_linear7 = true -scale_type_x7 = absolute -scale_x7 = 800.0 +scale_type_x7 = source +scale_x7 = 1.0 scale_type_y7 = absolute scale_y7 = 600.0 float_framebuffer7 = true -alias7 = GlowPass +alias7 = BloomPass -shader8 = shaders/guest/advanced/crt-guest-advanced-hires.slang +shader8 = shaders/guest/hd/crt-guest-advanced-hd-pass2.slang filter_linear8 = true +float_framebuffer8 = true scale_type8 = viewport scale_x8 = 1.0 scale_y8 = 1.0 -shader9 = shaders/guest/advanced/deconvergence.slang +shader9 = shaders/guest/hd/deconvergence-hd.slang filter_linear9 = true scale_type9 = viewport scale_x9 = 1.0 diff --git a/crt/crt-guest-advanced-ntsc.slangp b/crt/crt-guest-advanced-ntsc.slangp new file mode 100644 index 0000000..8387f42 --- /dev/null +++ b/crt/crt-guest-advanced-ntsc.slangp @@ -0,0 +1,147 @@ +shaders = 18 + + +shader0 = shaders/guest/advanced/stock.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/guest/advanced/stock.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +alias1 = StockPass + +shader2 = shaders/guest/advanced/afterglow0.slang +filter_linear2 = true +scale_type2 = source +scale2 = 1.0 +alias2 = AfterglowPass + +shader3 = shaders/guest/advanced/pre-shaders-afterglow.slang +filter_linear3 = true +scale_type3 = source +scale3 = 1.0 +alias3 = PrePass0 + +textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4" +SamplerLUT1 = shaders/guest/advanced/lut/trinitron-lut.png +SamplerLUT1_linear = true +SamplerLUT2 = shaders/guest/advanced/lut/inv-trinitron-lut.png +SamplerLUT2_linear = true +SamplerLUT3 = shaders/guest/advanced/lut/nec-lut.png +SamplerLUT3_linear = true +SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png +SamplerLUT4_linear = true + +# custom ntsc shaders + +shader4 = shaders/guest/advanced/ntsc/ntsc-pass1.slang +shader5 = shaders/guest/advanced/ntsc/ntsc-pass2.slang + +alias4 = NPass1 + +filter_linear4 = false +filter_linear5 = true + +scale_type_x4 = source +scale_type_y4 = source +scale_x4 = 4.0 +scale_y4 = 1.0 +float_framebuffer4 = true +float_framebuffer5 = true + +scale_type5 = source +scale_x5 = 0.5 +scale_y5 = 1.0 + +shader6 = shaders/guest/advanced/ntsc/ntsc-pass3.slang +filter_linear6 = true +scale_type6 = source +scale_x6 = 1.0 +scale_y6 = 1.0 + +shader7 = shaders/guest/advanced/custom-fast-sharpen.slang +filter_linear7 = true +scale_type7 = source +scale_x7 = 1.0 +scale_y7 = 1.0 +alias7 = NtscPass + +shader8 = shaders/guest/advanced/stock.slang +filter_linear8 = true +scale_type8 = source +scale_x8 = 1.0 +scale_y8 = 1.0 +alias8 = PrePass +mipmap_input8 = true + +shader9 = shaders/guest/advanced/avg-lum-ntsc.slang +filter_linear9 = true +scale_type9 = source +scale9 = 1.0 +mipmap_input9 = true +alias9 = AvgLumPass + +shader10 = shaders/guest/advanced/linearize-ntsc.slang +filter_linear10 = true +scale_type10 = source +scale10 = 1.0 +alias10 = LinearizePass +float_framebuffer10 = true + +shader11 = shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang +filter_linear11 = true +scale_type_x11 = viewport +scale_x11 = 1.0 +scale_type_y11 = source +scale_y11 = 1.0 +float_framebuffer11 = true +alias11 = Pass1 + +shader12 = shaders/guest/advanced/gaussian_horizontal.slang +filter_linear12 = true +scale_type_x12 = absolute +scale_x12 = 800.0 +scale_type_y12 = source +scale_y12 = 1.0 +float_framebuffer12 = true + +shader13 = shaders/guest/advanced/gaussian_vertical.slang +filter_linear13 = true +scale_type_x13 = absolute +scale_x13 = 800.0 +scale_type_y13 = absolute +scale_y13 = 600.0 +float_framebuffer13 = true +alias13 = GlowPass + +shader14 = shaders/guest/advanced/bloom_horizontal.slang +filter_linear14 = true +scale_type_x14 = absolute +scale_x14 = 800.0 +scale_type_y14 = absolute +scale_y14 = 600.0 +float_framebuffer14 = true + +shader15 = shaders/guest/advanced/bloom_vertical.slang +filter_linear15 = true +scale_type_x15 = absolute +scale_x15 = 800.0 +scale_type_y15 = absolute +scale_y15 = 600.0 +float_framebuffer15 = true +alias15 = BloomPass + +shader16 = shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang +filter_linear16 = true +float_framebuffer16 = true +scale_type16 = viewport +scale_x16 = 1.0 +scale_y16 = 1.0 + +shader17 = shaders/guest/advanced/deconvergence-ntsc.slang +filter_linear17 = true +scale_type17 = viewport +scale_x17 = 1.0 +scale_y17 = 1.0 diff --git a/crt/crt-guest-advanced.slangp b/crt/crt-guest-advanced.slangp index 49f4a92..551c1a8 100644 --- a/crt/crt-guest-advanced.slangp +++ b/crt/crt-guest-advanced.slangp @@ -1,11 +1,11 @@ shaders = 12 -shader0 = ../stock.slang +shader0 = shaders/guest/advanced/stock.slang filter_linear0 = false scale_type0 = source scale0 = 1.0 -shader1 = ../stock.slang +shader1 = shaders/guest/advanced/stock.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 @@ -84,6 +84,7 @@ alias9 = BloomPass shader10 = shaders/guest/advanced/crt-guest-advanced.slang filter_linear10 = true +float_framebuffer10 = true scale_type10 = viewport scale_x10 = 1.0 scale_y10 = 1.0 diff --git a/crt/crt-guest-dr-venom-fast.slangp b/crt/crt-guest-dr-venom-fast.slangp deleted file mode 100644 index 2f2293e..0000000 --- a/crt/crt-guest-dr-venom-fast.slangp +++ /dev/null @@ -1,40 +0,0 @@ -shaders = 5 - -shader0 = shaders/guest/lut/lut.slang -filter_linear0 = false -scale_type0 = source -scale0 = 1.0 - -textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3" -SamplerLUT1 = shaders/guest/lut/sony_trinitron1.png -SamplerLUT1_linear = true -SamplerLUT2 = shaders/guest/lut/sony_trinitron2.png -SamplerLUT2_linear = true -SamplerLUT3 = shaders/guest/lut/other1.png -SamplerLUT3_linear = true - -shader1 = shaders/guest/fast/smoothing.slang -filter_linear1 = false -scale_type1 = source -scale1 = 1.0 -alias1 = SmoothPass - -shader2 = shaders/guest/fast/linearize-multipass.slang -filter_linear2 = false -scale_type2 = source -scale2 = 1.0 -float_framebuffer2 = true - -shader3 = shaders/guest/fast/crt-guest-dr-venom-pass1.slang -filter_linear3 = false -scale_type_x3 = viewport -scale_x3 = 1.0 -scale_type_y3 = source -scale_y3 = 1.0 -float_framebuffer3 = true - -shader4 = shaders/guest/fast/crt-guest-dr-venom-pass2.slang -filter_linear4 = false -scale_type4 = viewport -scale_x4 = 1.0 -scale_y4 = 1.0 diff --git a/crt/crt-guest-dr-venom.slangp b/crt/crt-guest-dr-venom.slangp deleted file mode 100644 index dcc215f..0000000 --- a/crt/crt-guest-dr-venom.slangp +++ /dev/null @@ -1,71 +0,0 @@ -shaders = 10 - -shader0 = shaders/guest/lut/lut.slang -filter_linear0 = false -scale_type0 = source -scale0 = 1.0 - -textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3" -SamplerLUT1 = shaders/guest/lut/sony_trinitron1.png -SamplerLUT1_linear = true -SamplerLUT2 = shaders/guest/lut/sony_trinitron2.png -SamplerLUT2_linear = true -SamplerLUT3 = shaders/guest/lut/other1.png -SamplerLUT3_linear = true - -shader1 = shaders/guest/color-profiles.slang -filter_linear1 = true -scale_type1 = source -scale1 = 1.0 - -shader2 = shaders/guest/d65-d50.slang -filter_linear2 = true -scale_type2 = source -scale2 = 1.0 -alias2 = WhitePointPass - -shader3 = shaders/guest/afterglow.slang -filter_linear3 = true -scale_type3 = source -scale3 = 1.0 -alias3 = AfterglowPass - -shader4 = shaders/guest/avg-lum.slang -filter_linear4 = true -scale_type4 = source -scale4 = 1.0 -mipmap_input4 = true -float_framebuffer4 = true -alias4 = AvgLumPass - -shader5 = shaders/guest/linearize.slang -filter_linear5 = true -scale_type5 = source -scale5 = 1.0 -float_framebuffer5 = true -alias5 = LinearizePass - -shader6 = shaders/guest/blur_horiz.slang -filter_linear6 = true -scale_type6 = source -scale6 = 1.0 -float_framebuffer6 = true - -shader7 = shaders/guest/blur_vert.slang -filter_linear7 = true -scale_type7 = source -scale7 = 1.0 -float_framebuffer7 = true -alias7 = GlowPass - -shader8 = shaders/guest/linearize_scanlines.slang -filter_linear8 = true -scale_type8 = source -scale8 = 1.0 -float_framebuffer8 = true - -shader9 = shaders/guest/crt-guest-dr-venom.slang -filter_linear9 = true -scale_type9 = viewport -scale_x9 = 1.0 -scale_y9 = 1.0 diff --git a/crt/crt-guest-sm.slangp b/crt/crt-guest-sm.slangp deleted file mode 100644 index 1bd2298..0000000 --- a/crt/crt-guest-sm.slangp +++ /dev/null @@ -1,46 +0,0 @@ -# This shader supports Vertical games. -# Auto rotation must be turned OFF in Core Options. -# Per-game presets can be saved, so it should work out OK. - -shaders = 6 - -shader0 = shaders/guest/crt-sm/d65-d50-sm.slang -filter_linear0 = true -scale_type0 = source -scale0 = 1.0 -alias0 = WpPass - -shader1 = shaders/guest/crt-sm/crt-guest-sm-rot0.slang -float_framebuffer1 = true -filter_linear1 = true -scale_type_x1 = source -scale_type_y1 = source -scale_x1 = 1.0 -scale_y1 = 3.0 -alias1 = RotPass - -shader2 = shaders/guest/crt-sm/linearize-sm.slang -float_framebuffer2 = true -filter_linear2 = true -scale_type2 = source -scale2 = 1.0 -alias2 = LinPass - -shader3 = shaders/guest/crt-sm/blur_horiz-sm.slang -float_framebuffer3 = true -filter_linear3 = true -scale_type3 = source -scale3 = 1.0 - -shader4 = shaders/guest/crt-sm/blur_vert-sm.slang -float_framebuffer4 = true -filter_linear4 = true -scale_type4 = source -scale4 = 1.0 - -shader5 = shaders/guest/crt-sm/crt-guest-sm.slang -filter_linear5 = true -scale_type_x5 = viewport -scale_type_y5 = viewport -scale_x5 = 1.0 -scale_y5 = 1.0 diff --git a/crt/shaders/guest/README b/crt/shaders/guest/advanced/README_old similarity index 100% rename from crt/shaders/guest/README rename to crt/shaders/guest/advanced/README_old diff --git a/crt/shaders/guest/advanced/afterglow0.slang b/crt/shaders/guest/advanced/afterglow0.slang index ad482a2..3d12b1b 100644 --- a/crt/shaders/guest/advanced/afterglow0.slang +++ b/crt/shaders/guest/advanced/afterglow0.slang @@ -27,9 +27,9 @@ layout(push_constant) uniform Push } params; #pragma parameter bogus_afterglow "[ AFTERGLOW SETTINGS ]:" 0.0 0.0 1.0 1.0 -#pragma parameter PR " Persistence Red" 0.25 0.0 0.50 0.01 -#pragma parameter PG " Persistence Green" 0.25 0.0 0.50 0.01 -#pragma parameter PB " Persistence Blue" 0.25 0.0 0.50 0.01 +#pragma parameter PR " Persistence Red" 0.32 0.0 0.50 0.01 +#pragma parameter PG " Persistence Green" 0.32 0.0 0.50 0.01 +#pragma parameter PB " Persistence Blue" 0.32 0.0 0.50 0.01 #define PR params.PR #define PG params.PG @@ -68,9 +68,9 @@ void main() vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb; float w = 1.0; - if ((color.r + color.g + color.b < 1.5/255.0)) { w = 0.0; } + if ((color.r + color.g + color.b < 5.0/255.0)) { w = 0.0; } - vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 3.0/255.0, 0.0), color, w); + vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w); FragColor = vec4(result, w); } \ No newline at end of file diff --git a/crt/shaders/guest/advanced/avg-lum-hires.slang b/crt/shaders/guest/advanced/avg-lum-hires.slang deleted file mode 100644 index e446989..0000000 --- a/crt/shaders/guest/advanced/avg-lum-hires.slang +++ /dev/null @@ -1,87 +0,0 @@ -#version 450 - -/* - Average Luminance Shader - - Copyright (C) 2018-2020 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. - - Thanks to HunterK for the mipmap hint. :D -*/ - -layout(push_constant) uniform Push -{ - uint FrameCount; - vec4 SourceSize; - float lsmooth; -} params; - -#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01 - -#define lsmooth params.lsmooth - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize -#define InputSize SourceSize -#define TEX0 vTexCoord - -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 * 1.0001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D PrePass; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback; - - -void main() -{ - if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard; - - float m = max(log2(SourceSize.x), log2(SourceSize.y)); - m = floor(max(m, 1.0)); - - float ltotal = 0.0; - - ltotal+= length(textureLod(PrePass, vec2(0.25, 0.25), m).rgb); - ltotal+= length(textureLod(PrePass, vec2(0.25, 0.75), m).rgb); - ltotal+= length(textureLod(PrePass, vec2(0.75, 0.25), m).rgb); - ltotal+= length(textureLod(PrePass, vec2(0.75, 0.75), m).rgb); - - ltotal*=0.25; - - ltotal = pow(0.577350269 * ltotal, 0.65); - - float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a; - - ltotal = mix(ltotal, lhistory, lsmooth); - - FragColor = vec4(ltotal); -} \ No newline at end of file diff --git a/crt/shaders/guest/advanced/avg-lum-ntsc.slang b/crt/shaders/guest/advanced/avg-lum-ntsc.slang index 86da9b9..77b8f28 100644 --- a/crt/shaders/guest/advanced/avg-lum-ntsc.slang +++ b/crt/shaders/guest/advanced/avg-lum-ntsc.slang @@ -75,7 +75,7 @@ float dist(vec3 A, vec3 B) void main() { float m = max(log2(SourceSize.x), log2(SourceSize.y)); - m = floor(max(m, 1.0)); + m = floor(max(m, 1.0))-1.0; vec2 dx = vec2(1.0/SourceSize.x, 0.0); vec2 dy = vec2(0.0, 1.0/SourceSize.y); @@ -84,14 +84,14 @@ void main() float ltotal = 0.0; - ltotal+= length(textureLod(Source, vec2(0.25, 0.25), m).rgb); - ltotal+= length(textureLod(Source, vec2(0.25, 0.75), m).rgb); - ltotal+= length(textureLod(Source, vec2(0.75, 0.25), m).rgb); - ltotal+= length(textureLod(Source, vec2(0.75, 0.75), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.3, 0.3), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.3, 0.7), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.7, 0.3), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.7, 0.7), m).rgb); ltotal*=0.25; - ltotal = pow(0.577350269 * ltotal, 0.65); + ltotal = pow(0.577350269 * ltotal, 0.70); float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a; diff --git a/crt/shaders/guest/advanced/avg-lum.slang b/crt/shaders/guest/advanced/avg-lum.slang index 86da9b9..77b8f28 100644 --- a/crt/shaders/guest/advanced/avg-lum.slang +++ b/crt/shaders/guest/advanced/avg-lum.slang @@ -75,7 +75,7 @@ float dist(vec3 A, vec3 B) void main() { float m = max(log2(SourceSize.x), log2(SourceSize.y)); - m = floor(max(m, 1.0)); + m = floor(max(m, 1.0))-1.0; vec2 dx = vec2(1.0/SourceSize.x, 0.0); vec2 dy = vec2(0.0, 1.0/SourceSize.y); @@ -84,14 +84,14 @@ void main() float ltotal = 0.0; - ltotal+= length(textureLod(Source, vec2(0.25, 0.25), m).rgb); - ltotal+= length(textureLod(Source, vec2(0.25, 0.75), m).rgb); - ltotal+= length(textureLod(Source, vec2(0.75, 0.25), m).rgb); - ltotal+= length(textureLod(Source, vec2(0.75, 0.75), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.3, 0.3), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.3, 0.7), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.7, 0.3), m).rgb); + ltotal+= length(textureLod(Source, vec2(0.7, 0.7), m).rgb); ltotal*=0.25; - ltotal = pow(0.577350269 * ltotal, 0.65); + ltotal = pow(0.577350269 * ltotal, 0.70); float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a; diff --git a/crt/shaders/guest/advanced/bloom_horizontal.slang b/crt/shaders/guest/advanced/bloom_horizontal.slang index 72af8f4..a8d8454 100644 --- a/crt/shaders/guest/advanced/bloom_horizontal.slang +++ b/crt/shaders/guest/advanced/bloom_horizontal.slang @@ -33,10 +33,10 @@ layout(push_constant) uniform Push #pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 -#pragma parameter SIZEHB " Horizontal Bloom/Halation/(Glow) Radius" 4.0 1.0 50.0 1.0 +#pragma parameter SIZEHB " Horizontal Bloom/Halation/(Glow) Radius" 3.0 1.0 50.0 1.0 #define SIZEHB params.SIZEHB -#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/(Glow) Sigma" 0.70 0.25 15.0 0.05 +#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/(Glow) Sigma" 0.75 0.25 15.0 0.05 #define SIGMA_HB params.SIGMA_HB layout(std140, set = 0, binding = 0) uniform UBO diff --git a/crt/shaders/guest/advanced/bloom_horizontal_ntsc.slang b/crt/shaders/guest/advanced/bloom_horizontal_ntsc.slang deleted file mode 100644 index 687427f..0000000 --- a/crt/shaders/guest/advanced/bloom_horizontal_ntsc.slang +++ /dev/null @@ -1,101 +0,0 @@ -#version 450 - -/* - Gaussian blur - horizontal pass, dynamic range, resizable - - Copyright (C) 2020 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 LinearizePassSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float SIZEHB; - float SIGMA_HB; -} params; - -#pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter SIZEHB " Horizontal Bloom/Halation/(Glow) Radius" 6.0 1.0 50.0 1.0 -#define SIZEHB params.SIZEHB - -#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/(Glow) Sigma" 1.0 0.20 15.0 0.10 -#define SIGMA_HB params.SIGMA_HB - -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 LinearizePass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - -float invsqrsigma = 1.0/(2.0*SIGMA_HB*SIGMA_HB); - -float gaussian(float x) -{ - return exp(-x*x*invsqrsigma); -} - -void main() -{ - vec4 SourceSize1 = params.OriginalSize; - float f = fract(SourceSize1.x * vTexCoord.x); - f = 0.5 - f; - vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; - vec4 color = vec4(0.0); - vec2 dx = vec2(SourceSize1.z, 0.0); - - float w; - float wsum = 0.0; - vec4 pixel; - float n = -SIZEHB; - - do - { - pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx); - w = gaussian(n+f); - pixel.a = max(max(pixel.r, pixel.g),pixel.b); - pixel.a*=pixel.a*pixel.a; - color = color + w * pixel; - wsum = wsum + w; - n = n + 1.0; - - } while (n <= SIZEHB); - - color = color / wsum; - - FragColor = vec4(color.rgb, pow(color.a, 0.333333)); -} \ No newline at end of file diff --git a/crt/shaders/guest/advanced/bloom_vertical.slang b/crt/shaders/guest/advanced/bloom_vertical.slang index 5dd8a3c..f587439 100644 --- a/crt/shaders/guest/advanced/bloom_vertical.slang +++ b/crt/shaders/guest/advanced/bloom_vertical.slang @@ -32,10 +32,10 @@ layout(push_constant) uniform Push } params; -#pragma parameter SIZEVB " Vertical Bloom/Halation/(Glow) Radius" 4.0 1.0 50.0 1.0 +#pragma parameter SIZEVB " Vertical Bloom/Halation/(Glow) Radius" 3.0 1.0 50.0 1.0 #define SIZEVB params.SIZEVB -#pragma parameter SIGMA_VB " Vertical Bloom/Halation/(Glow) Sigma" 0.70 0.25 15.0 0.05 +#pragma parameter SIGMA_VB " Vertical Bloom/Halation/(Glow) Sigma" 0.60 0.25 15.0 0.05 #define SIGMA_VB params.SIGMA_VB layout(std140, set = 0, binding = 0) uniform UBO diff --git a/crt/shaders/guest/advanced/bloom_vertical_ntsc.slang b/crt/shaders/guest/advanced/bloom_vertical_ntsc.slang deleted file mode 100644 index 91c6c75..0000000 --- a/crt/shaders/guest/advanced/bloom_vertical_ntsc.slang +++ /dev/null @@ -1,101 +0,0 @@ -#version 450 - -/* - Gaussian blur - vertical pass, dynamic range, resizable - - Copyright (C) 2020 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 SIZEVB; - float SIGMA_VB; -} params; - - -#pragma parameter SIZEVB " Vertical Bloom/Halation/(Glow) Radius" 6.0 1.0 50.0 1.0 -#define SIZEVB params.SIZEVB - -#pragma parameter SIGMA_VB " Vertical Bloom/Halation/(Glow) Sigma" 1.0 0.20 15.0 0.10 -#define SIGMA_VB params.SIGMA_VB - -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; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - -float invsqrsigma = 1.0/(2.0*SIGMA_VB*SIGMA_VB); - -float gaussian(float x) -{ - return exp(-x*x*invsqrsigma); -} - -void main() -{ - vec4 SourceSize1 = params.SourceSize; - SourceSize1.yw = params.OriginalSize.yw; - - float f = fract(SourceSize1.y * vTexCoord.y); - f = 0.5 - f; - vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; - vec4 color = vec4(0.0); - vec2 dy = vec2(0.0, SourceSize1.w); - - float w; - float wsum = 0.0; - vec4 pixel; - float n = -SIZEVB; - - do - { - pixel = COMPAT_TEXTURE(Source, tex + n*dy); - w = gaussian(n+f); - pixel.a*=pixel.a*pixel.a; - color = color + w * pixel; - wsum = wsum + w; - n = n + 1.0; - - } while (n <= SIZEVB); - - color = color / wsum; - - FragColor = vec4(color.rgb, pow(color.a, 0.175)); -} \ No newline at end of file diff --git a/crt/shaders/guest/advanced/convert-ntsc.slang b/crt/shaders/guest/advanced/convert-ntsc.slang deleted file mode 100644 index 2778803..0000000 --- a/crt/shaders/guest/advanced/convert-ntsc.slang +++ /dev/null @@ -1,69 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float blendMode; -} params; - -#pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 2.0 1.0 - -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; -layout(set = 0, binding = 3) uniform sampler2D PrePass0; - -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -void main() -{ - vec2 dx = vec2(params.SourceSize.z * 0.5, 0.0); - vec3 col1 = texture(Source, vTexCoord -dx).rgb; - vec3 col2 = texture(Source, vTexCoord +dx).rgb; - vec3 colc = max(col1, col2); - vec3 col = plant(sqrt(col1*col2), max(max(colc.r, colc.g),colc.b)); - - vec3 orig = texture(PrePass0, vTexCoord).rgb; - vec3 res = normalize(col + 0.00001) * min(length(col), length(orig)); - - float k2 = 1.0/(dot(col1 - res, col1 - res) + 0.0001); - float k3 = 1.0/(dot(col2 - res, col2 - res) + 0.0001); - - vec3 res1 = (k2 * col1 + k3 * col2) / (k2 + k3); - res1 = clamp(res1, min(col1,col2), max(col1, col2)); - - if ( params.blendMode == 1.0) res = res1; - - FragColor = vec4(res, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/advanced/crt-guest-advanced-hires.slang b/crt/shaders/guest/advanced/crt-guest-advanced-hires.slang deleted file mode 100644 index 7a3dda4..0000000 --- a/crt/shaders/guest/advanced/crt-guest-advanced-hires.slang +++ /dev/null @@ -1,775 +0,0 @@ -#version 450 - -/* - CRT - Guest - Advanced (Hi-Res version) - - Copyright (C) 2018-2021 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, intres; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float bloom; - float halation; - float mclip; - float scans; - float scansub; - float slotms; - float gamma_c; - float mask_gamma; - float gamma_out; - float overscanX; - float overscanY; - float c_shape; - float barspeed; - float barintensity; - float bardir; -} global; - -#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 - -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 -#define bloom global.bloom // bloom effect - -#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 -#define halation global.halation // halation effect - -#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 -#define gamma_c global.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 - -#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5 -#define scanline1 params.scanline1 // scanline param, vertical sharpness - -#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness - -#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05 -#define beam_min params.beam_min // dark area beam min - narrow - -#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05 -#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 - -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 -#define scans global.scans // scanline saturation - - -// Scanline darken 'edges' effect - need to uncomment it. - -// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 -// #define scansub global.scansub // scanline substraction - -#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 -#define spike params.spike - -#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10 -#define h_sharp params.h_sharp // pixel sharpness - -#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 -#define s_sharp params.s_sharp // substractive sharpness - -#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match -#define intres params.intres // interlace resolution - -#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 -#define TATE params.TATE // Screen orientation - -#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 -#define OS params.OS // Do overscan - -#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 -#define BLOOM params.BLOOM // Bloom overscan percentage - -#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01 -#define csize params.csize // corner size - -#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0 -#define bsize params.bsize // border smoothness - -#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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 -#define warpX params.warpX // Curvature X - -#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 -#define warpY params.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 - -#pragma parameter overscanX " Overscan X original pixels" 0.0 -50.0 50.0 1.0 -#define overscanX global.overscanX // OverscanX pixels - -#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0 -#define overscanY global.overscanY // OverscanY pixels - -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style - -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // maskstr Mask Strength - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 dark color strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 -#define mask_gamma global.mask_gamma // Mask application gamma - -#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask - -#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 -#define slotmask1 params.slotmask1 - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 -#define slotms global.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05 -#define mclip global.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 -#define gamma_out global.gamma_out // output gamma - - -#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; - vTexCoord = TexCoord * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D LinearizePass; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 4) uniform sampler2D GlowPass; -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); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if ((slotmask + slotmask1) == 0.0) return 1.0; - else - { - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; - } -} - -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; -} - -vec2 Overscan(vec2 pos, float dx, float dy){ - pos=pos*2.0-1.0; - pos*=vec2(dx,dy); - return pos*0.5+0.5; -} - -float humbar(float pos) -{ - if (global.barintensity == 0.0) return 1.0; else - { - pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); - pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); - pos = (global.barintensity < 0.0) ? pos : (1.0-pos); - return (1.0-global.barintensity) + global.barintensity*pos; - } -} - -// Borrowed from maskstr's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -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); -} - -void main() -{ - vec4 SourceSize = global.OriginalSize; - - float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).a; - 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; - bool interb = (intera < 0.75); - - bool notate = (TATE < 0.5); - - float SourceY = mix(SourceSize.y, SourceSize.x, TATE); - float sy = 1.0; - if (intres == 0.5) sy = SourceY/224.0; else - if (intres == 1.0) sy = SourceY/240.0; else - if (intres > 1.25) sy = intres; - if (notate) SourceSize.yw*=vec2(1.0/sy, sy); else SourceSize.xz*=vec2(1.0/sy, sy); - - // Calculating texel coordinates - - vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; - vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); - vec2 diff = ofactor/intfactor; - float scan = mix(diff.y, diff.x, TATE); - texcoord = Overscan(texcoord, scan, scan); - if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); - } - - float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; - texcoord = Overscan(texcoord, factor, factor); - texcoord = Overscan(texcoord, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y); - vec2 pos = Warp(texcoord); - vec2 pos0 = Warp(TEX0.xy); - - vec2 coffset = vec2(0.5, 0.5); - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = pos * SourceSize.xy - coffset; - vec2 fp = fract(OGL2Pos); - - vec2 dx = vec2(ps.x,0.0); - vec2 dy = vec2(0.0, ps.y); - - // Reading the texels - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - vec2 offx = dx; - vec2 off2 = x2; - vec2 offy = dy; - float fpx = fp.x; - if(!notate) - { - offx = dy; - off2 = y2; - offy = dx; - fpx = fp.y; - } - float f = (notate) ? fp.y : fp.x; - - vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; - - if (interb) pC4.y = pos.y; - - float h_sharp1 = pow(h_sharp, 1.4); - - float zero = exp2(-h_sharp1); - - float sharp1 = s_sharp * zero; - - float wl5 = 4.0 + fpx; wl5*=0.5; - float wl4 = 3.0 + fpx; wl4*=0.5; - float wl3 = 2.0 + fpx; wl3*=0.5; - float wl2 = 1.0 + fpx; wl2*=0.5; - float wl1 = fpx; wl1*=0.5; - float wr1 = 1.0 - fpx; wr1*=0.5; - float wr2 = 2.0 - fpx; wr2*=0.5; - float wr3 = 3.0 - fpx; wr3*=0.5; - float wr4 = 4.0 - fpx; wr4*=0.5; - float wr5 = 5.0 - fpx; wr5*=0.5; - - wl5*=wl5; wl5 = exp2(-h_sharp1*wl5); - wl4*=wl4; wl4 = exp2(-h_sharp1*wl4); - wl3*=wl3; wl3 = exp2(-h_sharp1*wl3); - wl2*=wl2; wl2 = exp2(-h_sharp1*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp1*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp1*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp1*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp1*wr3); - wr4*=wr4; wr4 = exp2(-h_sharp1*wr4); - wr5*=wr5; wr5 = exp2(-h_sharp1*wr5); - - float fp1 = 1.-fpx; - - float twl5 = max(wl5 - sharp1, 0.0); - float twl4 = max(wl4 - sharp1, mix(0.0,mix(-0.03, 0.00, fpx),float(s_sharp > 0.05))); float swl4 = max(wl4 - sharp1, 0.0); - float twl3 = max(wl3 - sharp1, mix(0.0,mix(-0.10, -0.03, fpx),float(s_sharp > 0.05))); float swl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, 0.0); - float twl1 = max(wl1 - sharp1, 0.0); - float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, 0.0); - float twr3 = max(wr3 - sharp1, mix(0.0,mix(-0.10, -0.03, fp1),float(s_sharp > 0.05))); float swr3 = max(wr3 - sharp1, 0.0); - float twr4 = max(wr4 - sharp1, mix(0.0,mix(-0.03, 0.00, fp1),float(s_sharp > 0.05))); float swr4 = max(wr4 - sharp1, 0.0); - float twr5 = max(wr5 - sharp1, 0.0); - - float wtt = 1.0/(twl5+twl4+twl3+twl2+twl1+twr1+twr2+twr3+twr4+twr5); - float wt = 1.0/(swl3+twl2+twl1+twr1+twr2+swr3); - bool sharp = (s_sharp > 0.05); - - vec3 l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; - vec3 l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; - vec3 l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; - vec3 l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; - vec3 l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; - vec3 r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; - vec3 r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; - vec3 r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; - vec3 r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; - vec3 r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; - - vec3 sl3 = l3*l3*l3; sl3*=sl3; - vec3 sl2 = l2*l2*l2; sl2*=sl2; - vec3 sl1 = l1*l1*l1; sl1*=sl1; - vec3 sr1 = r1*r1*r1; sr1*=sr1; - vec3 sr2 = r2*r2*r2; sr2*=sr2; - vec3 sr3 = r3*r3*r3; sr3*=sr3; - - vec3 color1 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; - - vec3 colmin1 = min(min(l1,r1), min(l2,r2)); - vec3 colmax1 = max(max(l1,r1), max(l2,r2)); - vec3 colmin2 = min(min(l3,r3), min(l4,r4)); - vec3 colmax2 = max(max(l3,r3), max(l4,r4)); - vec3 colmin = min(colmin1, colmin2); - vec3 colmax = max(colmax1, colmax2); - - if (sharp) color1 = clamp(color1, colmin, colmax); - - vec3 gtmp = vec3(1.0/6.0); - - vec3 scolor1 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; - scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1; - scolor1 = min(mix(color1, scolor1, spike),1.0); - - vec3 color2, scolor2, mcolor2; - - if (!interb) -{ - pC4+=offy; - - l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; - l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; - r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; - r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; - - sl3 = l3*l3*l3; sl3*=sl3; - sl2 = l2*l2*l2; sl2*=sl2; - sl1 = l1*l1*l1; sl1*=sl1; - sr1 = r1*r1*r1; sr1*=sr1; - sr2 = r2*r2*r2; sr2*=sr2; - sr3 = r3*r3*r3; sr3*=sr3; - - color2 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; - - colmin1 = min(min(l1,r1), min(l2,r2)); - colmax1 = max(max(l1,r1), max(l2,r2)); - colmin2 = min(min(l3,r3), min(l3,r3)); - colmax2 = max(max(l4,r4), max(l4,r4)); - colmin = min(colmin1, colmin2); - colmax = max(colmax1, colmax2); - - if (sharp) color2 = clamp(color2, colmin, colmax); - - scolor2 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; - scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2; - scolor2 = min(mix(color2, scolor2, spike),1.0); -} - // calculating scanlines - - vec3 ctmp; vec3 mcolor; float w3; vec3 color; - 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; - mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); - - ctmp = color00/(wt1+wt2); - vec3 sctmp = scolor0/(wt1+wt2); - - float wf1, wf2; - - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); - - 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 darken 'edges' effect - need to uncomment it. - - // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); - // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); - - // Scanline saturation application - - vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); - w3 = wf1+wf2; - - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); - - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); - - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); - - float v_high1 = 1.0 + 0.3*vm; - float v_high2 = 1.0 + 0.6*vm; - float v_low = 1.0 - vm; - - float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0); - float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0); - - if (vertmask < 0.0) - { - cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); - cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); - } - else - { - cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); - cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); - } - - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; - color = min(color, 1.0); -} - - if (interb) - { - color = gc(color1); - mcolor = mcolor1; - } - - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.20/gamma_in); - - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - vec2 maskcoord = gl_FragCoord.yx * 1.000001; - if (notate) maskcoord = maskcoord.yx; - - float smask = SlotMask(maskcoord, mx); - cmask*= Mask(maskcoord, mx); - - color = pow(color, vec3(mask_gamma/gamma_in)); - color = color*cmask; - color = min(color,1.0); - color = color*smask; - color = pow(color, vec3(gamma_in/mask_gamma)); - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(GlowPass, pos ).rgb; - vec3 Bloom = Glow; - float maxb = COMPAT_TEXTURE(GlowPass, pos ).a; - float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; - - vec3 Bloom1 = min(Glow*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom1; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.6)); - - if (halation > 0.025) { - Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); - color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } - - color = min(color, 1.0); - - color = pow(color, vec3(1.0/gamma_out)); - - float corner0 = corner(pos0); - - FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0); -} diff --git a/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang b/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang new file mode 100644 index 0000000..d829150 --- /dev/null +++ b/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang @@ -0,0 +1,165 @@ +#version 450 + +/* + CRT - Guest - NTSC - Pass1 + + 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 +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float SIGMA_HOR; + float HSHARPNESS; + float S_SHARP; + float HARNG; + float HSHARP; + float prescalex; + float prescaley; + float spike; + float internal_res; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + + +#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter HSHARPNESS " Horizontal Filter Range" 1.5 1.0 8.0 0.125 +#define HSHARPNESS params.HSHARPNESS + +#pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.90 0.1 7.0 0.05 +#define SIGMA_HOR params.SIGMA_HOR + +#pragma parameter S_SHARP " Substractive Sharpness" 0.9 0.0 2.0 0.10 +#define S_SHARP params.S_SHARP + +#pragma parameter HSHARP " Sharpness Definition" 1.2 0.0 2.0 0.10 +#define HSHARP params.HSHARP + +#pragma parameter HARNG " Substractive Sharpness Ringing" 0.4 0.0 4.0 0.10 +#define HARNG params.HARNG + +#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 +#define spike params.spike + +#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match +#define prescalex params.prescalex // prescale-x factor + +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define TEX0 vTexCoord + +#define OutputSize params.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; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D LinearizePass; + +float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR); + +float gaussian(float x) +{ + return exp(-x*x*invsqrsigma); +} + +void main() +{ + vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex, 1.0, 0.5/prescalex, 1.0); + + float f = fract(SourceSize.x * vTexCoord.x); + f = 0.5 - f; + vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw; + vec3 color = 0.0.xxx; + float scolor = 0.0; + vec2 dx = vec2(SourceSize.z, 0.0); + + float w = 0.0; + float swsum = 0.0; + float wsum = 0.0; + vec3 pixel; + + float hsharpness = HSHARPNESS; + vec3 cmax = 0.0.xxx; + vec3 cmin = 1.0.xxx; + float sharp = gaussian(hsharpness) * S_SHARP; + float maxsharp = 0.20; + float FPR = hsharpness; + float fpx = 0.0; + float sp = 0.0; + float sw = 0.0; + + float ts = 0.025; + vec3 luma = vec3(0.2126, 0.7152, 0.0722); + + float LOOPSIZE = ceil(2.0*FPR); + float CLAMPSIZE = round(2.0*LOOPSIZE/3.0); + + float n = -LOOPSIZE; + + do + { + pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb; + sp = max(max(pixel.r,pixel.g),pixel.b); + + w = gaussian(n+f) - sharp; + fpx = abs(n+f-sign(n)*FPR)/FPR; + if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } + if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(fpx, HSHARP)), 0.0); + + color = color + w * pixel; + wsum = wsum + w; + + sw = max(w, 0.0) * (dot(pixel,luma) + ts); + scolor = scolor + sw * sp; + swsum = swsum + sw; + + n = n + 1.0; + + } while (n <= LOOPSIZE); + + color = color / wsum; + scolor = scolor / swsum; + + color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0); + + scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0); + + FragColor = vec4(color, scolor); +} \ No newline at end of file diff --git a/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang b/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang new file mode 100644 index 0000000..8a6b5d5 --- /dev/null +++ b/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang @@ -0,0 +1,399 @@ +#version 450 + +/* + CRT - Guest - Advanced - NTSC + + 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 IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, + h_sharp, s_sharp, warpX, warpY, glow, shadowMask, masksize, vertmask, ring; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float bloom; + float halation; + float scans; + float gamma_c; + float gamma_out; + float overscanX; + float overscanY; + float intres; + float prescalex; + float c_shape; + float blendMode; + float scangamma; + float rolling_scan; + float sborder; + float scan_falloff; + float bloom_dist; +} global; + + +#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 + +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 +#define bloom global.bloom // bloom effect + +#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 + +#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 +#define halation global.halation // halation effect + +#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 +#define gamma_c global.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 + +#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5 +#define scanline1 params.scanline1 // scanline param, vertical sharpness + +#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0 +#define scanline2 params.scanline2 // scanline param, vertical sharpness + +#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 5.0 0.05 +#define beam_min params.beam_min // dark area beam min - narrow + +#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 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 + +#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.60 0.0 2.5 0.05 +#define scans global.scans // scanline saturation + +#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.25 2.0 0.05 +#define scan_falloff global.scan_falloff // scanline falloff + +#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05 +#define scangamma global.scangamma + +#pragma parameter rolling_scan " Rolling Scanlines" 0.0 -1.0 1.0 0.01 +#define rolling_scan global.rolling_scan // rolling scanlines + +#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 +#define OS params.OS // Do overscan + +#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 +#define BLOOM params.BLOOM // Bloom overscan percentage + +#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 +#define warpX params.warpX // Curvature X + +#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 +#define warpY params.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 + +#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 prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 +#define prescalex global.prescalex // prescale-x factor + + +#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; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D LinearizePass; +layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; +layout(set = 0, binding = 4) uniform sampler2D Pass1; + +#define eps 1e-8 + +float st(float x) +{ + return exp2(-10.0*x*x); +} + +float st1(float x) +{ + return exp2(-7.0*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); +} + +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; +} + +vec2 Overscan(vec2 pos, float dx, float dy){ + pos=pos*2.0-1.0; + pos*=vec2(dx,dy); + return pos*0.5+0.5; +} + + +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); +} + + +void main() +{ + vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); + + SourceSize*= vec4(2.0, 1.0, 0.5, 1.0); + + float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; + + 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; + bool interb = (intera < 0.5); + + float SourceY = SourceSize.y; + float sy = 1.0; + if (global.intres == 0.5) sy = SourceY/224.0; else + if (global.intres == 1.0) sy = SourceY/240.0; else + if (global.intres > 1.25) sy = global.intres; + SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); + + // Calculating texel coordinates + + vec2 texcoord = TEX0.xy; + if (IOS > 0.0 && !interb){ + vec2 ofactor = OutputSize.xy/SourceSize.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); + } + + float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; + texcoord = Overscan(texcoord, factor, factor); + + texcoord = Overscan(texcoord, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y); + + vec2 pos = Warp(texcoord); + vec2 pos0 = Warp(TEX0.xy); + + vec2 coffset = vec2(0.5, 0.5); + + vec2 ps = SourceSize.zw; + vec2 OGL2Pos = pos * SourceSize.xy - coffset; + vec2 fp = fract(OGL2Pos); + + vec2 dx = vec2(ps.x,0.0); + vec2 dy = vec2(0.0, ps.y); + + // Reading the texels + + float f = fp.y; + + vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; + pC4.x = pos.x; + if (interb) pC4.y = pos.y; + + vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; + vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; + + if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in)); + + pC4+=dy; + + vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; + vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; + + if(!interb) color2 = pow(color2, vec3(scangamma/gamma_in)); + + vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1; + vec3 one = vec3(1.0); + +if (!interb) +{ + // calculating scanlines + + 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 = scolor0/(wt1+wt2); + + float wf1, wf2; + + 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; + + float scanpix = SourceSize.x/OutputSize.x; + + f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix); + f2 = 1.0 - f1; + + 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; + + float mc1 = max(max(color1.r,color1.g),color1.b) + eps; + float mc2 = max(max(color2.r,color2.g),color2.b) + eps; + + cref1 = color1 / mc1; cref1=cref1*cref1; cref1*=cref1; + cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2; + + w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps); + w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps); + + // Scanline Deconvergence + + vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); + + float v_high1 = 1.0 + 0.3*vm; + float v_high2 = 1.0 + 0.6*vm; + float v_low = 1.0 - vm; + + float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0); + float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0); + + if (vertmask < 0.0) + { + cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); + cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); + } + else + { + cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); + cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); + } + + color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; + + if (abs(rolling_scan) > 0.005) + { + wt1 = st1(f); + wt2 = st1(1.0-f); + color00 = (color1*wt1 + color2*wt2)/(wt1+wt2); + color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2)); + } + + color = min(color, 1.0); +} + + if (interb) + { + color = gc(color1); + } + + float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); + + if(!interb) color = pow( color, vec3(gamma_in/scangamma) ); + + FragColor = vec4(color, colmx); +} diff --git a/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang b/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang deleted file mode 100644 index d9c8086..0000000 --- a/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang +++ /dev/null @@ -1,904 +0,0 @@ -#version 450 - -/* - CRT - Guest - Advanced - - Copyright (C) 2018-2021 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float bloom; - float halation; - float scans; - float scansub; - float slotms; - float mclip; - float gamma_c; - float mask_gamma; - float smart_ei; - float ei_limit; - float sth; - float gamma_out; - float overscanY; - float intres; - float prescalex; - float c_shape; - float barspeed; - float barintensity; - float bardir; - float blendMode; - float scangamma; -} global; - - -#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 2.0 1.0 - -#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01 -#define glow params.glow // Glow Strength - -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 -#define bloom global.bloom // bloom effect - -#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 -#define halation global.halation // halation effect - -#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 -#define gamma_c global.gamma_c // adjust brightness - -#pragma parameter brightboost " Bright Boost Dark Pixels" 1.25 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 - -#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5 -#define scanline1 params.scanline1 // scanline param, vertical sharpness - -#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 40.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness - -#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05 -#define beam_min params.beam_min // dark area beam min - narrow - -#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05 -#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 - -#pragma parameter scans " Scanline Saturation" 0.65 0.0 1.0 0.05 -#define scans global.scans // scanline saturation - -// Scanline darken 'edges' effect - need to uncomment it. - -// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 -// #define scansub global.scansub // scanline substraction - -#pragma parameter spike " Scanline Spike Removal" 0.7 0.0 2.0 0.10 -#define spike params.spike - -#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05 -#define scangamma global.scangamma - -#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter h_sharp " Horizontal sharpness" 3.70 0.10 15.0 0.10 -#define h_sharp params.h_sharp // pixel sharpness - -#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.20 0.0 1.5 0.10 -#define s_sharp params.s_sharp // substractive sharpness - -#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 20.0 0.25 -#define smart_ei global.smart_ei // smart edge handling - -#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 2.0 1.0 12.0 0.1 -#define ei_limit global.ei_limit // smart edge handling - -#pragma parameter sth " Smart Edges Smoothing Threshold" 0.20 0.0 1.0 0.01 -#define sth global.sth // corner size - -#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match - -#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 -#define TATE params.TATE // Screen orientation - -#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 -#define OS params.OS // Do overscan - -#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 -#define BLOOM params.BLOOM // Bloom overscan percentage - -#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01 -#define csize params.csize // corner size - -#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0 -#define bsize params.bsize // border smoothness - -#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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 -#define warpX params.warpX // Curvature X - -#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 -#define warpY params.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 - -#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0 -#define overscanY global.overscanY // OverscanY pixels - -#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 -#define prescalex global.prescalex // prescale-x factor - -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style - -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // CGWG Mask Strength - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 dark color strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.025 -#define mask_gamma global.mask_gamma // Mask application gamma - -#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask - -#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 -#define slotmask1 params.slotmask1 - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 -#define slotms global.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 -#define mclip global.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.0 1.0 5.0 0.05 -#define gamma_out global.gamma_out // output gamma - -#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; - vTexCoord = TexCoord * 1.000001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D LinearizePass; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 4) uniform sampler2D GlowPass; -layout(set = 0, binding = 5) uniform sampler2D BloomPass; -layout(set = 0, binding = 6) uniform sampler2D PrePass0; -layout(set = 0, binding = 7) uniform sampler2D NtscPass; - -#define eps 1e-8 - -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); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if (slotmask == 0.0) return 1.0; - else - { - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; - } -} - -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; -} - -vec2 Overscan(vec2 pos, float dx, float dy){ - pos=pos*2.0-1.0; - pos*=vec2(dx,dy); - return pos*0.5+0.5; -} - -float humbar(float pos) -{ - if (global.barintensity == 0.0) return 1.0; else - { - pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); - pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); - pos = (global.barintensity < 0.0) ? pos : (1.0-pos); - return (1.0-global.barintensity) + global.barintensity*pos; - } -} - -// Borrowed from cgwg's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -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); -} - -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - -void main() -{ - vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); - - bool nmode1 = (global.blendMode == 1.0); - bool nmode2 = (global.blendMode > 1.5); - - if (nmode2) SourceSize*= vec4(2.0, 1.0, 0.5, 1.0); - - float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; - - 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; - bool interb = (intera < 0.75); - bool notate = (TATE < 0.5); - - float SourceY = mix(SourceSize.y, SourceSize.x, TATE); - float sy = 1.0; - if (global.intres == 0.5) sy = SourceY/224.0; else - if (global.intres == 1.0) sy = SourceY/240.0; else - if (global.intres > 1.25) sy = global.intres; - if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0); - - // Calculating texel coordinates - - vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; - vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); - vec2 diff = ofactor/intfactor; - float scan = mix(diff.y, diff.x, TATE); - texcoord = Overscan(texcoord, scan, scan); - if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); - } - - float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; - texcoord = Overscan(texcoord, factor, factor); - - texcoord = Overscan(texcoord, 1.0, (SourceSize.y - overscanY)/SourceSize.y); - - vec2 pos = Warp(texcoord); - vec2 pos0 = Warp(TEX0.xy); - - bool smarte = (smart_ei > 0.0 && notate); // smart edge interpolation on / off - - vec2 coffset = vec2(0.5, 0.5); - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = pos * SourceSize.xy - coffset; - vec2 fp = fract(OGL2Pos); - - vec2 dx = vec2(ps.x,0.0); - vec2 dy = vec2(0.0, ps.y); - - // Reading the texels - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - vec2 offx = dx; - vec2 off2 = x2; - vec2 offy = dy; - float fpx = fp.x; - if(!notate) - { - offx = dy; - off2 = y2; - offy = dx; - fpx = fp.y; - } - float f = (notate) ? fp.y : fp.x; - - vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; - - vec2 pC5 = mix(vec2(pos.x, pC4.y), vec2(pC4.x, pos.y), float(!notate)); - - if (interb) pC4.y = pos.y; - - float zero = exp2(-h_sharp); - float sharp1 = s_sharp * zero; - - float fdivider = min(prescalex + 0.325*float(nmode2), 2.0); - - float wl3 = (2.0 + fpx)/fdivider; - float wl2 = (1.0 + fpx)/fdivider; - float wl1 = ( fpx)/fdivider; - float wr1 = (1.0 - fpx)/fdivider; - float wr2 = (2.0 - fpx)/fdivider; - float wr3 = (3.0 - fpx)/fdivider; - - wl3*=wl3; wl3 = exp2(-h_sharp*wl3); - wl2*=wl2; wl2 = exp2(-h_sharp*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp*wr3); - - float fp1 = 1.-fpx; - - float twl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); - float twl1 = max(wl1 - sharp1, 0.0); - float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); - float twr3 = max(wr3 - sharp1, 0.0); - - bool sharp = (sharp1 > 0.0); - - float rwl3, rwl2, rwr2; - - float rwl1 = twl1; - float rwr1 = twr1; - vec3 c1, c2; - - if (smarte) - { - rwl3 = wl3; rwl2 = wl2; - rwl1 = wl1; rwr1 = wr1; - rwr2 = wr2; - twl3 = 0.0; twr3 = 0.0; - vec3 t = COMPAT_TEXTURE(AvgLumPass, pC4 - offy).xyz; - vec3 a = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz; - vec3 b = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz; - vec3 d = COMPAT_TEXTURE(AvgLumPass, pC4 +dy+dy).xyz; - c1 = (h_sharp > 2.6) ? a : min(a,(t + a + b)/3.0); c1 = max(c1 - sth, 0.0); - c2 = (h_sharp > 2.6) ? b : min(b,(a + b + d)/3.0); c2 = max(c2 - sth, 0.0); - } - - vec3 cc, l3, l2, l1, r1, r2, r3, sl2, sl1, sr1, sr2, color1, color2, colmin, colmax; - -if (nmode2) -{ - l3 = pow(COMPAT_TEXTURE(NtscPass, pC4 -off2).rgb, gamma_in.xxx); - l2 = pow(COMPAT_TEXTURE(NtscPass, pC4 -offx).rgb, gamma_in.xxx); - l1 = pow(COMPAT_TEXTURE(NtscPass, pC4 ).rgb, gamma_in.xxx); - r1 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx).rgb, gamma_in.xxx); - r2 = pow(COMPAT_TEXTURE(NtscPass, pC4 +off2).rgb, gamma_in.xxx); - r3 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx+off2).rgb, gamma_in.xxx); -} -else -{ - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb; - cc = pow(COMPAT_TEXTURE(NtscPass, pC5).rgb, gamma_in.xxx); -} - colmin = min(min(l1,r1), min(l2,r2)); - colmax = max(max(l1,r1), max(l2,r2)); - - if (smarte) - { - float pc = min(1.0 + smart_ei*c1.y, ei_limit); - float pl = min(1.0 + smart_ei*max(c1.y,c1.x), ei_limit); - float pr = min(1.0 + smart_ei*max(c1.y,c1.z), ei_limit); - twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc); - twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr); - float wmax = max(twl1, twr1); - float sharp_ei = s_sharp*pow(zero, pc)/wmax; - twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1)); - twl1 = max(twl1/wmax - sharp_ei, 0.0); - twr1 = max(twr1/wmax - sharp_ei, 0.0); - twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx)); - } - color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - if (sharp) color1 = clamp(color1, colmin, colmax); - if (nmode1 && !interb) color1 = min(normalize (color1+eps) * length(sqrt(color1 * cc)) ,1.0); - - color1 = pow(color1, vec3(scangamma/gamma_in)); - - float ts = 0.033; - - bool ntscbm = (global.blendMode == 0.0); - -if (ntscbm) -{ - l2 = COMPAT_TEXTURE(PrePass0, pC4 -offx).rgb; - l1 = COMPAT_TEXTURE(PrePass0, pC4 ).rgb; - r1 = COMPAT_TEXTURE(PrePass0, pC4 +offx).rgb; - r2 = COMPAT_TEXTURE(PrePass0, pC4 +off2).rgb; -} - - float lm2 = max(max(l2.r,l2.g),l2.b); - float lm1 = max(max(l1.r,l1.g),l1.b); - float rm1 = max(max(r1.r,r1.g),r1.b); - float rm2 = max(max(r2.r,r2.g),r2.b); - -if (ntscbm) -{ - lm2 = pow(lm2, gamma_in); - lm1 = pow(lm1, gamma_in); - rm1 = pow(rm1, gamma_in); - rm2 = pow(rm2, gamma_in); -} - - float swl2 = max(twl2, eps) * (lm2+ts); - float swl1 = twl1 * (lm1+ts); - float swr1 = twr1 * (rm1+ts); - float swr2 = max(twr2, eps) * (rm2+ts); - - float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); - vec3 mcolor1 = vec3(fscolor1); - vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0)); - - vec3 scolor2, mcolor2; - - if (!interb) -{ - pC4+=offy; - pC5+=offy; - -if (nmode2) -{ - l3 = pow(COMPAT_TEXTURE(NtscPass, pC4 -off2).rgb, gamma_in.xxx); - l2 = pow(COMPAT_TEXTURE(NtscPass, pC4 -offx).rgb, gamma_in.xxx); - l1 = pow(COMPAT_TEXTURE(NtscPass, pC4 ).rgb, gamma_in.xxx); - r1 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx).rgb, gamma_in.xxx); - r2 = pow(COMPAT_TEXTURE(NtscPass, pC4 +off2).rgb, gamma_in.xxx); - r3 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx+off2).rgb, gamma_in.xxx); -} -else -{ - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb; - cc = pow(COMPAT_TEXTURE(NtscPass, pC5).rgb, gamma_in.xxx); -} - - colmin = min(min(l1,r1), min(l2,r2)); - colmax = max(max(l1,r1), max(l2,r2)); - - if (smarte) - { - float pc = min(1.0 + smart_ei*c2.y, ei_limit); - float pl = min(1.0 + smart_ei*max(c2.y,c2.x), ei_limit); - float pr = min(1.0 + smart_ei*max(c2.y,c2.z), ei_limit); - twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc); - twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr); - float wmax = max(twl1, twr1); - float sharp_ei = s_sharp*pow(zero, pc)/wmax; - twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1)); - twl1 = max(twl1/wmax - sharp_ei, 0.0); - twr1 = max(twr1/wmax - sharp_ei, 0.0); - twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx)); - } - color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - if (sharp) color2 = clamp(color2, colmin, colmax); - if (nmode1 && !interb) color2 = min(normalize (color2+eps) * length(sqrt(color2 * cc)) ,1.0); - - color2 = pow(color2, vec3(scangamma/gamma_in)); - -if (ntscbm) -{ - l2 = COMPAT_TEXTURE(PrePass0, pC4 -offx).rgb; - l1 = COMPAT_TEXTURE(PrePass0, pC4 ).rgb; - r1 = COMPAT_TEXTURE(PrePass0, pC4 +offx).rgb; - r2 = COMPAT_TEXTURE(PrePass0, pC4 +off2).rgb; -} - - lm2 = max(max(l2.r,l2.g),l2.b); - lm1 = max(max(l1.r,l1.g),l1.b); - rm1 = max(max(r1.r,r1.g),r1.b); - rm2 = max(max(r2.r,r2.g),r2.b); - -if (ntscbm) -{ - lm2 = pow(lm2, gamma_in); - lm1 = pow(lm1, gamma_in); - rm1 = pow(rm1, gamma_in); - rm2 = pow(rm2, gamma_in); -} - - swl2 = max(twl2, 0.0) * (lm2+ts); - swl1 = twl1 * (lm1+ts); - swr1 = twr1 * (rm1+ts); - swr2 = max(twr2, 0.0) * (rm2+ts); - - float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); - mcolor2 = vec3(fscolor2); - scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0)); -} - - vec3 ctmp; vec3 mcolor; float w3; vec3 color; - vec3 one = vec3(1.0); - -if (!interb) -{ - // calculating scanlines - - 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; - mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); - - ctmp = color00/(wt1+wt2); - vec3 sctmp = scolor0/(wt1+wt2); - mcolor = clamp(mix(ctmp, mcolor, 1.5), 0.0, 1.0); - - float wf1, wf2; - - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); - - 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 darken 'edges' effect - need to uncomment it. - - // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); - // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); - - // Scanline saturation application - - vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); - w3 = wf1+wf2; - - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); - - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); - - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); - - float v_high1 = 1.0 + 0.3*vm; - float v_high2 = 1.0 + 0.6*vm; - float v_low = 1.0 - vm; - - float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0); - float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0); - - if (vertmask < 0.0) - { - cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); - cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); - } - else - { - cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); - cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); - } - - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; - - color = min(color, 1.0); -} - - if (interb) - { - color = gc(color1); - mcolor = clamp(mix(color1, mcolor1, 1.25), 0.0, 1.0); - } - - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.20/gamma_in); - - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - vec2 maskcoord = gl_FragCoord.yx * 1.000001; - if (notate) maskcoord = maskcoord.yx; - - float smask = SlotMask(maskcoord, mx); - cmask*= Mask(maskcoord, mx); - - color = pow(color, vec3(mask_gamma/gamma_in)); - color = color*cmask; - color = min(color,1.0); - color = color*smask; - color = pow(color, vec3(gamma_in/mask_gamma)); - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb; - vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; - float maxb = COMPAT_TEXTURE(BloomPass, pos).a; - float vig = COMPAT_TEXTURE(PrePass0, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; - - vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom1; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.60)); - - if (halation > 0.025) { - Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); - color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } - - color = pow(color, vec3(gamma_in/scangamma)); - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } - - color = min(color, 1.0); - - color = pow(color, vec3(1.0/gamma_out)); - - FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner(pos0)); -} diff --git a/crt/shaders/guest/advanced/crt-guest-advanced.slang b/crt/shaders/guest/advanced/crt-guest-advanced.slang index ed08394..a11dae3 100644 --- a/crt/shaders/guest/advanced/crt-guest-advanced.slang +++ b/crt/shaders/guest/advanced/crt-guest-advanced.slang @@ -3,7 +3,7 @@ /* CRT - Guest - Advanced - Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com + 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. @@ -27,8 +27,7 @@ layout(push_constant) uniform Push { float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike; + h_sharp, s_sharp, csize, bsize1, warpX, warpY, glow, vertmask, spike, ring; } params; layout(std140, set = 0, binding = 0) uniform UBO @@ -41,22 +40,19 @@ layout(std140, set = 0, binding = 0) uniform UBO float bloom; float halation; float scans; - float scansub; - float slotms; - float mclip; float gamma_c; - float mask_gamma; float smart_ei; float ei_limit; float sth; - float gamma_out; + float overscanX; float overscanY; + float c_shape; float intres; float prescalex; - float c_shape; - float barspeed; - float barintensity; - float bardir; + float scan_falloff; + float rolling_scan; + float bloom_dist; + float scangamma; } global; @@ -65,9 +61,15 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01 #define glow params.glow // Glow Strength -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 #define bloom global.bloom // bloom effect +#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 + #pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 #define halation global.halation // halation effect @@ -85,16 +87,16 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0 #define gsl params.gsl // Alternate scanlines -#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5 +#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5 #define scanline1 params.scanline1 // scanline param, vertical sharpness -#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 40.0 1.0 +#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05 +#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 5.0 0.05 #define beam_min params.beam_min // dark area beam min - narrow -#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05 +#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 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 @@ -103,17 +105,21 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1 #define vertmask params.vertmask // Scanline deconvergence colors -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 +#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.60 0.0 2.5 0.05 #define scans global.scans // scanline saturation -// Scanline darken 'edges' effect - need to uncomment it. - -// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 -// #define scansub global.scansub // scanline substraction +#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.25 2.0 0.05 +#define scan_falloff global.scan_falloff // scanline falloff #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike +#pragma parameter rolling_scan " Rolling Scanlines" 0.0 -1.0 1.0 0.01 +#define rolling_scan global.rolling_scan // rolling scanlines + +#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05 +#define scangamma global.scangamma + #pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10 @@ -122,13 +128,16 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 #define s_sharp params.s_sharp // substractive sharpness -#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 20.0 0.25 +#pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05 +#define ring params.ring // substractive sharpness ringing + +#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 0.75 0.01 #define smart_ei global.smart_ei // smart edge handling -#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 2.0 1.0 12.0 0.1 +#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 0.25 0.0 0.75 0.01 #define ei_limit global.ei_limit // smart edge handling -#pragma parameter sth " Smart Edges Smoothing Threshold" 0.20 0.0 1.0 0.01 +#pragma parameter sth " Smart Edges Smoothing Threshold" 0.23 0.0 1.0 0.01 #define sth global.sth // corner size #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 @@ -147,18 +156,6 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 #define BLOOM params.BLOOM // Bloom overscan percentage -#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01 -#define csize params.csize // corner size - -#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0 -#define bsize params.bsize // border smoothness - -#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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 #define warpX params.warpX // Curvature X @@ -168,55 +165,15 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05 #define c_shape global.c_shape // curvature shape -#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0 +#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 prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 #define prescalex global.prescalex // prescale-x factor -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style - -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // CGWG Mask Strength - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 dark color strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 -#define mask_gamma global.mask_gamma // Mask application gamma - -#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask - -#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 -#define slotmask1 params.slotmask1 - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 -#define slotms global.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 -#define mclip global.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 -#define gamma_out global.gamma_out // output gamma #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord @@ -232,7 +189,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment @@ -240,9 +197,7 @@ layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D LinearizePass; layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 4) uniform sampler2D GlowPass; -layout(set = 0, binding = 5) uniform sampler2D BloomPass; -layout(set = 0, binding = 6) uniform sampler2D PrePass; +layout(set = 0, binding = 4) uniform sampler2D PrePass; #define eps 1e-10 @@ -250,6 +205,11 @@ float st(float x) { return exp2(-10.0*x*x); } + +float st1(float x) +{ + return exp2(-7.0*x*x); +} float sw0(float x, float color, float scanline) { @@ -275,147 +235,6 @@ float sw2(float x, float color, float scanline) return exp2(-scanline*ex*ex); } -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if ((slotmask + slotmask1) == 0.0) return 1.0; - else - { - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; - } -} vec2 Warp(vec2 pos) { @@ -430,34 +249,6 @@ vec2 Overscan(vec2 pos, float dx, float dy){ return pos*0.5+0.5; } -float humbar(float pos) -{ - if (global.barintensity == 0.0) return 1.0; else - { - pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); - pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); - pos = (global.barintensity < 0.0) ? pos : (1.0-pos); - return (1.0-global.barintensity) + global.barintensity*pos; - } -} - -// Borrowed from cgwg's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} vec3 gc(vec3 c) { @@ -466,21 +257,16 @@ vec3 gc(vec3 c) return c * mg/(mc + eps); } -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} void main() { - vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); + vec4 SourceSize = global.OriginalSize * mix( vec4(prescalex, 1.0, 1.0/prescalex, 1.0), vec4(1.0, prescalex, 1.0, 1.0/prescalex), TATE); float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; 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; - bool interb = (intera < 0.75); + bool interb = (intera < 0.5); bool notate = (TATE < 0.5); float SourceY = mix(SourceSize.y, SourceSize.x, TATE); @@ -493,7 +279,7 @@ void main() // Calculating texel coordinates vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ + if (IOS > 0.0 && !interb){ vec2 ofactor = OutputSize.xy/SourceSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; @@ -505,12 +291,11 @@ void main() float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; texcoord = Overscan(texcoord, factor, factor); - texcoord = Overscan(texcoord, 1.0, (SourceSize.y - overscanY)/SourceSize.y); + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); vec2 pos = Warp(texcoord); - vec2 pos0 = Warp(TEX0.xy); - bool smarte = (smart_ei > 0.0 && notate); // smart edge interpolation on / off + bool smarte = (smart_ei > 0.01 && notate); // smart edge interpolation on / off vec2 coffset = vec2(0.5, 0.5); @@ -564,32 +349,23 @@ void main() float fp1 = 1.-fpx; float twl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float scl2 = max(twl2, 0.0); + float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float twl1 = max(wl1 - sharp1, 0.0); float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); float scr2 = max(twr2, 0.0); + float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); float twr3 = max(wr3 - sharp1, 0.0); bool sharp = (sharp1 > 0.0); - float rwl3, rwl2, rwr2; - - float rwl1 = twl1; - float rwr1 = twr1; vec3 c1, c2; if (smarte) { - rwl3 = wl3; rwl2 = wl2; - rwl1 = wl1; rwr1 = wr1; - rwr2 = wr2; twl3 = 0.0; twr3 = 0.0; - vec3 t = COMPAT_TEXTURE(AvgLumPass, pC4 - offy).xyz; - vec3 a = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz; - vec3 b = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz; - vec3 d = COMPAT_TEXTURE(AvgLumPass, pC4 +dy+dy).xyz; - c1 = (h_sharp > 2.6) ? a : min(a,(t + a + b)/3.0); c1 = max(c1 - sth, 0.0); - c2 = (h_sharp > 2.6) ? b : min(b,(a + b + d)/3.0); c2 = max(c2 - sth, 0.0); + c1 = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz; + c2 = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz; + c1 = max(c1 - sth, 0.0); + c2 = max(c2 - sth, 0.0); } vec3 l3, l2, l1, r1, r2, r3, sl2, sl1, sr1, sr2, color1, color2, colmin, colmax; @@ -606,38 +382,35 @@ void main() if (smarte) { - float pc = min(1.0 + smart_ei*c1.y, ei_limit); - float pl = min(1.0 + smart_ei*max(c1.y,c1.x), ei_limit); - float pr = min(1.0 + smart_ei*max(c1.y,c1.z), ei_limit); - twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc); - twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr); - float wmax = max(twl1, twr1); - float sharp_ei = s_sharp*pow(zero, pc)/wmax; - twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1)); - twl1 = max(twl1/wmax - sharp_ei, 0.0); - twr1 = max(twr1/wmax - sharp_ei, 0.0); - twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx)); + float pc = min(smart_ei*c1.y, ei_limit); + float pl = min(smart_ei*max(c1.y,c1.x), ei_limit); + float pr = min(smart_ei*max(c1.y,c1.z), ei_limit); + twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1); + twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2); } + color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - if (sharp) color1 = clamp(color1, colmin, colmax); - float ts = 0.033; + if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0); + float ts = 0.025; + vec3 luma = vec3(0.2126, 0.7152, 0.0722); float lm2 = max(max(l2.r,l2.g),l2.b); float lm1 = max(max(l1.r,l1.g),l1.b); float rm1 = max(max(r1.r,r1.g),r1.b); float rm2 = max(max(r2.r,r2.g),r2.b); - float swl2 = max(twl2, 0.0) * (lm2+ts); - float swl1 = twl1 * (lm1+ts); - float swr1 = twr1 * (rm1+ts); - float swr2 = max(twr2, 0.0) * (rm2+ts); + float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); + float swl1 = twl1 * (dot(l1,luma) + ts); + float swr1 = twr1 * (dot(r1,luma) + ts); + float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); - vec3 mcolor1 = vec3(fscolor1); vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0)); + + if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in)); - vec3 scolor2, mcolor2; + vec3 scolor2; if (!interb) { @@ -655,38 +428,35 @@ void main() if (smarte) { - float pc = min(1.0 + smart_ei*c2.y, ei_limit); - float pl = min(1.0 + smart_ei*max(c2.y,c2.x), ei_limit); - float pr = min(1.0 + smart_ei*max(c2.y,c2.z), ei_limit); - twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc); - twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr); - float wmax = max(twl1, twr1); - float sharp_ei = s_sharp*pow(zero, pc)/wmax; - twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1)); - twl1 = max(twl1/wmax - sharp_ei, 0.0); - twr1 = max(twr1/wmax - sharp_ei, 0.0); - twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx)); - } + float pc = min(smart_ei*c2.y, ei_limit); + float pl = min(smart_ei*max(c2.y,c2.x), ei_limit); + float pr = min(smart_ei*max(c2.y,c2.z), ei_limit); + twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1); + twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2); + } + color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - if (sharp) color2 = clamp(color2, colmin, colmax); + if (sharp) color2 = clamp(mix(clamp(color2, colmin, colmax), color2, ring), 0.0, 1.0); lm2 = max(max(l2.r,l2.g),l2.b); lm1 = max(max(l1.r,l1.g),l1.b); rm1 = max(max(r1.r,r1.g),r1.b); rm2 = max(max(r2.r,r2.g),r2.b); - swl2 = max(twl2, 0.0) * (lm2+ts); - swl1 = twl1 * (lm1+ts); - swr1 = twr1 * (rm1+ts); - swr2 = max(twr2, 0.0) * (rm2+ts); + swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); + swl1 = twl1 * (dot(l1,luma) + ts); + swr1 = twr1 * (dot(r1,luma) + ts); + swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); - mcolor2 = vec3(fscolor2); scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0)); + + color2 = pow(color2, vec3(scangamma/gamma_in)); + } - vec3 ctmp; vec3 mcolor; float w3; vec3 color; + vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) @@ -701,41 +471,44 @@ if (!interb) vec3 color00 = color1*wt1 + color2*wt2; vec3 scolor0 = scolor1*wt1 + scolor2*wt2; - mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); ctmp = color00/(wt1+wt2); vec3 sctmp = scolor0/(wt1+wt2); - mcolor = clamp(mix(ctmp, mcolor, 1.25), 0.0, 1.0); float wf1, wf2; - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); + 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; - + + float scanpix = mix(SourceSize.x/OutputSize.x, SourceSize.y/OutputSize.y, float(notate)); + + f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix); + f2 = 1.0 - f1; + 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 darken 'edges' effect - need to uncomment it. - - // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); - // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); // Scanline saturation application vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); - w3 = wf1+wf2; + w3 = wf1+wf2; - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); + float mc1 = max(max(color1.r,color1.g),color1.b) + eps; + float mc2 = max(max(color2.r,color2.g),color2.b) + eps; + + cref1 = color1 / mc1; cref1=cref1*cref1; cref1*=cref1; + cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2; - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); + w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps); + w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps); + + // Scanline Deconvergence vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); @@ -758,6 +531,14 @@ if (!interb) } color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; + + if (abs(rolling_scan) > 0.005) + { + wt1 = st1(f); + wt2 = st1(1.0-f); + color00 = (color1*wt1 + color2*wt2)/(wt1+wt2); + color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2)); + } color = min(color, 1.0); } @@ -765,58 +546,11 @@ if (!interb) if (interb) { color = gc(color1); - mcolor = clamp(mix(color1, mcolor1, 1.25), 0.0, 1.0); } - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.20/gamma_in); + float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); + + if(!interb) color = pow( color, vec3(gamma_in/scangamma) ); - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - vec2 maskcoord = gl_FragCoord.yx * 1.000001; - if (notate) maskcoord = maskcoord.yx; - - float smask = SlotMask(maskcoord, mx); - cmask*= Mask(maskcoord, mx); - - color = pow(color, vec3(mask_gamma/gamma_in)); - color = color*cmask; - color = min(color,1.0); - color = color*smask; - color = pow(color, vec3(gamma_in/mask_gamma)); - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb; - vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; - float maxb = COMPAT_TEXTURE(BloomPass, pos).a; - float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; - - vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom1; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.60)); - - if (halation > 0.025) { - Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); - color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } - - color = min(color, 1.0); - - color = pow(color, vec3(1.0/gamma_out)); - - FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner(pos0)); + FragColor = vec4(color, colmx); } diff --git a/crt/shaders/guest/advanced/custom-fast-sharpen.slang b/crt/shaders/guest/advanced/custom-fast-sharpen.slang index 0fa6dbe..b5e9e0a 100644 --- a/crt/shaders/guest/advanced/custom-fast-sharpen.slang +++ b/crt/shaders/guest/advanced/custom-fast-sharpen.slang @@ -3,7 +3,7 @@ /* Fast Sharpen Shader (Custom) - Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com + Copyright (C) 2005 - 2022 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 @@ -26,16 +26,16 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float SHARPEN, CONTR, DETAILS; + float CSHARPEN, CCONTR, CDETAILS; } params; -#pragma parameter SHARPEN "Sharpen strength" 0.00 0.0 4.00 0.10 -#pragma parameter CONTR "Ammount of sharpening" 0.05 0.0 0.25 0.01 -#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05 +#pragma parameter CSHARPEN "Sharpen strength" 0.00 0.0 5.00 0.10 +#pragma parameter CCONTR "Ammount of sharpening" 0.05 0.0 0.25 0.01 +#pragma parameter CDETAILS "Details sharpened " 1.00 0.0 1.00 0.05 -#define SHARPEN params.SHARPEN -#define CONTR params.CONTR -#define DETAILS params.DETAILS +#define CSHARPEN params.CSHARPEN +#define CCONTR params.CCONTR +#define CDETAILS params.CDETAILS layout(std140, set = 0, binding = 0) uniform UBO { @@ -71,13 +71,13 @@ void main() vec3 b11 = 0.5*(c01+c21); float contrast = max(max(c11.r,c11.g),c11.b); - contrast = mix(2.0*CONTR, CONTR, contrast); + contrast = mix(2.0*CCONTR, CCONTR, contrast); vec3 mn1 = min(c01,c21); mn1 = min(mn1,c11*(1.0-contrast)); vec3 mx1 = max(c01,c21); mx1 = max(mx1,c11*(1.0+contrast)); vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75)); - vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif); + vec3 sharpen = mix(vec3(CSHARPEN*CDETAILS), vec3(CSHARPEN), dif); c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1); diff --git a/crt/shaders/guest/advanced/deconvergence-ntsc.slang b/crt/shaders/guest/advanced/deconvergence-ntsc.slang new file mode 100644 index 0000000..e2d2487 --- /dev/null +++ b/crt/shaders/guest/advanced/deconvergence-ntsc.slang @@ -0,0 +1,697 @@ +#version 450 + +/* + CRT - Guest - Advanced + + Copyright (C) 2018-2021 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 IOS, OS, BLOOM, brightboost, brightboost1, csize, bsize1, warpX, warpY, glow, shadowMask, masksize, + slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, mshift, mask_layout, mask_bloom; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float bloom; + float halation; + float slotms; + float mclip; + float mask_gamma; + float gamma_out; + float overscanX; + float overscanY; + float intres; + float prescalex; + float c_shape; + float barspeed; + float barintensity; + float bardir; + float sborder; + float bloom_dist; + float deconr; + float decons; + float addnoised; + float noiseresd; + float noisetype; + float deconrr; + float deconrg; + float deconrb; + float deconrry; + float deconrgy; + float deconrby; + float dctypex; + float dctypey; + float post_br; +} global; + + +#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 + +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 +#define bloom global.bloom // bloom effect + +#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 + +#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 +#define halation global.halation // halation effect + +#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 +#define gamma_c global.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_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 +#define OS params.OS // Do overscan + +#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 +#define BLOOM params.BLOOM // Bloom overscan percentage + +#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005 +#define csize params.csize // corner size + +#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 +#define bsize1 params.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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 +#define warpX params.warpX // Curvature X + +#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 +#define warpY params.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 + +#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 prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 +#define prescalex global.prescalex // prescale-x factor + +#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0 +#define shadowMask params.shadowMask // Mask Style + +#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025 +#define maskstr params.maskstr // Mask Strength + +#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05 +#define mcut params.mcut // Mask 5-12 dark color strength + +#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0 +#define masksize params.masksize // Mask Size + +#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 +#define maskDark params.maskDark // Dark "Phosphor" + +#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 +#define maskLight params.maskLight // Light "Phosphor" + +#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 +#define mshift params.mshift // mask 'line' shift/stagger + +#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0 +#define mask_layout params.mask_layout // mask layout: RGB or BGR + +#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 +#define mask_gamma global.mask_gamma // Mask application gamma + +#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 +#define slotmask params.slotmask + +#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 +#define slotmask1 params.slotmask1 + +#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0 +#define slotwidth params.slotwidth // Slot Mask Width + +#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0 +#define double_slot params.double_slot // Slot Mask Height + +#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 +#define slotms global.slotms // Slot Mask Size + +#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 +#define mclip global.mclip // + +#pragma parameter gamma_out "Gamma out" 1.95 1.0 5.0 0.05 +#define gamma_out global.gamma_out // output gamma + + +#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 + +#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 + +#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10 + +#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02 + +#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 + +#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 + +#pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01 + + +#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; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D LinearizePass; +layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; +layout(set = 0, binding = 4) uniform sampler2D GlowPass; +layout(set = 0, binding = 5) uniform sampler2D BloomPass; +layout(set = 0, binding = 6) uniform sampler2D PrePass0; +layout(set = 0, binding = 7) uniform sampler2D Source; + +#define eps 1e-10 + +// Shadow mask (1-4 from PD CRT Lottes shader). + +vec3 Mask(vec2 pos, float mx) +{ + vec2 pos0 = pos; + pos.y = floor(pos.y/masksize); + float next_line = float(fract(pos.y*0.5) > 0.25); + pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); + pos = floor(pos0/masksize); + + vec3 mask = vec3(maskDark, maskDark, maskDark); + vec3 one = vec3(1.0); + float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); + float mc = 1.0 - max(maskstr, 0.0); + + // No mask + if (shadowMask == -1.0) + { + mask = vec3(1.0); + } + + // Phosphor. + else if (shadowMask == 0.0) + { + pos.x = fract(pos.x*0.5); + if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } + else { mask.r = mc; mask.g = 1.0; 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) < 0.49) + odd = 1.0; + if (fract((pos.y + odd)/2.0) < 0.49) + line = maskDark; + + pos.x = fract(pos.x/3.0); + + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; + else mask.b = maskLight; + } + + // Trinitron mask 5 + else if (shadowMask == 5.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask.r = 1.0; + mask.b = 1.0; + } + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Trinitron mask 6 + else if (shadowMask == 6.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask.r = 1.0; + else if (pos.x < 0.6) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 7 + else if (shadowMask == 7.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask = 0.0.xxx; + } + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 8 + else if (shadowMask == 8.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask = 1.0.xxx; + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Magenta - Green - Black mask + else if (shadowMask == 9.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask.rb = 1.0.xx; + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RGBX + else if (shadowMask == 10.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask = 0.0.xxx; + else if (pos.x < 0.4) mask.r = 1.0; + else if (pos.x < 0.7) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // 4k mask + else if (shadowMask == 11.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask.r = 1.0; + else if (pos.x < 0.4) mask.rg = 1.0.xx; + else if (pos.x < 0.7) mask.gb = 1.0.xx; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RRGGBBX mask + else + { + mask = vec3(0.0); + pos.x = floor(mod(pos.x,7.0)); + if (pos.x < 1.0) mask = 0.0.xxx; + else if (pos.x < 3.0) mask.r = 1.0; + else if (pos.x < 5.0) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + return mask; +} + +float SlotMask(vec2 pos, float m) +{ + if ((slotmask + slotmask1) == 0.0) return 1.0; + else + { + pos = floor(pos/slotms); + float mlen = slotwidth*2.0; + float px = fract(pos.x/mlen); + float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); + float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); + float slot = 1.0; + if (py == 0.0 && px < 0.5) slot = slot_dark; else + if (py == double_slot && px >= 0.5) slot = slot_dark; + + return slot; + } +} + +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; +} + +vec2 Overscan(vec2 pos, float dx, float dy){ + pos=pos*2.0-1.0; + pos*=vec2(dx,dy); + return pos*0.5+0.5; +} + +float humbar(float pos) +{ + if (global.barintensity == 0.0) return 1.0; else + { + pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); + pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); + pos = (global.barintensity < 0.0) ? pos : (1.0-pos); + return (1.0-global.barintensity) + global.barintensity*pos; + } +} + + +float corner(vec2 pos) { + vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); + float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); + crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); + pos = max(pos, crn); + vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, sborder.xx); + return sqrt(res.x*res.y); +} + + +vec3 plant (vec3 tar, float r) +{ + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +vec3 declip(vec3 c, float b) +{ + float m = max(max(c.r,c.g),c.b); + if (m > b) c = c*b/m; + return c; +} + +// noise function: +// Dedicated to the public domain. +// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). +// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz + +vec3 noise(vec3 v){ + if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0; + // ensure reasonable range + v = fract(v) + fract(v*1e4) + fract(v*1e-4); + // seed + v += vec3(0.12345, 0.6789, 0.314159); + // more iterations => more random + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + return v; +} + +void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) +{ + float stepx = OutputSize.z; + float stepy = OutputSize.w; + + float ds = global.decons; + + vec2 dx = vec2(stepx, 0.0); + vec2 dy = vec2(0.0, stepy); + + float posx = 2.0*coord.x - 1.0; + float posy = 2.0*coord.y - 1.0; + + if (global.dctypex > 0.025) + { + posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex); + dx = posx * dx; + } + + if (global.dctypey > 0.025) + { + + posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey); + dy = posy * dy; + } + + // if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey)); + + vec2 rc = global.deconrr * dx + global.deconrry*dy; + vec2 gc = global.deconrg * dx + global.deconrgy*dy; + vec2 bc = global.deconrb * dx + global.deconrby*dy; + + float r1 = COMPAT_TEXTURE(Source, coord + rc).r; + float g1 = COMPAT_TEXTURE(Source, coord + gc).g; + float b1 = COMPAT_TEXTURE(Source, coord + bc).b; + + vec3 d = vec3(r1, g1, b1); + c = clamp(mix(c, d, ds), 0.0, 1.0); + + r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r; + g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g; + b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b; + + d = vec3(r1, g1, b1); + b = clamp(mix(b, d, ds), 0.0, 1.0); +} + + +void main() +{ + vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); + + float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; + + 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; + bool interb = (intera < 0.5); + + // Calculating texel coordinates + + vec2 texcoord = TEX0.xy; + if (IOS > 0.0 && !interb){ + vec2 ofactor = OutputSize.xy/SourceSize.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); + } + + float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; + texcoord = Overscan(texcoord, factor, factor); + + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); + + vec2 pos1 = TEX0.xy; + vec2 pos = Warp(texcoord); + vec2 pos0 = Warp(TEX0.xy); + vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb; + float c0 = max(max(color0.r, color0.g),color0.b); + + // color and bloom fetching + vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; + vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; + fetch_pixel(color, Bloom, pos1, pos); + + float cm = max(max(color.r,color.g),color.b); + float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; + float colmx = max(mx1, cm); + float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0); + + vec2 dx = vec2(0.001, 0.0); + float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; + float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; + float mx = max(max(mx0,mx1),max(mx2,cm)); + + vec3 one = vec3(1.0); + + // Apply Mask + + vec3 orig1 = color; + vec3 cmask = one; + + vec2 maskcoord = gl_FragCoord.xy * 1.000001; + + float smask = SlotMask(maskcoord, mx); + cmask*= Mask(maskcoord, mx); + + if (mask_layout > 0.5) cmask = cmask.rbg; + + vec3 cmask1 = cmask; + float smask1 = smask; + + if (mask_bloom > 0.025) + { + float maxb = max(max(Bloom.r,Bloom.g),Bloom.b); + maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275); + vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5)); + float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b); + cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx); + smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0); + } + + color = pow(color, vec3(mask_gamma/gamma_in)); + color = color*cmask; + color = min(color,1.0); + color = color*smask; + color = pow(color, vec3(gamma_in/mask_gamma)); + + cmask = min(cmask*smask, 1.0); + cmask1 = min(cmask1*smask1, 1.0); + + float bb = mix(brightboost, brightboost1, colmx); + if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); + color*=bb; + + vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb; + vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb; + float maxb = COMPAT_TEXTURE(BloomPass, pos).a; + float vig = COMPAT_TEXTURE(PrePass0, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; + + vec3 Bloom1 = Bloom; + + if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); + + Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); + Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); + + Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); + + color = color + abs(bloom) * Bloom1; + + color = min(color, mix(one, cmask1, mclip)); + + if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0; + + if (halation > 0.01) { + Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); + color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } + + Glow = mix(Glow, 0.25*color, 0.7*colmx); + if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } + + color = min(color, 1.0); + + color = pow(color, vec3(1.0/gamma_out)); + + float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; + + if (abs(global.addnoised) > 0.01) + { + vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); + if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); + else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); + } + + FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0); +} diff --git a/crt/shaders/guest/advanced/deconvergence.slang b/crt/shaders/guest/advanced/deconvergence.slang index 2ce761f..33a47df 100644 --- a/crt/shaders/guest/advanced/deconvergence.slang +++ b/crt/shaders/guest/advanced/deconvergence.slang @@ -1,9 +1,12 @@ #version 450 /* - CRT - Guest - Advanced - Deconvergence pass + noise + CRT - Guest - Advanced - Copyright (C) 2021 guest(r) - guest.r@gmail.com + 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 @@ -23,63 +26,208 @@ layout(push_constant) uniform Push { + float TATE, IOS, OS, BLOOM, brightboost, brightboost1, csize, bsize1, warpX, warpY, glow, shadowMask, masksize, + slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, mshift, mask_layout, mask_bloom; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float bloom; + float halation; + float slotms; + float mclip; + float mask_gamma; + float gamma_out; + float overscanX; + float overscanY; + float intres; + float prescalex; + float c_shape; + float barspeed; + float barintensity; + float bardir; + float sborder; + float bloom_dist; float deconr; - float TATE; float decons; float addnoised; + float noisetype; float noiseresd; - float shadowMask; - float masksize; float deconrr; float deconrg; float deconrb; float deconrry; float deconrgy; float deconrby; - float deconsmooth; float dctypex; - float dctypey; -} params; + float dctypey; + float post_br; +} global; + + +#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 + +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 +#define bloom global.bloom // bloom effect + +#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 + +#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 +#define halation global.halation // halation effect + +#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 +#define gamma_c global.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_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 #define TATE params.TATE // Screen orientation +#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 +#define OS params.OS // Do overscan + +#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 +#define BLOOM params.BLOOM // Bloom overscan percentage + +#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005 +#define csize params.csize // corner size + +#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 +#define bsize1 params.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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 +#define warpX params.warpX // Curvature X + +#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 +#define warpY params.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 + +#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 prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 +#define prescalex global.prescalex // prescale-x factor + +#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0 +#define shadowMask params.shadowMask // Mask Style + +#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025 +#define maskstr params.maskstr // Mask Strength + +#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05 +#define mcut params.mcut // Mask 5-12 dark color strength + +#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0 +#define masksize params.masksize // Mask Size + +#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 +#define maskDark params.maskDark // Dark "Phosphor" + +#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 +#define maskLight params.maskLight // Light "Phosphor" + +#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 +#define mshift params.mshift // mask 'line' shift/stagger + +#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0 +#define mask_layout params.mask_layout // mask layout: RGB or BGR + +#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 +#define mask_gamma global.mask_gamma // Mask application gamma + +#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 +#define slotmask params.slotmask + +#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 +#define slotmask1 params.slotmask1 + +#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0 +#define slotwidth params.slotwidth // Slot Mask Width + +#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0 +#define double_slot params.double_slot // Slot Mask Height + +#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 +#define slotms global.slotms // Slot Mask Size + +#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 +#define mclip global.mclip // + +#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 +#define gamma_out global.gamma_out // output gamma + + #pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 -#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05 +#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 -#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05 +#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 -#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 -#pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10 -#define decons params.decons // Horizontal deconvergence colors strength - -#pragma parameter deconsmooth " Deconvergence Smoothing" 0.0 0.0 1.0 0.10 +#pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10 #pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02 -#define addnoised params.addnoised // add noise -#pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0 -#define noiseresd params.noiseresd // add noise +#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 + +#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 + +#pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01 -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; +#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; @@ -89,16 +237,269 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 2) uniform sampler2D LinearizePass; +layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; +layout(set = 0, binding = 4) uniform sampler2D GlowPass; +layout(set = 0, binding = 5) uniform sampler2D BloomPass; +layout(set = 0, binding = 6) uniform sampler2D PrePass; +layout(set = 0, binding = 7) uniform sampler2D Source; -#define COMPAT_TEXTURE(c,d) texture(c,d) +#define eps 1e-10 +// Shadow mask (1-4 from PD CRT Lottes shader). + +vec3 Mask(vec2 pos, float mx) +{ + vec2 pos0 = pos; + pos.y = floor(pos.y/masksize); + float next_line = float(fract(pos.y*0.5) > 0.25); + pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); + pos = floor(pos0/masksize); + + vec3 mask = vec3(maskDark, maskDark, maskDark); + vec3 one = vec3(1.0); + float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); + float mc = 1.0 - max(maskstr, 0.0); + + // No mask + if (shadowMask == -1.0) + { + mask = vec3(1.0); + } + + // Phosphor. + else if (shadowMask == 0.0) + { + pos.x = fract(pos.x*0.5); + if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } + else { mask.r = mc; mask.g = 1.0; 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) < 0.49) + odd = 1.0; + if (fract((pos.y + odd)/2.0) < 0.49) + line = maskDark; + + pos.x = fract(pos.x/3.0); + + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; + else mask.b = maskLight; + } + + // Trinitron mask 5 + else if (shadowMask == 5.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask.r = 1.0; + mask.b = 1.0; + } + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Trinitron mask 6 + else if (shadowMask == 6.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask.r = 1.0; + else if (pos.x < 0.6) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 7 + else if (shadowMask == 7.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask = 0.0.xxx; + } + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 8 + else if (shadowMask == 8.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask = 1.0.xxx; + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Magenta - Green - Black mask + else if (shadowMask == 9.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask.rb = 1.0.xx; + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RGBX + else if (shadowMask == 10.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask = 0.0.xxx; + else if (pos.x < 0.4) mask.r = 1.0; + else if (pos.x < 0.7) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // 4k mask + else if (shadowMask == 11.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask.r = 1.0; + else if (pos.x < 0.4) mask.rg = 1.0.xx; + else if (pos.x < 0.7) mask.gb = 1.0.xx; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RRGGBBX mask + else + { + mask = vec3(0.0); + pos.x = floor(mod(pos.x,7.0)); + if (pos.x < 1.0) mask = 0.0.xxx; + else if (pos.x < 3.0) mask.r = 1.0; + else if (pos.x < 5.0) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + return mask; +} + +float SlotMask(vec2 pos, float m) +{ + if ((slotmask + slotmask1) == 0.0) return 1.0; + else + { + pos = floor(pos/slotms); + float mlen = slotwidth*2.0; + float px = fract(pos.x/mlen); + float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); + float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); + float slot = 1.0; + if (py == 0.0 && px < 0.5) slot = slot_dark; else + if (py == double_slot && px >= 0.5) slot = slot_dark; + + return slot; + } +} + +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; +} + +vec2 Overscan(vec2 pos, float dx, float dy){ + pos=pos*2.0-1.0; + pos*=vec2(dx,dy); + return pos*0.5+0.5; +} + +float humbar(float pos) +{ + if (global.barintensity == 0.0) return 1.0; else + { + pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); + pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); + pos = (global.barintensity < 0.0) ? pos : (1.0-pos); + return (1.0-global.barintensity) + global.barintensity*pos; + } +} + + +float corner(vec2 pos) { + vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); + float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); + crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); + pos = max(pos, crn); + vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, sborder.xx); + return sqrt(res.x*res.y); +} + + +vec3 plant (vec3 tar, float r) +{ + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +vec3 declip(vec3 c, float b) +{ + float m = max(max(c.r,c.g),c.b); + if (m > b) c = c*b/m; + return c; +} // noise function: // Dedicated to the public domain. @@ -106,7 +507,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source; // Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz vec3 noise(vec3 v){ - if (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0; + if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0; // ensure reasonable range v = fract(v) + fract(v*1e4) + fract(v*1e-4); // seed @@ -114,85 +515,190 @@ vec3 noise(vec3 v){ // more iterations => more random v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); return v; -} +} -void main() +void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) { - - vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb; - vec3 result = color; - - if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20) - { - float step = 1.0; - float dstep = step; - step*= (TATE < 0.5) ? (params.OutputSize.z) : (params.OutputSize.w); - float stepy = (TATE < 0.5) ? (params.OutputSize.w) : (params.OutputSize.z); - float stepx = (TATE < 0.5) ? (params.OutputSize.z) : (params.OutputSize.w); + float stepx = OutputSize.z; + float stepy = OutputSize.w; - vec2 sx = mix(vec2(stepx, 0.0), vec2(0.0, stepx), TATE); - - float ds = decons; + float ds = global.decons; - vec2 dx = (TATE < 0.5) ? vec2(step, 0.0) : vec2(0.0, step); - vec2 dy = (TATE > 0.5) ? vec2(stepy, 0.0) : vec2(0.0, stepy); + vec2 dx = vec2(stepx, 0.0); + vec2 dy = vec2(0.0, stepy); - float posx = 2.0*vTexCoord.x - 1.0; - float posy = 2.0*vTexCoord.y - 1.0; + float posx = 2.0*coord.x - 1.0; + float posy = 2.0*coord.y - 1.0; - if (params.dctypex > 0.025) + if (global.dctypex > 0.025) { - posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex); + posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex); dx = posx * dx; } - if (params.dctypey > 0.025) + if (global.dctypey > 0.025) { - posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey); + posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey); dy = posy * dy; } - if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey)); + // if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey)); - vec2 rc = params.deconrr * dx + params.deconrry*dy; - vec2 gc = params.deconrg * dx + params.deconrgy*dy; - vec2 bc = params.deconrb * dx + params.deconrby*dy; + vec2 rc = global.deconrr * dx + global.deconrry*dy; + vec2 gc = global.deconrg * dx + global.deconrgy*dy; + vec2 bc = global.deconrb * dx + global.deconrby*dy; - dx = (dx+dy) * params.deconsmooth; + float r1 = COMPAT_TEXTURE(Source, coord + rc).r; + float g1 = COMPAT_TEXTURE(Source, coord + gc).g; + float b1 = COMPAT_TEXTURE(Source, coord + bc).b; + + vec3 d = vec3(r1, g1, b1); + c = clamp(mix(c, d, ds), 0.0, 1.0); - float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc ).r; - float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc ).g; - float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc ).b; + r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r; + g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g; + b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b; - float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r; - float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g; - float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b; + d = vec3(r1, g1, b1); + b = clamp(mix(b, d, ds), 0.0, 1.0); +} - float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r; - float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g; - float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b; - vec3 result1 = vec3(r1,g1,b1); - vec3 result2 = vec3(r2,g2,b2); - vec3 result3 = vec3(r3,g3,b3); - result = (result1+result2+result3)/3.0; - - vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + sx).rgb, COMPAT_TEXTURE(Source, vTexCoord - sx).rgb), color); - - float mc = max(max(dcolor.r, dcolor.g), dcolor.b); - if (decons < 0.0) mc = 0.9; +void main() +{ + vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); - result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), min(result,color), max(result, color)); + float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; + + 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; + bool interb = (intera < 0.5); + bool notate = (TATE < 0.5); + + // Calculating texel coordinates + + vec2 texcoord = TEX0.xy; + if (IOS > 0.0 && !interb){ + vec2 ofactor = OutputSize.xy/SourceSize.xy; + vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); + vec2 diff = ofactor/intfactor; + float scan = mix(diff.y, diff.x, TATE); + texcoord = Overscan(texcoord, scan, scan); + if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); + } + + float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; + texcoord = Overscan(texcoord, factor, factor); + + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); + + vec2 pos1 = TEX0.xy; + vec2 pos = Warp(texcoord); + vec2 pos0 = Warp(TEX0.xy); + vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb; + float c0 = max(max(color0.r, color0.g),color0.b); + + // color and bloom fetching + vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; + vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; + + fetch_pixel(color, Bloom, pos1, pos); // deconvergence + + float cm = max(max(color.r,color.g),color.b); + float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; + float colmx = max(mx1, cm); + float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0); + + vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE); + float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; + float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; + float mx = max(max(mx0,mx1),max(mx2,cm)); + + vec3 one = vec3(1.0); + + // Apply Mask + + vec3 orig1 = color; + vec3 cmask = one; + + vec2 maskcoord = gl_FragCoord.yx * 1.000001; + if (notate) maskcoord = maskcoord.yx; + + float smask = SlotMask(maskcoord, mx); + cmask*= Mask(maskcoord, mx); + + if (mask_layout > 0.5) cmask = cmask.rbg; + + vec3 cmask1 = cmask; + float smask1 = smask; + + if (mask_bloom > 0.025) + { + float maxb = max(max(Bloom.r,Bloom.g),Bloom.b); + maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275); + vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5)); + float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b); + cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx); + smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0); } - float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4; + color = pow(color, vec3(mask_gamma/gamma_in)); + color = color*cmask; + color = min(color,1.0); + color = color*smask; + color = pow(color, vec3(gamma_in/mask_gamma)); + + cmask = min(cmask*smask, 1.0); + cmask1 = min(cmask1*smask1, 1.0); + + float bb = mix(brightboost, brightboost1, colmx); + if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); + color*=bb; + + vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb; + vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb; + float maxb = COMPAT_TEXTURE(BloomPass, pos).a; + float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; + + vec3 Bloom1 = Bloom; + + if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); + + Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); + Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); + + Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); + + color = color + abs(bloom) * Bloom1; + + color = min(color, mix(one, cmask1, mclip)); + + if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0; + + if (halation > 0.01) { + Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); + color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } + + + Glow = mix(Glow, 0.25*color, 0.7*colmx); + if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } + + color = min(color, 1.0); - if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc); + color = pow(color, vec3(1.0/gamma_out)); + + float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; - float corner = COMPAT_TEXTURE(Source, vTexCoord).a; + if (abs(global.addnoised) > 0.01) + { + vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); + if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); + else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); + } - FragColor = vec4(result*corner, 1.0); -} \ No newline at end of file + FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0); +} diff --git a/crt/shaders/guest/advanced/grade/pre-shaders-afterglow-grade.slang b/crt/shaders/guest/advanced/grade/pre-shaders-afterglow-grade.slang new file mode 100644 index 0000000..46bbdfd --- /dev/null +++ b/crt/shaders/guest/advanced/grade/pre-shaders-afterglow-grade.slang @@ -0,0 +1,929 @@ +#version 450 + +layout(push_constant) uniform Push +{ + float g_gamma_in; + float g_gamma_out; + float g_signal_type; + float g_crtgamut; + float g_space_out; + float g_hue_degrees; + float g_I_SHIFT; + float g_Q_SHIFT; + float g_I_MUL; + float g_Q_MUL; + float g_lum_fix; + float g_vignette; + float g_vstr; + float g_vpower; + float g_sat; + float g_vibr; + float g_lum; + float g_cntrst; + float g_mid; + float g_lift; + float blr; + float blg; + float blb; + float wlr; + float wlg; + float wlb; + float rg; + float rb; + float gr; + float gb; + float br; + float bg; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float wp_temperature; + float g_satr; + float g_satg; + float g_satb; + float LUT_Size1; + float LUT1_toggle; + float LUT_Size2; + float LUT2_toggle; + float AS, asat; +} global; + +/* + Grade + > 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: + ::analogue color emulation, phosphor gamut, color space + TRC support, vibrance, HUE vs SAT, vignette (shared by Syh), black level, rolled gain and sigmoidal contrast. + + Author: Dogway + License: Public domain + + **Thanks to those that helped me out keep motivated by continuous feedback and bug reports: + **Syh, Nesguy, hunterk, and the libretro forum members. + + + ######################################...PRESETS...####################################### + ########################################################################################## + ### ### + ### PAL ### + ### Phosphor: EBU (#3) (or an EBU T3213 based CRT phosphor gamut) ### + ### WP: D65 (6504K) (in practice more like ~7500K) ### + ### TRC: 2.8 SMPTE-C Gamma ### + ### Saturation: -0.02 ### + ### ### + ### NTSC-U ### + ### Phosphor: P22/SMPTE-C (#1 #-1)(or a SMPTE-C based CRT phosphor gamut) ### + ### WP: D65 (6504K) (in practice more like ~7500K) ### + ### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ### + ### ### + ### NTSC-J (Default) ### + ### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ### + ### WP: 9300K+27MPCD (8942K) (CCT from x:0.281 y:0.311) ### + ### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ### + ### ### + ### *Despite the standard of 2.22, a more faithful approximation to CRT... ### + ### ...is to use a gamma (SMPTE-C type) with a value of 2.35-2.55. ### + ### ### + ### ### + ########################################################################################## + ########################################################################################## +*/ + +#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01 +#define AS global.AS +#pragma parameter asat " Afterglow saturation" 0.33 0.0 1.0 0.01 +#define asat global.asat + + +#pragma parameter g_gamma_in "Game Embedded Gamma" 2.222 1.80 3.0 0.05 +#pragma parameter g_gamma_out "CRT Electron Gun Gamma" 2.50 1.80 3.0 0.05 +#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0 +#pragma parameter g_crtgamut "Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 -4.0 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_hue_degrees "Hue" 0.0 -360.0 360.0 1.0 +#pragma parameter g_I_SHIFT "I/U Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_Q_SHIFT "Q/V Shift" 0.0 -0.2 0.2 0.01 +#pragma parameter g_I_MUL "I/U Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_Q_MUL "Q/V Multiplier" 1.0 0.0 2.0 0.01 +#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0 +#pragma parameter g_vignette "Vignette Toggle" 1.0 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_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 2.0 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" 16.0 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 +#define gamma_in params.g_gamma_in +#define gamma_out params.g_gamma_out +#define signal params.g_signal_type +#define crtgamut params.g_crtgamut +#define SPC params.g_space_out +#define hue_degrees params.g_hue_degrees +#define I_SHIFT params.g_I_SHIFT +#define Q_SHIFT params.g_Q_SHIFT +#define I_MUL params.g_I_MUL +#define Q_MUL params.g_Q_MUL +#define lum_fix params.g_lum_fix +#define vignette params.g_vignette +#define vstr params.g_vstr +#define vpower params.g_vpower +#define g_sat params.g_sat +#define vibr params.g_vibr +#define satr global.g_satr +#define satg global.g_satg +#define satb global.g_satb +#define lum params.g_lum +#define cntrst params.g_cntrst +#define mid params.g_mid +#define lift params.g_lift +#define blr params.blr +#define blg params.blg +#define blb params.blb +#define wlr params.wlr +#define wlg params.wlg +#define wlb params.wlb +#define rg params.rg +#define rb params.rb +#define gr params.gr +#define gb params.gb +#define br params.br +#define bg params.bg + +#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; +layout(set = 0, binding = 3) uniform sampler2D StockPass; +layout(set = 0, binding = 4) uniform sampler2D AfterglowPass; +layout(set = 0, binding = 5) uniform sampler2D SamplerLUT1; +layout(set = 0, binding = 6) uniform sampler2D SamplerLUT2; + + +///////////////////////// Color Space Transformations ////////////////////////// + + + +vec3 XYZ_to_RGB(vec3 XYZ, float CSPC){ + + // to sRGB + const mat3x3 sRGB = mat3x3( + 3.24081254005432130, -0.969243049621582000, 0.055638398975133896, + -1.53730857372283940, 1.875966310501098600, -0.204007431864738460, + -0.49858659505844116, 0.041555050760507584, 1.057129383087158200); + + // to DCI-P3 -D65- + const mat3x3 DCIP3 = mat3x3( + 2.49339652061462400, -0.82948720455169680, 0.035850685089826584, + -0.93134605884552000, 1.76266026496887200, -0.076182708144187930, + -0.40269458293914795, 0.023624641820788383, 0.957014024257659900); + + // to Rec.2020 + const mat3x3 rec2020 = mat3x3( + 1.71660947799682620, -0.66668272018432620, 0.017642205581068993, + -0.35566213726997375, 1.61647748947143550, -0.042776308953762054, + -0.25336012244224550, 0.01576850563287735, 0.942228555679321300); + + // to AdobeRGB + const mat3x3 Adobe = mat3x3( + 2.0415899753570557, -0.96924000978469850, 0.013439999893307686, + -0.5650100111961365, 1.87597000598907470, -0.118359997868537900, + -0.3447299897670746, 0.04156000167131424, 1.015169978141784700); + + return (CSPC == 3.0) ? Adobe * XYZ : (CSPC == 2.0) ? rec2020 * XYZ : (CSPC == 1.0) ? DCIP3 * XYZ : sRGB * XYZ; +} + +vec3 RGB_to_XYZ(vec3 RGB, float CSPC){ + + // from sRGB + const mat3x3 sRGB = mat3x3( + 0.41241079568862915, 0.21264933049678802, 0.019331756979227066, + 0.35758456587791443, 0.71516913175582890, 0.119194857776165010, + 0.18045382201671600, 0.07218152284622192, 0.950390160083770800); + + // from DCI-P3 -D65- + const mat3x3 DCIP3 = mat3x3( + 0.48659050464630127, 0.22898375988006592, 0.00000000000000000, + 0.26566821336746216, 0.69173991680145260, 0.04511347413063049, + 0.19819043576717377, 0.07927616685628891, 1.04380297660827640); + + // from Rec.2020 + const mat3x3 rec2020 = mat3x3( + 0.63697350025177000, 0.24840137362480164, 0.00000000000000000, + 0.15294560790061950, 0.67799961566925050, 0.04253686964511871, + 0.11785808950662613, 0.03913172334432602, 1.06084382534027100); + + // from AdobeRGB + const mat3x3 Adobe = mat3x3( + 0.57666999101638790, 0.2973400056362152, 0.02703000046312809, + 0.18556000292301178, 0.6273599863052368, 0.07068999856710434, + 0.18822999298572540, 0.0752900019288063, 0.9913399815559387); + + return (CSPC == 3.0) ? Adobe * RGB : (CSPC == 2.0) ? rec2020 * RGB : (CSPC == 1.0) ? DCIP3 * RGB : sRGB * RGB; +} + + +vec3 XYZtoYxy(vec3 XYZ){ + + float XYZrgb = XYZ.r+XYZ.g+XYZ.b; + float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb; + float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb; + return vec3(XYZ.g, Yxyg, Yxyb); +} + +vec3 YxytoXYZ(vec3 Yxy){ + + float Xs = Yxy.r * (Yxy.g/Yxy.b); + float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0; + vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r); + return XYZ; +} + +///////////////////////// White Point Mapping ///////////////////////// +// +// +// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J NTSC-FCC: C +// PAL: 6504K NTSC-U: 6504K NTSC-J: 8942K NTSC-FCC: 6780K +// 0.3127 0.3290 0.3127 0.3290 0.281 0.311 0.310 0.316 + +vec3 wp_adjust(float temperature, vec3 color){ + + float temp3 = pow(10.,3.) / temperature; + float temp6 = pow(10.,6.) / pow(temperature, 2.); + float temp9 = pow(10.,9.) / pow(temperature, 3.); + + vec3 wp = vec3(1.); + + wp.x = (temperature <= 7000.) ? 0.244063 + 0.09911 * temp3 + 2.9678 * temp6 - 4.6070 * temp9 : \ + 0.237040 + 0.24748 * temp3 + 1.9018 * temp6 - 2.0064 * temp9 ; + + wp.y = -3.000 * pow(wp.x,2.) + 2.870 * wp.x - 0.275; + wp.z = 1. - wp.x - wp.y; + + const mat3x3 CAT02 = mat3x3( + 0.7328, 0.4296, -0.1624, + -0.70360, 1.6975, 0.0061, + 0.003, -0.0136, 0.9834); + + vec3 fw_trans = (vec3(wp.x/wp.y,1.,wp.z/wp.y) * CAT02) / (vec3(0.95045,1.,1.088917) * CAT02) ; + + return color.xyz * fw_trans.xyz ; + +} + +//////////////////////////////////////////////////////////////////////////////// + + +// Monitor Curve Functions: https://github.com/ampas/aces-dev +//---------------------------------------------------------------------- + + +float moncurve_f( float color, float gamma, float offs) +{ + // Forward monitor curve + color = clamp(color, 0.0, 1.0); + float fs = (( gamma - 1.0) / offs) * pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma); + float xb = offs / ( gamma - 1.0); + + color = ( color > xb) ? pow( ( color + offs) / ( 1.0 + offs), gamma) : color * fs; + return color; +} + + +vec3 moncurve_f_f3( vec3 color, float gamma, float offs) +{ + color.r = moncurve_f( color.r, gamma, offs); + color.g = moncurve_f( color.g, gamma, offs); + color.b = moncurve_f( color.b, gamma, offs); + return color.rgb; +} + + +float moncurve_r( float color, float gamma, float offs) +{ + // Reverse monitor curve + color = clamp(color, 0.0, 1.0); + float yb = pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma); + float rs = pow( ( gamma - 1.0) / offs, gamma - 1.0) * pow( ( 1.0 + offs) / gamma, gamma); + + color = ( color > yb) ? ( 1.0 + offs) * pow( color, 1.0 / gamma) - offs : color * rs; + return color; +} + + +vec3 moncurve_r_f3( vec3 color, float gamma, float offs) +{ + color.r = moncurve_r( color.r, gamma, offs); + color.g = moncurve_r( color.g, gamma, offs); + color.b = moncurve_r( color.b, gamma, offs); + return color.rgb; +} + + +//-------------------------- Luma Functions ---------------------------- + + +// Performs better in gamma encoded space +float contrast_sigmoid(float color, float cont, float pivot){ + + cont = pow(cont + 1., 3.); + + float knee = 1. / (1. + exp(cont * pivot)); + float shldr = 1. / (1. + exp(cont * (pivot - 1.))); + + color = (1. / (1. + exp(cont * (pivot - color))) - knee) / (shldr - knee); + + return color; +} + + +// Performs better in gamma encoded space +float contrast_sigmoid_inv(float color, float cont, float pivot){ + + cont = pow(cont - 1., 3.); + + float knee = 1. / (1. + exp (cont * pivot)); + float shldr = 1. / (1. + exp (cont * (pivot - 1.))); + + color = pivot - log(1. / (color * (shldr - knee) + knee) - 1.) / cont; + + return color; +} + + +float rolled_gain(float color, float gain){ + + float gx = abs(gain) + 0.001; + float anch = (gain > 0.0) ? 0.5 / (gx / 2.0) : 0.5 / gx; + color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain); + + return color; +} + + +vec4 rolled_gain_v4(vec4 color, float gain){ + + color.r = rolled_gain(color.r, gain); + color.g = rolled_gain(color.g, gain); + color.b = rolled_gain(color.b, gain); + + return vec4(color.rgb, 1.0); +} + + +float SatMask(float color_r, float color_g, float color_b) +{ + float max_rgb = max(color_r, max(color_g, color_b)); + float min_rgb = min(color_r, min(color_g, color_b)); + float msk = clamp((max_rgb - min_rgb) / (max_rgb + min_rgb), 0.0, 1.0); + return msk; +} + + +// This shouldn't be necessary but it seems some undefined values can +// creep in and each GPU vendor handles that differently. This keeps +// all values within a safe range +vec3 mixfix(vec3 a, vec3 b, float c) +{ + return (a.z < 1.0) ? mix(a, b, c) : a; +} + + +vec4 mixfix_v4(vec4 a, vec4 b, float c) +{ + return (a.z < 1.0) ? mix(a, b, c) : a; +} + + +//---------------------- Range Expansion/Compression ------------------- + + +// to Studio Swing/Broadcast Safe/SMPTE legal/Limited Range +vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing, bool rgb_in) +{ + col *= 255.; + Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.; + Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.; + + col.x = (luma_swing == 1.0) ? ((col.x * 219.) / 255.) + 16. : col.x; + col.y = (rgb_in == true) ? ((col.y * 219.) / 255.) + 16. : (((col.y - 128.) * (Umax * 2.)) / 255.) + Umax; + col.z = (rgb_in == true) ? ((col.z * 219.) / 255.) + 16. : (((col.z - 128.) * (Vmax * 2.)) / 255.) + Vmax; + return col.xyz / 255.; +} + + +// to Full Swing/Full Range +vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing, bool rgb_in) +{ + col *= 255.; + Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.; + Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.; + + float colx = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x; + float coly = (rgb_in == true) ? ((col.y - 16.) / 219.) * 255. : (((col.y - Umax) / (Umax * 2.)) * 255.) + 128.; + float colz = (rgb_in == true) ? ((col.z - 16.) / 219.) * 255. : (((col.z - Vmax) / (Vmax * 2.)) * 255.) + 128.; + return vec3(colx,coly,colz) / 255.; +} + + +//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ + + +//--------------------- ITU-R BT.470/601 (M) (1953) -------------------- + + +// FCC (Sanctioned) YIQ matrix +vec3 RGB_FCC(vec3 col) + { + const mat3 conv_mat = mat3( + 0.299996928307425, 0.590001575542717, 0.110001496149858, + 0.599002392519453, -0.277301256521204, -0.321701135998249, + 0.213001700342824, -0.525101205289350, 0.312099504946526); + + return col.rgb * conv_mat; + } + +// FCC (Sanctioned) YIQ matrix (inverse) +vec3 FCC_RGB(vec3 col) + { + const mat3 conv_mat = mat3( + 1.0000000, 0.946882217090069, 0.623556581986143, + 1.0000000, -0.274787646298978, -0.635691079187380, + 1.0000000, -1.108545034642030, 1.709006928406470); + + return col.rgb * conv_mat; + } + + +//--------------------- SMPTE RP 145 (C), 170M (1987) ------------------ + + +vec3 RGB_YIQ(vec3 col) + { + const mat3 conv_mat = mat3( + 0.2990, 0.5870, 0.1140, + 0.5959, -0.2746, -0.3213, + 0.2115, -0.5227, 0.3112); + + return col.rgb * conv_mat; + } + +vec3 YIQ_RGB(vec3 col) + { + const mat3 conv_mat = mat3( + 1.0000000, 0.956, 0.619, + 1.0000000, -0.272, -0.647, + 1.0000000, -1.106, 1.703); + + return col.rgb * conv_mat; + } + +//----------------------- ITU-R BT.470/601 (B/G) ----------------------- + + +vec3 r601_YUV(vec3 RGB) + { + const mat3 conv_mat = mat3( + 0.299000, 0.587000, 0.114000, + -0.147407, -0.289391, 0.436798, + 0.614777, -0.514799, -0.099978); + + return RGB.rgb * conv_mat; + } + +vec3 YUV_r601(vec3 RGB) + { + const mat3 conv_mat = mat3( + 1.0000000, 0.00000000000000000, 1.14025080204010000, + 1.0000000, -0.39393067359924316, -0.58080917596817020, + 1.0000000, 2.02839756011962900, -0.00000029356581166); + + return RGB.rgb * conv_mat; + } + +// Custom - not Standard +vec3 YUV_r709(vec3 YUV) + { + const mat3 conv_mat = mat3( + 1.0000000, 0.0000000000000000, 1.14025092124938960, + 1.0000000, -0.2047683298587799, -0.33895039558410645, + 1.0000001, 2.0283975601196290, 0.00000024094399364); + + return YUV.rgb * conv_mat; + } + +// Custom - not Standard +vec3 r709_YUV(vec3 RGB) + { + const mat3 conv_mat = mat3( + 0.2126000, 0.715200, 0.0722000, + -0.1048118, -0.3525936, 0.4574054, + 0.6905498, -0.6272304, -0.0633194); + + return RGB.rgb * conv_mat; + } + + +//------------------------- SMPTE-240M Y’PbPr -------------------------- + + +// Umax 0.886 +// Vmax 0.700 +// RGB to YPbPr -full to limited range- with Rec.601 primaries +vec3 r601_YCC(vec3 RGB) + { + const mat3 conv_mat = mat3( + 0.299, 0.587, 0.114, + -0.16873589164785553047, -0.33126410835214446953, 0.500, + 0.500, -0.41868758915834522111, -0.08131241084165477889); + + return RGB.rgb * conv_mat; + } + +// YPbPr to RGB -limited to full range- with Rec.601 primaries +vec3 YCC_r601(vec3 YUV) + { + const mat3 conv_mat = mat3( + 1.0000000, 0.000, 1.402, + 1.0000000, -0.34413628620102214651, -0.71413628620102214651, + 1.0000000, 1.772, 0.000); + + return YUV.rgb * conv_mat; + } + +// Umax 0.53890924768269023496443198965294 +// Vmax 0.63500127000254000508001016002032 +// RGB to YPbPr -full range in-gamut- with Rec.709 primaries +vec3 r709_YCC(vec3 RGB) + { + const mat3 conv_mat = mat3( + 0.2126, 0.7152, 0.0722, + -0.11457210605733994395, -0.38542789394266005605, 0.5000, + 0.5000, -0.45415290830581661163, -0.04584709169418338837); + + return RGB.rgb * conv_mat; + } + +// YPbPr to RGB -full range in-gamut- with Rec.709 primaries +vec3 YCC_r709(vec3 YUV) + { + const mat3 conv_mat = mat3( + 1.0000000, 0.00000000000000000000, 1.5748, + 1.0000000, -0.18732427293064876957, -0.46812427293064876957, + 1.0000000, 1.8556, 0.00000000000000000000); + + return YUV.rgb * conv_mat; + } + + +//------------------------- IPT -------------------------- + + +const mat3 LMS = +mat3( + 0.4002, 0.7076, -0.0808, +-0.2263, 1.1653, 0.0457, + 0.0, 0.0, 0.9182); + +const mat3 IPT = +mat3( + 0.4000, 0.4000, 0.2000, + 4.4550, -4.8510, 0.3960, + 0.8056, 0.3572, -1.1628); + + + +//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ + + +// ITU-R BT.470/601 (M) (proof of concept, actually never used) +// SMPTE 170M-1999 +// NTSC-FCC 1953 Standard Phosphor (use with temperature C: 6780K) +const mat3 NTSC_FCC_transform = +mat3( + 0.60699284076690670, 0.2989666163921356, 0.00000000000000000, + 0.17344850301742554, 0.5864211320877075, 0.06607561558485031, + 0.20057128369808197, 0.1146121546626091, 1.11746847629547120); + +// ITU-R BT.470/601 (M) +// Conrac 7211N19 CRT Phosphor +const mat3 Conrac_transform = +mat3( + 0.55842006206512450, 0.28580552339553833, 0.03517606481909752, + 0.20613566040992737, 0.63714659214019780, 0.09369802474975586, + 0.18589359521865845, 0.07704800367355347, 0.96004259586334230); + +// NTSC-J (use with D93 white point) +// Sony Trinitron KV-20M20 +const mat3 Sony20_20_transform = +mat3( + 0.33989441394805910, 0.18490256369113922, 0.019034087657928467, + 0.33497872948646545, 0.71182984113693240, 0.149544075131416320, + 0.22866378724575043, 0.10326752066612244, 1.143318891525268600); + +// SMPTE-C - Measured Average Phosphor (1979-1994) +const mat3 P22_transform = +mat3( + 0.4665636420249939, 0.25661000609397890, 0.005832045804709196, + 0.3039233088493347, 0.66820019483566280, 0.105618737637996670, + 0.1799621731042862, 0.07518967241048813, 0.977465748786926300); + +// SMPTE RP 145-1994 (SMPTE-C), 170M-1999 +// SMPTE-C - Standard Phosphor (Rec.601 NTSC) +const mat3 SMPTE_transform = +mat3( + 0.39354196190834045, 0.21238772571086884, 0.01874009333550930, + 0.36525884270668030, 0.70106136798858640, 0.11193416267633438, + 0.19164848327636720, 0.08655092865228653, 0.95824241638183590); + +// SMPTE RP 145-1994 (SMPTE-C), 170M-1999 +// NTSC-J - Standard Phosphor (https://web.archive.org/web/20130413104152/http://arib.or.jp/english/html/overview/doc/4-TR-B09v1_0.pdf) +const mat3 NTSC_J_transform = +mat3( + 0.39603787660598755, 0.22429330646991730, 0.02050681784749031, + 0.31201449036598206, 0.67417418956756590, 0.12814880907535553, + 0.24496731162071228, 0.10153251141309738, 1.26512730121612550); + +// ITU-R BT.470/601 (B/G) +// EBU Tech.3213-E PAL - Standard Phosphor for Studio Monitors +const mat3 EBU_transform = +mat3( + 0.43194326758384705, 0.22272075712680817, 0.020247340202331543, + 0.34123489260673523, 0.70600330829620360, 0.129433929920196530, + 0.17818950116634370, 0.07127580046653748, 0.938464701175689700); + + + + +//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/ + + + + + +void main() +{ + + vec4 imgColor = texture(StockPass, vTexCoord.xy); + vec4 aftglow = texture(AfterglowPass, vTexCoord.xy); + + float w = 1.0-aftglow.w; + + float l = length(aftglow.rgb); + aftglow.rgb = AS*w*normalize(pow(aftglow.rgb + 0.01, vec3(asat)))*l; + + +// 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.; + + // vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp; + vec3 src = imgColor.rgb * lum_exp; + +// Assumes framebuffer in Rec.601 with baked gamma +// make a YUV * NTSC Phosphor option too and a FCC * NTSC phosphor + vec3 col = (crtgamut == 3.0) ? r601_YUV(src) : \ + (crtgamut == 2.0) ? RGB_YIQ(src) : \ + (crtgamut == -3.0) ? RGB_FCC(src) : \ + (crtgamut == -4.0) ? RGB_FCC(src) : \ + RGB_YIQ(src) ; + + +// Clipping Logic / Gamut Limiting + vec2 UVmax = (crtgamut == 3.0) ? vec2(0.436798, 0.614777) : \ + (crtgamut == -4.0) ? vec2(0.599002392519453, 0.52510120528935) : \ + (crtgamut == -3.0) ? vec2(0.599002392519453, 0.52510120528935) : \ + vec2(0.5959, 0.5227) ; + + col = clamp(col.xyz, vec3(0.0, -UVmax.x, -UVmax.y), vec3(1.0, UVmax.x, UVmax.y)); + + + col = (crtgamut == 3.0) ? col : \ + (crtgamut == 2.0) ? col : \ + (crtgamut == -3.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ + (crtgamut == -4.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ + PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ; + + +// YIQ/YUV Analogue Color Controls (HUE + Color Shift + Color Burst) + float hue_radians = hue_degrees * (M_PI / 180.0); + 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)); + + col.y = (mod((col.y + 1.0) + I_SHIFT, 2.0) - 1.0) * I_MUL; + col.z = (mod((col.z + 1.0) + Q_SHIFT, 2.0) - 1.0) * Q_MUL; + + +// Back to RGB + col = (crtgamut == 3.0) ? col : \ + (crtgamut == 2.0) ? col : \ + (crtgamut == -3.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ + (crtgamut == -4.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \ + TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ; + + col = (crtgamut == 3.0) ? YUV_r601(col) : \ + (crtgamut == 2.0) ? YIQ_RGB(col) : \ + (crtgamut == -3.0) ? FCC_RGB(col) : \ + (crtgamut == -4.0) ? FCC_RGB(col) : \ + YIQ_RGB(col) ; + +// Gamut Limiting + col = r601_YCC(clamp(col, 0., 1.)); + col = (signal == 0.0) ? src : YCC_r601(clamp(col, vec3(0.0, -.886,-.700), vec3(1.0, .886,.700))); + + +// Developer baked CRT gamma (2.20 - 2.25) + col = moncurve_f_f3(col, gamma_in, 0.099); + +// CRT Phosphor Gamut + mat3 m_in; + + if (crtgamut == -4.0) { m_in = NTSC_FCC_transform; } else + if (crtgamut == -3.0) { m_in = Conrac_transform; } else + if (crtgamut == -2.0) { m_in = Sony20_20_transform; } else + if (crtgamut == -1.0) { m_in = SMPTE_transform; } else + if (crtgamut == 1.0) { m_in = P22_transform; } else + if (crtgamut == 2.0) { m_in = NTSC_J_transform; } else + if (crtgamut == 3.0) { m_in = EBU_transform; } + + vec3 gamut = m_in*col; + +// White Point Mapping + vec3 wp = (crtgamut == -4.0) ? wp_adjust(global.wp_temperature - (6404. - 6504.), gamut) : \ + (crtgamut == -3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ + (crtgamut == -2.0) ? wp_adjust(global.wp_temperature - (7600. - 6504.), gamut) : \ + (crtgamut == -1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ + (crtgamut == 1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ + (crtgamut == 2.0) ? wp_adjust(global.wp_temperature - (7400. - 6504.), gamut) : \ + (crtgamut == 3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \ + wp_adjust(global.wp_temperature, gamut) ; + + vec3 adj = clamp(XYZ_to_RGB(wp, SPC), 0., 1.); + + +// Guest Emulated CRT Electron Gun gamma (2.35 - 2.50) (phosphor gamma brings it up back to ~2.222) + adj = moncurve_r_f3(crtgamut == 0.0 ? col : adj, pow(gamma_in, 2.) / gamma_out, 0.099); + + +// Look LUT - (in SPC space) + float red = (adj.r * (global.LUT_Size1 - 1.0) + 0.4999) / (global.LUT_Size1 * global.LUT_Size1); + float green = (adj.g * (global.LUT_Size1 - 1.0) + 0.4999) / global.LUT_Size1; + float blue1 = (floor(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red; + float blue2 = (ceil(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red; + float mixer = clamp(max((adj.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); + vec3 color1 = texture(SamplerLUT1, vec2(blue1, green)).rgb; + vec3 color2 = texture(SamplerLUT1, vec2(blue2, green)).rgb; + vec3 vcolor = (global.LUT1_toggle == 0.0) ? adj : mixfix(color1, color2, mixer); + + + +// OETF - Opto-Electronic Transfer Function (Rec.709 does a Dim to Dark Surround adaptation) + vcolor = (SPC == 3.0) ? clamp(pow(vcolor, vec3(563./256.)), 0., 1.) : \ + (SPC == 2.0) ? moncurve_f_f3(vcolor, 2.20 + 0.022222, 0.0993) : \ + (SPC == 1.0) ? clamp(pow(vcolor, vec3(2.20 + 0.40)), 0., 1.) : \ + (SPC == 0.0) ? moncurve_f_f3(vcolor, 2.20 + 0.20, 0.0550) : \ + clamp(pow(pow(vcolor, vec3(1./1.019264)), vec3(2.20 + 0.20)), 0., 1.) ; + + + vcolor = RGB_to_XYZ(vcolor, SPC); + + +// Sigmoidal Contrast + vec3 Yxy = XYZtoYxy(vcolor); + float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0., 1.); + 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); + vec3 XYZsrgb = clamp(XYZ_to_RGB(YxytoXYZ(contrast), SPC), 0., 1.); + contrast = (cntrst == 0.0) ? XYZ_to_RGB(vcolor, SPC) : XYZsrgb; + + +// Vignetting & Black Level + vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy); + + vpos *= 1.0 - vpos.xy; + float vig = vpos.x * vpos.y * vstr; + vig = min(pow(vig, vpower), 1.0); + contrast *= (vignette == 1.0) ? vig : 1.0; + + contrast += (lift / 20.0) * (1.0 - contrast); + + +// RGB Related Transforms + vec4 screen = vec4(max(contrast, 0.0), 1.0); + float sat = g_sat + 1.0; + + // r g b alpha ; alpha does nothing for our purposes + mat4 color = mat4(wlr, rg, rb, 0.0, //red tint + gr, wlg, gb, 0.0, //green tint + br, bg, wlb, 0.0, //blue tint + blr/20., blg/20., blb/20., 0.0); //black tint + + + vec3 coeff = (SPC == 3.0) ? vec3(0.29734000563621520, 0.62735998630523680, 0.07529000192880630) : \ + (SPC == 2.0) ? vec3(0.24840137362480164, 0.67799961566925050, 0.03913172334432602) : \ + (SPC == 1.0) ? vec3(0.22898375988006592, 0.69173991680145260, 0.07927616685628891) : \ + vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192) ; + + + mat3 adjust = mat3((1.0 - sat) * coeff.x + sat, (1.0 - sat) * coeff.x, (1.0 - sat) * coeff.x, + (1.0 - sat) * coeff.y, (1.0 - sat) * coeff.y + sat, (1.0 - sat) * coeff.y, + (1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z + sat); + + + screen = clamp(rolled_gain_v4(screen, clamp(lum, -0.49, 0.99)), 0., 1.); + screen = color * screen; + +// HUE vs SAT + vec3 src_h = RGB_to_XYZ(screen.rgb, SPC) * LMS; + src_h.x = src_h.x >= 0.0 ? pow(src_h.x, 0.43) : -pow(-src_h.x, 0.43); + src_h.y = src_h.y >= 0.0 ? pow(src_h.y, 0.43) : -pow(-src_h.y, 0.43); + src_h.z = src_h.z >= 0.0 ? pow(src_h.z, 0.43) : -pow(-src_h.z, 0.43); + + src_h.xyz *= IPT; + + float hue_at = atan(src_h.z, src_h.y); + chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y); + + float hue_radians_r = -40.0 * (M_PI / 180.0); + float hue_r = chroma * cos(hue_at + hue_radians_r) * 2.; + + float hue_radians_g = 230.0 * (M_PI / 180.0); + float hue_g = chroma * cos(hue_at + hue_radians_g) * 2.; + + float hue_radians_b = 100.0 * (M_PI / 180.0); + float hue_b = chroma * cos(hue_at + hue_radians_b) * 2.; + + float msk = dot(clamp(vec3(hue_r, hue_g, hue_b), 0., 1.), vec3(satr, satg, satb)*(-1.)); + src_h = mixfix(screen.rgb, vec3(dot(coeff, screen.rgb)), msk); + + float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \ + 1.0 - (SatMask(src_h.x, src_h.y, src_h.z) * vibr) ; + + src_h = mixfix(src_h, clamp(adjust * src_h, 0., 1.), clamp(sat_msk, 0., 1.)); + + +// EOTF - Electro-Optical Transfer Function (Rec.709 does a Dim to Dark Surround adaptation) + vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./(563./256.))), 0., 1.) : \ + (SPC == 2.0) ? moncurve_r_f3(src_h, 2.20 + 0.022222, 0.0993) : \ + (SPC == 1.0) ? clamp(pow(src_h, vec3(1./(2.20 + 0.40))), 0., 1.) : \ + (SPC == 0.0) ? moncurve_r_f3(src_h, 2.20 + 0.20, 0.0550) : \ + clamp(pow(pow(src_h, vec3(1.019264)), vec3(1./(2.20 + 0.20))), 0., 1.) ; + + +// 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; + float blue1_2 = (floor(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2; + float blue2_2 = (ceil(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2; + float mixer_2 = clamp(max((TRC.b - blue1_2) / (blue2_2 - blue1_2), 0.0), 0.0, 32.0); + vec3 color1_2 = texture(SamplerLUT2, vec2(blue1_2, green_2)).rgb; + vec3 color2_2 = texture(SamplerLUT2, vec2(blue2_2, green_2)).rgb; + vec3 LUT2_output = mixfix(color1_2, color2_2, mixer_2); + + LUT2_output = (global.LUT2_toggle == 0.0) ? TRC : LUT2_output; + + + FragColor = vec4(LUT2_output + aftglow.rgb, 1.0); +} \ No newline at end of file diff --git a/crt/shaders/guest/advanced/linearize-ntsc.slang b/crt/shaders/guest/advanced/linearize-ntsc.slang index 1466472..79fee3b 100644 --- a/crt/shaders/guest/advanced/linearize-ntsc.slang +++ b/crt/shaders/guest/advanced/linearize-ntsc.slang @@ -72,7 +72,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match #define prescalex params.prescalex // prescale-x factor -#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05 +#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0.0 1.0 0.05 #define iscans params.iscans // interlace saturation #pragma stage vertex @@ -83,13 +83,13 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D PrePass; +layout(set = 0, binding = 2) uniform sampler2D NtscPass; #define COMPAT_TEXTURE(c,d) texture(c,d) @@ -109,15 +109,15 @@ vec3 fetch_pixel(vec2 coord) vec2 d2 = dx - dy; float sum = 15.0; - vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb + - COMPAT_TEXTURE(PrePass, coord + d1).rgb + - COMPAT_TEXTURE(PrePass, coord - d1).rgb + - COMPAT_TEXTURE(PrePass, coord + d2).rgb + - COMPAT_TEXTURE(PrePass, coord - d2).rgb; + vec3 result = 3.0*COMPAT_TEXTURE(NtscPass, coord ).rgb + + 2.0*COMPAT_TEXTURE(NtscPass, coord + dx).rgb + + 2.0*COMPAT_TEXTURE(NtscPass, coord - dx).rgb + + 2.0*COMPAT_TEXTURE(NtscPass, coord + dy).rgb + + 2.0*COMPAT_TEXTURE(NtscPass, coord - dy).rgb + + COMPAT_TEXTURE(NtscPass, coord + d1).rgb + + COMPAT_TEXTURE(NtscPass, coord - d1).rgb + + COMPAT_TEXTURE(NtscPass, coord + d2).rgb + + COMPAT_TEXTURE(NtscPass, coord - d2).rgb; return result/sum; } @@ -125,8 +125,8 @@ vec3 fetch_pixel(vec2 coord) void main() { - vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; - vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb; + vec3 c1 = COMPAT_TEXTURE(NtscPass, vTexCoord).rgb; + vec3 c2 = COMPAT_TEXTURE(NtscPass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb; if ((downsample_levelx + downsample_levely) > 0.025) { @@ -152,7 +152,7 @@ void main() if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) { - intera = 0.5; + intera = 0.25; float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); float ii = abs(line_no-frame_no); @@ -163,10 +163,9 @@ void main() r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; } - if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); - if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));} + if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } + if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } } c = pow(c, vec3(gamma_in)); diff --git a/crt/shaders/guest/advanced/linearize.slang b/crt/shaders/guest/advanced/linearize.slang index 14b0472..5a596dc 100644 --- a/crt/shaders/guest/advanced/linearize.slang +++ b/crt/shaders/guest/advanced/linearize.slang @@ -72,7 +72,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match #define prescalex params.prescalex // prescale-x factor -#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05 +#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0.0 1.0 0.05 #define iscans params.iscans // interlace saturation #pragma stage vertex @@ -83,7 +83,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment @@ -152,7 +152,7 @@ void main() if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) { - intera = 0.5; + intera = 0.25; float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); float ii = abs(line_no-frame_no); @@ -163,10 +163,9 @@ void main() r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; } - if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); - if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));} + if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } + if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } } c = pow(c, vec3(gamma_in)); diff --git a/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png b/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png index b4fa5dc..c9033bc 100644 Binary files a/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png and b/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png differ diff --git a/crt/shaders/guest/advanced/lut/nec-lut.png b/crt/shaders/guest/advanced/lut/nec-lut.png index d9e04bd..604dc19 100644 Binary files a/crt/shaders/guest/advanced/lut/nec-lut.png and b/crt/shaders/guest/advanced/lut/nec-lut.png differ diff --git a/crt/shaders/guest/advanced/lut/ntsc-lut.png b/crt/shaders/guest/advanced/lut/ntsc-lut.png index ffa17be..323ec71 100644 Binary files a/crt/shaders/guest/advanced/lut/ntsc-lut.png and b/crt/shaders/guest/advanced/lut/ntsc-lut.png differ diff --git a/crt/shaders/guest/advanced/lut/trinitron-lut.png b/crt/shaders/guest/advanced/lut/trinitron-lut.png index 1ee5a54..b5f1e5a 100644 Binary files a/crt/shaders/guest/advanced/lut/trinitron-lut.png and b/crt/shaders/guest/advanced/lut/trinitron-lut.png differ diff --git a/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang b/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang new file mode 100644 index 0000000..d305447 --- /dev/null +++ b/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang @@ -0,0 +1,153 @@ +#version 450 + +// NTSC-Adaptive +// based on Themaister's NTSC shader + + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; + float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase; +} global; + +#pragma parameter quality "NTSC Preset (Svideo=0 Composite=1 RF=2 Custom=-1)" 1.0 -1.0 2.0 1.0 +#pragma parameter ntsc_fields "NTSC Merge Fields" 0.0 0.0 1.0 1.0 +#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0 +#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 2.5 0.01 +#pragma parameter ntsc_sat "NTSC Color Saturation" 1.0 0.0 2.0 0.01 +#pragma parameter ntsc_bright "NTSC Brightness" 1.0 0.0 1.5 0.01 +#pragma parameter cust_fringing "NTSC Custom Fringing Value" 0.0 0.0 5.0 0.1 +#pragma parameter cust_artifacting "NTSC Custom Artifacting Value" 0.0 0.0 5.0 0.1 + + +#define PI 3.14159265 + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 pix_no; +layout(location = 2) out float phase; +layout(location = 3) out float BRIGHTNESS; +layout(location = 4) out float SATURATION; +layout(location = 5) out float FRINGING; +layout(location = 6) out float ARTIFACTING; +layout(location = 7) out float CHROMA_MOD_FREQ; +layout(location = 8) out float MERGE; + +void main() +{ + float res = min(global.ntsc_scale, 1.0); + float OriginalSize = global.OriginalSize.x; + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + pix_no = TexCoord * global.SourceSize.xy * (res * global.OutputSize.xy / global.SourceSize.xy); + phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0); + + CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0); + ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting; + FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing; + SATURATION = global.ntsc_sat; + BRIGHTNESS = global.ntsc_bright; + + MERGE = (int(global.quality) == 2 || phase < 2.5) ? 0.0 : 1.0; + MERGE = (int(global.quality) == -1) ? global.ntsc_fields : MERGE; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 pix_no; +layout(location = 2) in float phase; +layout(location = 3) in float BRIGHTNESS; +layout(location = 4) in float SATURATION; +layout(location = 5) in float FRINGING; +layout(location = 6) in float ARTIFACTING; +layout(location = 7) in float CHROMA_MOD_FREQ; +layout(location = 8) in float MERGE; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define mix_mat mat3(BRIGHTNESS, FRINGING, FRINGING, ARTIFACTING, 2.0 * SATURATION, 0.0, ARTIFACTING, 0.0, 2.0 * SATURATION) + +const mat3 yiq2rgb_mat = mat3( + 1.0, 0.956, 0.6210, + 1.0, -0.2720, -0.6474, + 1.0, -1.1060, 1.7046); + +vec3 yiq2rgb(vec3 yiq) +{ + return yiq * yiq2rgb_mat; +} + +const mat3 yiq_mat = mat3( + 0.2989, 0.5870, 0.1140, + 0.5959, -0.2744, -0.3216, + 0.2115, -0.5229, 0.3114 +); + +vec3 rgb2yiq(vec3 col) +{ + return col * yiq_mat; +} + +void main() +{ + float res = global.ntsc_scale; + vec3 col = texture(Source, vTexCoord).rgb; + vec3 yiq = rgb2yiq(col); + float lum = yiq.x; + + vec3 yiq2 = yiq; + vec3 yiqs = yiq; + vec3 yiqz = yiq; + + float mod1 = 2.0; + float mod2 = 3.0; + +if (MERGE > 0.5) +{ + float chroma_phase2 = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount+1, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount+1, 2.)); + float mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ; + float i_mod2 = cos(mod_phase2); + float q_mod2 = sin(mod_phase2); + yiq2.yz *= vec2(i_mod2, q_mod2); // Modulate. + yiq2 *= mix_mat; // Cross-talk. + yiq2.yz *= vec2(i_mod2, q_mod2); // Demodulate. + + if (res > 1.025) + { + mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ * res; + i_mod2 = cos(mod_phase2); + q_mod2 = sin(mod_phase2); + yiqs.yz *= vec2(i_mod2, q_mod2); // Modulate. + yiq2.x = dot(yiqs, mix_mat[0]); // Cross-talk. + } +} + + float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount, 2.)); + float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ; + + float i_mod = cos(mod_phase); + float q_mod = sin(mod_phase); + + yiq.yz *= vec2(i_mod, q_mod); // Modulate. + yiq *= mix_mat; // Cross-talk. + yiq.yz *= vec2(i_mod, q_mod); // Demodulate. + + if (res > 1.025) + { + mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ * res; + i_mod = cos(mod_phase); + q_mod = sin(mod_phase); + yiqz.yz *= vec2(i_mod, q_mod); // Modulate. + yiq.x = dot(yiqz, mix_mat[0]); // Cross-talk. + } + + yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2); + + FragColor = vec4(yiq, lum); +} diff --git a/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang b/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang new file mode 100644 index 0000000..8b5d0bc --- /dev/null +++ b/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang @@ -0,0 +1,299 @@ +#version 450 + +// NTSC-Adaptive +// based on Themaister's NTSC shader + + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float ntsc_scale; + float ntsc_phase; + float auto_res; + float ntsc_ring; +} global; + +#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 2.5 0.01 +#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0 +#pragma parameter ntsc_ring "NTSC Anti-Ringing" 0.0 0.0 1.0 1.0 + +#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 - vec2(0.5 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2. +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +vec3 fetch_offset(float offset, float one_x) +{ + return texture(Source, vTexCoord + vec2((offset) * (one_x), 0.0)).xyz; +} + +const mat3 yiq2rgb_mat = mat3( + 1.0, 0.956, 0.6210, + 1.0, -0.2720, -0.6474, + 1.0, -1.1060, 1.7046); + +vec3 yiq2rgb(vec3 yiq) +{ + return yiq * yiq2rgb_mat; +} + +const mat3 yiq_mat = mat3( + 0.2989, 0.5870, 0.1140, + 0.5959, -0.2744, -0.3216, + 0.2115, -0.5229, 0.3114 +); + +vec3 rgb2yiq(vec3 col) +{ + return col * yiq_mat; +} + +const int TAPS_2_phase = 32; +const float luma_filter_2_phase[33] = float[33]( + -0.000174844, + -0.000205844, + -0.000149453, + -0.000051693, + 0.000000000, + -0.000066171, + -0.000245058, + -0.000432928, + -0.000472644, + -0.000252236, + 0.000198929, + 0.000687058, + 0.000944112, + 0.000803467, + 0.000363199, + 0.000013422, + 0.000253402, + 0.001339461, + 0.002932972, + 0.003983485, + 0.003026683, + -0.001102056, + -0.008373026, + -0.016897700, + -0.022914480, + -0.021642347, + -0.008863273, + 0.017271957, + 0.054921920, + 0.098342579, + 0.139044281, + 0.168055832, + 0.178571429); + +const float chroma_filter_2_phase[33] = float[33]( + 0.001384762, + 0.001678312, + 0.002021715, + 0.002420562, + 0.002880460, + 0.003406879, + 0.004004985, + 0.004679445, + 0.005434218, + 0.006272332, + 0.007195654, + 0.008204665, + 0.009298238, + 0.010473450, + 0.011725413, + 0.013047155, + 0.014429548, + 0.015861306, + 0.017329037, + 0.018817382, + 0.020309220, + 0.021785952, + 0.023227857, + 0.024614500, + 0.025925203, + 0.027139546, + 0.028237893, + 0.029201910, + 0.030015081, + 0.030663170, + 0.031134640, + 0.031420995, + 0.031517031); + +const int TAPS_3_phase = 24; +const float luma_filter_3_phase[25] = float[25]( + -0.000012020, + -0.000022146, + -0.000013155, + -0.000012020, + -0.000049979, + -0.000113940, + -0.000122150, + -0.000005612, + 0.000170516, + 0.000237199, + 0.000169640, + 0.000285688, + 0.000984574, + 0.002018683, + 0.002002275, + -0.000909882, + -0.007049081, + -0.013222860, + -0.012606931, + 0.002460860, + 0.035868225, + 0.084016453, + 0.135563500, + 0.175261268, + 0.190176552); + +const float chroma_filter_3_phase[25] = float[25]( + -0.000118847, + -0.000271306, + -0.000502642, + -0.000930833, + -0.001451013, + -0.002064744, + -0.002700432, + -0.003241276, + -0.003524948, + -0.003350284, + -0.002491729, + -0.000721149, + 0.002164659, + 0.006313635, + 0.011789103, + 0.018545660, + 0.026414396, + 0.035100710, + 0.044196567, + 0.053207202, + 0.061590275, + 0.068803602, + 0.074356193, + 0.077856564, + 0.079052396); + +void main() +{ + float res = global.ntsc_scale; + float OriginalSize = global.OriginalSize.x; + float one_x = global.SourceSize.z / res; + vec3 signal = vec3(0.0); + float phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0); + + if(phase < 2.5) + { + vec3 sums = fetch_offset(0.0 - 32.0, one_x) + fetch_offset(32.0 - 0.0, one_x); + signal += sums * vec3(luma_filter_2_phase[0], chroma_filter_2_phase[0], chroma_filter_2_phase[0]); + sums = fetch_offset(1.0 - 32.0, one_x) + fetch_offset(32.0 - 1.0, one_x); + signal += sums * vec3(luma_filter_2_phase[1], chroma_filter_2_phase[1], chroma_filter_2_phase[1]); + sums = fetch_offset(2.0 - 32.0, one_x) + fetch_offset(32.0 - 2.0, one_x); + signal += sums * vec3(luma_filter_2_phase[2], chroma_filter_2_phase[2], chroma_filter_2_phase[2]); + sums = fetch_offset(3.0 - 32.0, one_x) + fetch_offset(32.0 - 3.0, one_x); + signal += sums * vec3(luma_filter_2_phase[3], chroma_filter_2_phase[3], chroma_filter_2_phase[3]); + sums = fetch_offset(4.0 - 32.0, one_x) + fetch_offset(32.0 - 4.0, one_x); + signal += sums * vec3(luma_filter_2_phase[4], chroma_filter_2_phase[4], chroma_filter_2_phase[4]); + sums = fetch_offset(5.0 - 32.0, one_x) + fetch_offset(32.0 - 5.0, one_x); + signal += sums * vec3(luma_filter_2_phase[5], chroma_filter_2_phase[5], chroma_filter_2_phase[5]); + sums = fetch_offset(6.0 - 32.0, one_x) + fetch_offset(32.0 - 6.0, one_x); + signal += sums * vec3(luma_filter_2_phase[6], chroma_filter_2_phase[6], chroma_filter_2_phase[6]); + sums = fetch_offset(7.0 - 32.0, one_x) + fetch_offset(32.0 - 7.0, one_x); + signal += sums * vec3(luma_filter_2_phase[7], chroma_filter_2_phase[7], chroma_filter_2_phase[7]); + sums = fetch_offset(8.0 - 32.0, one_x) + fetch_offset(32.0 - 8.0, one_x); + signal += sums * vec3(luma_filter_2_phase[8], chroma_filter_2_phase[8], chroma_filter_2_phase[8]); + sums = fetch_offset(9.0 - 32.0, one_x) + fetch_offset(32.0 - 9.0, one_x); + signal += sums * vec3(luma_filter_2_phase[9], chroma_filter_2_phase[9], chroma_filter_2_phase[9]); + sums = fetch_offset(10.0 - 32.0, one_x) + fetch_offset(32.0 - 10.0, one_x); + signal += sums * vec3(luma_filter_2_phase[10], chroma_filter_2_phase[10], chroma_filter_2_phase[10]); + sums = fetch_offset(11.0 - 32.0, one_x) + fetch_offset(32.0 - 11.0, one_x); + signal += sums * vec3(luma_filter_2_phase[11], chroma_filter_2_phase[11], chroma_filter_2_phase[11]); + sums = fetch_offset(12.0 - 32.0, one_x) + fetch_offset(32.0 - 12.0, one_x); + signal += sums * vec3(luma_filter_2_phase[12], chroma_filter_2_phase[12], chroma_filter_2_phase[12]); + sums = fetch_offset(13.0 - 32.0, one_x) + fetch_offset(32.0 - 13.0, one_x); + signal += sums * vec3(luma_filter_2_phase[13], chroma_filter_2_phase[13], chroma_filter_2_phase[13]); + sums = fetch_offset(14.0 - 32.0, one_x) + fetch_offset(32.0 - 14.0, one_x); + signal += sums * vec3(luma_filter_2_phase[14], chroma_filter_2_phase[14], chroma_filter_2_phase[14]); + sums = fetch_offset(15.0 - 32.0, one_x) + fetch_offset(32.0 - 15.0, one_x); + signal += sums * vec3(luma_filter_2_phase[15], chroma_filter_2_phase[15], chroma_filter_2_phase[15]); + sums = fetch_offset(16.0 - 32.0, one_x) + fetch_offset(32.0 - 16.0, one_x); + signal += sums * vec3(luma_filter_2_phase[16], chroma_filter_2_phase[16], chroma_filter_2_phase[16]); + sums = fetch_offset(17.0 - 32.0, one_x) + fetch_offset(32.0 - 17.0, one_x); + signal += sums * vec3(luma_filter_2_phase[17], chroma_filter_2_phase[17], chroma_filter_2_phase[17]); + sums = fetch_offset(18.0 - 32.0, one_x) + fetch_offset(32.0 - 18.0, one_x); + signal += sums * vec3(luma_filter_2_phase[18], chroma_filter_2_phase[18], chroma_filter_2_phase[18]); + sums = fetch_offset(19.0 - 32.0, one_x) + fetch_offset(32.0 - 19.0, one_x); + signal += sums * vec3(luma_filter_2_phase[19], chroma_filter_2_phase[19], chroma_filter_2_phase[19]); + sums = fetch_offset(20.0 - 32.0, one_x) + fetch_offset(32.0 - 20.0, one_x); + signal += sums * vec3(luma_filter_2_phase[20], chroma_filter_2_phase[20], chroma_filter_2_phase[20]); + sums = fetch_offset(21.0 - 32.0, one_x) + fetch_offset(32.0 - 21.0, one_x); + signal += sums * vec3(luma_filter_2_phase[21], chroma_filter_2_phase[21], chroma_filter_2_phase[21]); + sums = fetch_offset(22.0 - 32.0, one_x) + fetch_offset(32.0 - 22.0, one_x); + signal += sums * vec3(luma_filter_2_phase[22], chroma_filter_2_phase[22], chroma_filter_2_phase[22]); + sums = fetch_offset(23.0 - 32.0, one_x) + fetch_offset(32.0 - 23.0, one_x); + signal += sums * vec3(luma_filter_2_phase[23], chroma_filter_2_phase[23], chroma_filter_2_phase[23]); + sums = fetch_offset(24.0 - 32.0, one_x) + fetch_offset(32.0 - 24.0, one_x); + signal += sums * vec3(luma_filter_2_phase[24], chroma_filter_2_phase[24], chroma_filter_2_phase[24]); + sums = fetch_offset(25.0 - 32.0, one_x) + fetch_offset(32.0 - 25.0, one_x); + signal += sums * vec3(luma_filter_2_phase[25], chroma_filter_2_phase[25], chroma_filter_2_phase[25]); + sums = fetch_offset(26.0 - 32.0, one_x) + fetch_offset(32.0 - 26.0, one_x); + signal += sums * vec3(luma_filter_2_phase[26], chroma_filter_2_phase[26], chroma_filter_2_phase[26]); + sums = fetch_offset(27.0 - 32.0, one_x) + fetch_offset(32.0 - 27.0, one_x); + signal += sums * vec3(luma_filter_2_phase[27], chroma_filter_2_phase[27], chroma_filter_2_phase[27]); + sums = fetch_offset(28.0 - 32.0, one_x) + fetch_offset(32.0 - 28.0, one_x); + signal += sums * vec3(luma_filter_2_phase[28], chroma_filter_2_phase[28], chroma_filter_2_phase[28]); + sums = fetch_offset(29.0 - 32.0, one_x) + fetch_offset(32.0 - 29.0, one_x); + signal += sums * vec3(luma_filter_2_phase[29], chroma_filter_2_phase[29], chroma_filter_2_phase[29]); + sums = fetch_offset(30.0 - 32.0, one_x) + fetch_offset(32.0 - 30.0, one_x); + signal += sums * vec3(luma_filter_2_phase[30], chroma_filter_2_phase[30], chroma_filter_2_phase[30]); + sums = fetch_offset(31.0 - 32.0, one_x) + fetch_offset(32.0 - 31.0, one_x); + signal += sums * vec3(luma_filter_2_phase[31], chroma_filter_2_phase[31], chroma_filter_2_phase[31]); + + signal += texture(Source, vTexCoord).xyz * + vec3(luma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase], chroma_filter_2_phase[TAPS_2_phase]); + } + else if(phase > 2.5) + { + for (int i = 0; i < TAPS_3_phase; i++) + { + float offset = float(i); + + vec3 sums = fetch_offset(offset - float(TAPS_3_phase), one_x) + + fetch_offset(float(TAPS_3_phase) - offset, one_x); + signal += sums * vec3(luma_filter_3_phase[i], chroma_filter_3_phase[i], chroma_filter_3_phase[i]); + } + signal += texture(Source, vTexCoord).xyz * + vec3(luma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase], chroma_filter_3_phase[TAPS_3_phase]); + } + + + if (global.ntsc_ring > 0.5) + { + vec2 dx = vec2(global.OriginalSize.z / min(res, 1.0), 0.0); + float a = texture(Source, vTexCoord - 1.5*dx).a; + float b = texture(Source, vTexCoord - 0.5*dx).a; + float c = texture(Source, vTexCoord + 1.5*dx).a; + float d = texture(Source, vTexCoord + 0.5*dx).a; + float e = texture(Source, vTexCoord ).a; + signal.x = clamp(signal.x, min(min(min(a,b),min(c,d)),e), max(max(max(a,b),max(c,d)),e)); + } + + signal.x = clamp(signal.x, -1.0, 1.0); + vec3 rgb = signal; + + FragColor = vec4(rgb, 1.0); +} diff --git a/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang b/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang new file mode 100644 index 0000000..30e41ae --- /dev/null +++ b/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang @@ -0,0 +1,122 @@ +#version 450 + +// NTSC-Adaptive +// based on Themaister's NTSC shader + + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float auto_res; + float ntsc_sharp; + float ntsc_shape; + float blendMode; +} global; + +#pragma parameter ntsc_sharp "NTSC Sharpness (negative: Adaptive)" 0.0 -10.0 10.0 0.50 +#pragma parameter ntsc_shape "NTSC Sharpness Shape" 0.75 0.5 1.0 0.05 +#pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 1.0 1.0 + +#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 - vec2(0.25 / global.SourceSize.x, 0.0); // Compensate for decimate-by-2. +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D NPass1; +layout(set = 0, binding = 4) uniform sampler2D PrePass0; + +float fetch_offset(float offset, float one_x) +{ + return texture(NPass1, vTexCoord + vec2((offset) * (one_x), 0.0)).x; +} + +const mat3 yiq2rgb_mat = mat3( + 1.0, 0.956, 0.6210, + 1.0, -0.2720, -0.6474, + 1.0, -1.1060, 1.7046); + +vec3 yiq2rgb(vec3 yiq) +{ + return yiq * yiq2rgb_mat; +} + +const mat3 yiq_mat = mat3( + 0.2989, 0.5870, 0.1140, + 0.5959, -0.2744, -0.3216, + 0.2115, -0.5229, 0.3114 +); + +vec3 rgb2yiq(vec3 col) +{ + return col * yiq_mat; +} + + +void main() +{ + vec2 offsetx = vec2(0.5 * global.OriginalSize.z, 0.0); + vec2 texcoord = vTexCoord + vec2(0.25 * global.SourceSize.z, 0.0); + + vec3 l1 = texture(Source, texcoord + offsetx).xyz; + vec3 l2 = texture(Source, texcoord - offsetx).xyz; + vec3 l3 = texture(Source, texcoord + 0.50*offsetx).xyz; + vec3 l4 = texture(Source, texcoord - 0.50*offsetx).xyz; + vec3 ref = texture(Source, texcoord).xyz; + + float lum1 = texture(NPass1, vTexCoord).a; + float lum2 = max(ref.x, 0.0); + + float dif = max(max(abs(l1.x-l2.x), abs(l1.y-l2.y)), max(abs(l1.z-l2.z), abs(l1.x*l1.x-l2.x*l2.x))); + float dff = max(max(abs(l3.x-l4.x), abs(l3.y-l4.y)), max(abs(l3.z-l4.z), abs(l3.x*l3.x-l4.x*l4.x))); + + float lc = (1.0-smoothstep(0.10, 0.20, abs(lum2-lum1)))*pow(dff, 0.125); + + float sweight = smoothstep(0.05-0.03*lc, 0.45 - 0.40*lc, dif); + + vec3 signal = ref; + + if (abs(global.ntsc_sharp) > -0.1) + { + float lummix = mix(lum2, lum1, 0.1*abs(global.ntsc_sharp)); + float lm1 = mix(lum2*lum2, lum1*lum1, 0.1*abs(global.ntsc_sharp)); lm1 = sqrt(lm1); + float lm2 = mix(sqrt(lum2), sqrt(lum1), 0.1*abs(global.ntsc_sharp)); lm2 = lm2*lm2; + + float k1 = abs(lummix - lm1) + 0.00001; + float k2 = abs(lummix - lm2) + 0.00001; + + lummix = min((k2*lm1 + k1*lm2)/(k1+k2), 1.0); + + signal.x = mix(lum2, lummix, smoothstep(0.25, 0.4, pow(dff, 0.125))); + signal.x = min(signal.x, max(global.ntsc_shape*signal.x, lum2)); + } + else signal.x = clamp(signal.x, -1.0, 1.0); + + vec3 rgb = signal; + if (global.ntsc_sharp < -0.1) + { + rgb.x = mix(ref.x, rgb.x, sweight); + } + + rgb = clamp(yiq2rgb(rgb), 0.0, 1.0); + + if (global.blendMode < 0.5) + { + vec3 orig = texture(PrePass0, vTexCoord).rgb; + rgb = normalize(rgb + 0.00001) * min(length(rgb), length(orig)); + } + + FragColor = vec4(rgb, 1.0); +} diff --git a/crt/shaders/guest/advanced/pre-shaders-afterglow.slang b/crt/shaders/guest/advanced/pre-shaders-afterglow.slang index 622716e..caa24f5 100644 --- a/crt/shaders/guest/advanced/pre-shaders-afterglow.slang +++ b/crt/shaders/guest/advanced/pre-shaders-afterglow.slang @@ -3,7 +3,7 @@ /* CRT Advanced Afterglow, color altering - Copyright (C) 2019-2021 guest(r) and Dr. Venom + Copyright (C) 2019-2022 guest(r) and Dr. Venom This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -39,12 +39,13 @@ layout(push_constant) uniform Push float vigdef; float sega_fix; float pre_bb; + float contr; } params; #pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01 #define AS params.AS -#pragma parameter sat " Afterglow saturation" 0.20 0.0 1.0 0.01 +#pragma parameter sat " Afterglow saturation" 0.50 0.0 1.0 0.01 #define sat params.sat #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 @@ -56,7 +57,7 @@ layout(push_constant) uniform Push #define CP params.CP #define CS params.CS -#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 +#pragma parameter TNTC " LUT Colors: Trin.1 | Trin.2 | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 #define TNTC params.TNTC #pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0 @@ -72,13 +73,15 @@ layout(push_constant) uniform Push #pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01 +#pragma parameter contr " Contrast Adjustment" 0.0 -1.0 1.0 0.05 + #pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0 -#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0 +#pragma parameter BP " Raise Black Level" 0.0 -100.0 25.0 1.0 -#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025 +#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.05 -#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2 +#pragma parameter vigdef " Vignette Size" 1.0 0.5 3.0 0.10 #define WP params.WP #define wp_saturation params.wp_saturation @@ -201,9 +204,9 @@ const mat3 D65_to_D55 = mat3 ( const mat3 D65_to_D93 = mat3 ( - 0.3683017655, 0.1899055978, 0.0172641453, - 0.3555467892, 0.7110935785, 0.1185155964, - 0.2475020592, 0.0990008237, 1.3035108450); + 0.3412754080, 0.1759701322, 0.0159972847, + 0.3646170520, 0.7292341040, 0.1215390173, + 0.2369894093, 0.0947957637, 1.2481442225); vec3 fix_lut(vec3 lutcolor, vec3 ref) @@ -215,18 +218,28 @@ vec3 fix_lut(vec3 lutcolor, vec3 ref) return mix(lutcolor, ref, LUTBR); } -vec2 ctransform (vec2 inputc) -{ - return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x)); + +float vignette(vec2 pos) { + vec2 b = vec2(params.vigdef, params.vigdef) * vec2(1.0, params.OriginalSize.x/params.OriginalSize.y) * 0.125; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + vec2 res = mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, 0.70.xx); + return max(mix(1.0, sqrt(res.x*res.y), params.vigstr), 0.0); } -float vignette (vec2 coords) + +vec3 plant (vec3 tar, float r) { - vec2 ccoords = ctransform(2.0*(coords-0.5)); - ccoords = ccoords * ccoords; - float vstr = sqrt(ccoords.x+ccoords.y); - vstr = pow(vstr, params.vigdef); - return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0); + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +float contrast(float x) +{ + float y = 2.0*x-1.0; + y = (sin(y*1.57079632679)+1.0)*0.5; + return mix(x, y, params.contr); } void main() @@ -239,8 +252,6 @@ void main() float l = length(aftglow.rgb); aftglow.rgb = AS*w*normalize(pow(aftglow.rgb + 0.01, vec3(sat)))*l; float bp = w * BP/255.0; - - imgColor.rgb = imgColor.rgb * params.pre_bb; if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0); @@ -326,11 +337,13 @@ void main() if (CP == -1.0) color = c; - vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color); - float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + vec3 scolor1 = plant(pow(color, vec3(wp_saturation)), max(max(color.r,color.g),color.b)); + float luma = dot(color, vec3(0.299, 0.587, 0.114)); vec3 scolor2 = mix(vec3(luma), color, wp_saturation); color = (wp_saturation > 1.0) ? scolor1 : scolor2; - + + color = plant(color, contrast(max(max(color.r,color.g),color.b))); + p = 2.2; color = pow(color, vec3(p)); @@ -349,8 +362,13 @@ void main() color = mix(color, comp, m); color = pow(max(color, 0.0), vec3(1.0/p)); + + if (BP > -0.5) color = color + aftglow.rgb + bp; else + { + color = max(color + BP/255.0, 0.0) / (1.0 + BP/255.0*step(- BP/255.0, max(max(color.r,color.g),color.b))) + aftglow.rgb; + } - color = color + aftglow.rgb + bp; + color = min(color * params.pre_bb, 1.0); FragColor = vec4(color, vignette(vTexCoord.xy)); } \ No newline at end of file diff --git a/crt/shaders/guest/linearize_scanlines.slang b/crt/shaders/guest/advanced/stock.slang similarity index 69% rename from crt/shaders/guest/linearize_scanlines.slang rename to crt/shaders/guest/advanced/stock.slang index 4450ec9..bf3cf6b 100644 --- a/crt/shaders/guest/linearize_scanlines.slang +++ b/crt/shaders/guest/advanced/stock.slang @@ -27,12 +27,9 @@ void main() #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D AfterglowPass; - -#define PassPrev6Texture AfterglowPass -#define COMPAT_TEXTURE(c,d) texture(c,d) +layout(set = 0, binding = 2) uniform sampler2D Source; void main() { - FragColor = vec4(pow(vec3(COMPAT_TEXTURE(PassPrev6Texture, vTexCoord).rgb), vec3(10.0)),1.0); -} + FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0); +} \ No newline at end of file diff --git a/crt/shaders/guest/afterglow.slang b/crt/shaders/guest/afterglow.slang deleted file mode 100644 index a77ed8f..0000000 --- a/crt/shaders/guest/afterglow.slang +++ /dev/null @@ -1,105 +0,0 @@ -#version 450 - -/* - Phosphor Afterglow Shader - - Copyright (C) 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 -{ - float AS, PR, PG, PB, sat; -} params; - -#pragma parameter AS "Afterglow Strength" 0.07 0.0 1.0 0.01 -#pragma parameter PR "Persistence Red (more is less)" 0.05 0.0 1.0 0.01 -#pragma parameter PG "Persistence Green" 0.05 0.0 1.0 0.01 -#pragma parameter PB "Persistence Blue" 0.05 0.0 1.0 0.01 -#pragma parameter sat "Afterglow saturation" 0.10 0.0 1.0 0.01 - -#define AS params.AS -#define PR params.PR -#define PG params.PG -#define PB params.PB -#define sat params.sat - -#define COMPAT_TEXTURE(c,d) texture(c,d) - -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; -layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1; -layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; -layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; -layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; -layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; -layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; - -#define Prev1Texture OriginalHistory1 -#define Prev2Texture OriginalHistory2 -#define Prev3Texture OriginalHistory3 -#define Prev4Texture OriginalHistory4 -#define Prev5Texture OriginalHistory5 -#define Prev6Texture OriginalHistory6 - -#define TEX0 vTexCoord - -#define eps 1e-3 - -vec3 afterglow(float number) -{ - return vec3(AS)*exp2(-vec3(PR, PG, PB)*vec3(number*number)); -} - -void main() -{ - vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb; - vec3 color1 = COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb * afterglow(1.0); - vec3 color2 = COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb * afterglow(2.0); - vec3 color3 = COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb * afterglow(3.0); - vec3 color4 = COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb * afterglow(4.0); - vec3 color5 = COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb * afterglow(5.0); - vec3 color6 = COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb * afterglow(6.0); - - vec3 glow = color1 + color2 + color3 + color4 + color5 + color6; - - float l = length(glow); - glow = normalize(pow(glow + vec3(eps), vec3(sat)))*l; - - float w = 1.0; - if ((color.r + color.g + color.b) > 7.0/255.0) w = 0.0; - - FragColor = vec4(color + w*glow,1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/avg-lum.slang b/crt/shaders/guest/avg-lum.slang deleted file mode 100644 index 8d1379e..0000000 --- a/crt/shaders/guest/avg-lum.slang +++ /dev/null @@ -1,88 +0,0 @@ -#version 450 - -/* - Average Luminance Shader - - Copyright (C) 2018-2020 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. - - Thanks to HunterK for the mipmap hint. :D -*/ - -layout(push_constant) uniform Push -{ - uint FrameCount; - vec4 SourceSize; - float lsmooth; -} params; - -#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.90 0.50 0.99 0.01 - -#define lsmooth params.lsmooth - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize -#define InputSize SourceSize -#define TEX0 vTexCoord - -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 * 1.0001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback; - -#define PassPrev2Texture WhitePointPass - -void main() -{ - if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard; - - float m = max(log2(SourceSize.x), log2(SourceSize.y)); - m = max(m - 1.0, 1.0); - - float ltotal = 0.0; - - ltotal+= max(0.0, length(textureLod(Source, vec2(0.25, 0.25), m).rgb)); - ltotal+= max(0.0, length(textureLod(Source, vec2(0.25, 0.75), m).rgb)); - ltotal+= max(0.0, length(textureLod(Source, vec2(0.75, 0.25), m).rgb)); - ltotal+= max(0.0, length(textureLod(Source, vec2(0.75, 0.75), m).rgb)); - - ltotal*=0.25; - - ltotal = pow(0.577350269 * ltotal, 0.6); - - float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a; - - ltotal = mix(ltotal, lhistory, lsmooth); - - FragColor = vec4(ltotal); -} \ No newline at end of file diff --git a/crt/shaders/guest/blur_horiz.slang b/crt/shaders/guest/blur_horiz.slang deleted file mode 100644 index 53e8363..0000000 --- a/crt/shaders/guest/blur_horiz.slang +++ /dev/null @@ -1,59 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float TAPSH; - float GLOW_FALLOFF_H; -} params; - -// Higher value, more centered glow. -// Lower values might need more taps. -#pragma parameter TAPSH "H. Glow Radius" 4.0 1.0 10.0 1.0 -#define TAPSH params.TAPSH -#pragma parameter GLOW_FALLOFF_H "Horizontal Glow Grade" 0.30 0.00 1.0 0.01 -#define GLOW_FALLOFF_H params.GLOW_FALLOFF_H - -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; - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize - -#define kernel(x) exp(-GLOW_FALLOFF_H * (x) * (x)) - -void main() -{ - vec3 col = vec3(0.0); - float dx = SourceSize.z; - - float k_total = 0.; - for (float i = -TAPSH; i <= TAPSH; i++) - { - float k = kernel(i); - k_total += k; - col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb; - } - FragColor = vec4(col / k_total, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/blur_vert.slang b/crt/shaders/guest/blur_vert.slang deleted file mode 100644 index 735de11..0000000 --- a/crt/shaders/guest/blur_vert.slang +++ /dev/null @@ -1,60 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float TAPSV; - float GLOW_FALLOFF_V; -} params; - -// Higher value, more centered glow. -// Lower values might need more taps. -// Parameter lines go here: -#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0 -#define TAPSV params.TAPSV -#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.30 0.00 1.0 0.01 -#define GLOW_FALLOFF_V params.GLOW_FALLOFF_V - -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; - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize - -#define kernel(x) exp(-GLOW_FALLOFF_V * (x) * (x)) - -void main() -{ - vec3 col = vec3(0.0); - float dy = SourceSize.w; - - float k_total = 0.; - for (float i = -TAPSV; i <= TAPSV; i++) - { - float k = kernel(i); - k_total += k; - col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb; - } - FragColor = vec4(col / k_total, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/color-profiles.slang b/crt/shaders/guest/color-profiles.slang deleted file mode 100644 index cc017b4..0000000 --- a/crt/shaders/guest/color-profiles.slang +++ /dev/null @@ -1,160 +0,0 @@ -#version 450 - -/* - CRT Color Profiles - - Copyright (C) 2019 guest(r) and Dr. Venom - - 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 CP, CS; -} params; - -#pragma parameter CP "CRT Color Profile" 0.0 -1.0 5.0 1.0 -#pragma parameter CS "Color Space: sRGB, DCI, Adobe, Rec.2020" 0.0 0.0 3.0 1.0 - -#define CP params.CP -#define CS params.CS - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define TEX0 vTexCoord - -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; - -const mat3 Profile0 = -mat3( - 0.412391, 0.212639, 0.019331, - 0.357584, 0.715169, 0.119195, - 0.180481, 0.072192, 0.950532 -); - -const mat3 Profile1 = -mat3( - 0.430554, 0.222004, 0.020182, - 0.341550, 0.706655, 0.129553, - 0.178352, 0.071341, 0.939322 -); - -const mat3 Profile2 = -mat3( - 0.396686, 0.210299, 0.006131, - 0.372504, 0.713766, 0.115356, - 0.181266, 0.075936, 0.967571 -); - -const mat3 Profile3 = -mat3( - 0.393521, 0.212376, 0.018739, - 0.365258, 0.701060, 0.111934, - 0.191677, 0.086564, 0.958385 -); - -const mat3 Profile4 = -mat3( - 0.392258, 0.209410, 0.016061, - 0.351135, 0.725680, 0.093636, - 0.166603, 0.064910, 0.850324 -); - -const mat3 Profile5 = -mat3( - 0.377923, 0.195679, 0.010514, - 0.317366, 0.722319, 0.097826, - 0.207738, 0.082002, 1.076960 -); - -const mat3 ToSRGB = -mat3( - 3.240970, -0.969244, 0.055630, --1.537383, 1.875968, -0.203977, --0.498611, 0.041555, 1.056972 -); - -const mat3 ToDCI = -mat3( - 2.725394, -0.795168, 0.041242, --1.018003, 1.689732, -0.087639, --0.440163, 0.022647, 1.100929 -); - -const mat3 ToAdobe = -mat3( - 2.041588, -0.969244, 0.013444, --0.565007, 1.875968, -0.11836, --0.344731, 0.041555, 1.015175 -); - -const mat3 ToREC = -mat3( - 1.716651, -0.666684, 0.017640, --0.355671, 1.616481, -0.042771, --0.253366, 0.015769, 0.942103 -); - -void main() -{ - vec3 c = COMPAT_TEXTURE(Source, TEX0.xy).rgb; - - float p; - mat3 m_out; - - if (CS == 0.0) { p = 2.4; m_out = ToSRGB; } else - if (CS == 1.0) { p = 2.6; m_out = ToDCI; } else - if (CS == 2.0) { p = 2.2; m_out = ToAdobe;} else - if (CS == 3.0) { p = 2.4; m_out = ToREC; } - - vec3 color = pow(c, vec3(p)); - - mat3 m_in = Profile0; - - if (CP == 0.0) { m_in = Profile0; } else - if (CP == 1.0) { m_in = Profile1; } else - if (CP == 2.0) { m_in = Profile2; } else - if (CP == 3.0) { m_in = Profile3; } else - if (CP == 4.0) { m_in = Profile4; } else - if (CP == 5.0) { m_in = Profile5; } - - color = m_in*color; - color = m_out*color; - - color = pow(color, vec3(1.0/p)); - - if (CP == -1.0) color = c; - - FragColor = vec4(color,1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/avg-lum-ntsc.slang b/crt/shaders/guest/crt-gdv-new/avg-lum-ntsc.slang deleted file mode 100644 index 2060f98..0000000 --- a/crt/shaders/guest/crt-gdv-new/avg-lum-ntsc.slang +++ /dev/null @@ -1,88 +0,0 @@ -#version 450 - -/* - Average Luminance Shader - - Copyright (C) 2018-2020 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. - - Thanks to HunterK for the mipmap hint. :D -*/ - -layout(push_constant) uniform Push -{ - uint FrameCount; - vec4 SourceSize; - float lsmooth; -} params; - -#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.90 0.50 0.99 0.01 - -#define lsmooth params.lsmooth - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize -#define InputSize SourceSize -#define TEX0 vTexCoord - -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 * 1.0001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D OriginalHistory0; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback; - -#define PassPrev2Texture WhitePointPass - -void main() -{ - if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard; - - float m = max(log2(SourceSize.x), log2(SourceSize.y)); - m = max(m - 1.0, 1.0); - - float ltotal = 0.0; - - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.25, 0.25), m).rgb)); - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.25, 0.75), m).rgb)); - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.75, 0.25), m).rgb)); - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.75, 0.75), m).rgb)); - - ltotal*=0.25; - - ltotal = pow(0.577350269 * ltotal, 0.6); - - float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a; - - ltotal = mix(ltotal, lhistory, lsmooth); - - FragColor = vec4(ltotal); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/avg-lum.slang b/crt/shaders/guest/crt-gdv-new/avg-lum.slang deleted file mode 100644 index d2b5538..0000000 --- a/crt/shaders/guest/crt-gdv-new/avg-lum.slang +++ /dev/null @@ -1,112 +0,0 @@ -#version 450 - -/* - Average Luminance Shader, Smart Edge Interpolation Coefficients Calculation - - Copyright (C) 2018-2020 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. - - Thanks to HunterK for the mipmap hint. :D -*/ - -layout(push_constant) uniform Push -{ - uint FrameCount; - vec4 SourceSize; - float lsmooth; - float sth; -} params; - -#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.75 0.50 0.99 0.01 - -#define lsmooth params.lsmooth - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize -#define InputSize SourceSize -#define TEX0 vTexCoord - -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 * 1.0001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D OriginalHistory0; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback; - - -// Reference: http://www.compuphase.com/cmetric.htm -// Reference: ScaleFX, author Sp00kyFox - -float dist(vec3 A, vec3 B) -{ - float r = 0.5 * (A.r + B.r); - vec3 d = A - B; - vec3 c = vec3(2. + r, 4., 3. - r); - - return sqrt(dot(c*d, d)) / 3.; -} - -void main() -{ - float m = max(log2(SourceSize.x), log2(SourceSize.y)); - m = max(m - 1.0, 1.0); - - vec2 dx = vec2(1.0/SourceSize.x, 0.0); - vec2 dy = vec2(0.0, 1.0/SourceSize.y); - vec2 y2 = 2.0*dy; - vec2 x2 = 2.0*dx; - - float ltotal = 0.0; - - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.25, 0.25), m).rgb)); - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.25, 0.75), m).rgb)); - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.75, 0.25), m).rgb)); - ltotal+= max(0.0, length(textureLod(OriginalHistory0, vec2(0.75, 0.75), m).rgb)); - - ltotal*=0.25; - - ltotal = pow(0.577350269 * ltotal, 0.6); - - float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a; - - ltotal = mix(ltotal, lhistory, lsmooth); - - vec3 l1 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy ).rgb; - vec3 r1 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy +dx ).rgb; - vec3 l2 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy -dx ).rgb; - vec3 r2 = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy +x2 ).rgb; - - float c1 = dist(l2,l1); - float c2 = dist(l1,r1); - float c3 = dist(r2,r1); - - FragColor = vec4(c1,c2,c3,ltotal); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-hires.slang b/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-hires.slang deleted file mode 100644 index b56b5a7..0000000 --- a/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-hires.slang +++ /dev/null @@ -1,729 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - - Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com - - Incorporates many good ideas and suggestions from Dr. Venom. - - 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, intres, inters; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float bloom; - float mclip; - float scans; - float scansub; - float slotms; - float gamma_c; - float mask_gamma; - float gamma_out; -} global; - -#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter glow " Glow Strength" 0.08 0.0 2.0 0.01 -#define glow params.glow // Glow Strength - -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 -#define bloom global.bloom // bloom effect - -#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 -#define gamma_c global.gamma_c // adjust brightness - -#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.50 10.0 0.05 -#define brightboost params.brightboost // adjust brightness - -#pragma parameter brightboost1 " Bright Boost bright Pixels" 1.10 0.50 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 0.0 2.0 1.0 -#define gsl params.gsl // Alternate scanlines - -#pragma parameter scanline1 " Scanline beam shape low" 6.0 0.0 20.0 0.5 -#define scanline1 params.scanline1 // scanline param, vertical sharpness - -#pragma parameter scanline2 " Scanline beam shape high" 8.0 3.0 40.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness - -#pragma parameter beam_min " Scanline shape dark pixels" 1.30 0.5 3.5 0.05 -#define beam_min params.beam_min // dark area beam min - narrow - -#pragma parameter beam_max " Scanline shape bright pixels" 1.00 0.4 2.5 0.05 -#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 - -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 -#define scans global.scans // scanline saturation - - -// Scanline darken 'edges' effect - need to uncomment it. - -// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 -// #define scansub global.scansub // scanline substraction - -#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 -#define spike params.spike - -#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.20 -#define h_sharp params.h_sharp // pixel sharpness - -#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 -#define s_sharp params.s_sharp // substractive sharpness - -#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter intres " Internal Resolution: 1.0:240p, 1.5...y-dowsample" 0.0 0.0 4.0 0.5 // Joint parameter with linearize_ntsc pass, values must match -#define intres params.intres // interlace resolution - -#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 -#define TATE params.TATE // Screen orientation - -#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 -#define OS params.OS // Do overscan - -#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 -#define BLOOM params.BLOOM // Bloom overscan percentage - -#pragma parameter csize " Corner size" 0.0 0.0 0.07 0.01 -#define csize params.csize // corner size - -#pragma parameter bsize " Border smoothness" 600.0 100.0 600.0 25.0 -#define bsize params.bsize // border smoothness - -#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01 -#define warpX params.warpX // Curvature X - -#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01 -#define warpY params.warpY // Curvature Y - -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style - -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // maskstr Mask Strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.15 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 cutoff - -#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 -#define mask_gamma global.mask_gamma // Mask application gamma - -#pragma parameter slotmask " Slot Mask Strength" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask // Slot Mask ON/OFF - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 2.0 1.0 -#define slotms global.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05 -#define mclip global.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 -#define gamma_out global.gamma_out // output gamma - -#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize-ntsc pass, values must match -#define inters params.inters // interlacing effect smoothing - - -#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; - vTexCoord = TexCoord * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D LinearizePass; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 4) uniform sampler2D GlowPass; - - -#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; - return exp2(-scanline*ex*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*beam_min, beam_max, color); - tmp = mix(beam_max, tmp, pow(x, color+0.3)); - float ex = x*tmp; - return exp2(-scanline*ex*ex); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if (slotmask == 0.0) return 1.0; - - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = 1.0 - slotmask*(1.0 - 0.125*m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; -} - -// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature) -vec2 Warp(vec2 pos) -{ - pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); - return pos*0.5 + 0.5; -} - -vec2 Overscan(vec2 pos, float dx, float dy){ - pos=pos*2.0-1.0; - pos*=vec2(dx,dy); - return pos*0.5+0.5; -} - - -// Borrowed from maskstr's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -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); -} - -void main() -{ - vec4 SourceSize = global.OriginalSize; - - float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).a; - 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; - bool interb = (intera < 0.75); - - bool notate = (TATE < 0.5); - - float SourceY = mix(SourceSize.y, SourceSize.x, TATE); - float sy = 1.0; - if (intres == 1.0) sy = SourceY/240.0; else - if (intres > 1.25) sy = intres; - if (notate) SourceSize.yw*=vec2(1.0/sy, sy); else SourceSize.xz*=vec2(1.0/sy, sy); - SourceY = SourceY/sy; - - // Calculating texel coordinates - - vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; - vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); - vec2 diff = ofactor/intfactor; - float scan = mix(diff.y, diff.x, TATE); - texcoord = Overscan(texcoord, scan, scan); - if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); - } - - float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; - texcoord = Overscan(texcoord, factor, factor); - vec2 pos = Warp(texcoord); - vec2 pos0 = Warp(TEX0.xy); - - vec2 coffset = vec2(0.5, 0.5); - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = pos * SourceSize.xy - coffset; - vec2 fp = fract(OGL2Pos); - - vec2 dx = vec2(ps.x,0.0); - vec2 dy = vec2(0.0, ps.y); - - // Reading the texels - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - vec2 offx = dx; - vec2 off2 = x2; - vec2 offy = dy; - float fpx = fp.x; - if(!notate) - { - offx = dy; - off2 = y2; - offy = dx; - fpx = fp.y; - } - float f = (notate) ? fp.y : fp.x; - - vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; - - if (interb) pC4.y = pos.y - inters * SourceSize.w; - - float h_sharp1 = pow(h_sharp, 1.4); - - float zero = exp2(-h_sharp1); - - float sharp1 = s_sharp * zero; - - float wl5 = 4.0 + fpx; wl5*=0.5; - float wl4 = 3.0 + fpx; wl4*=0.5; - float wl3 = 2.0 + fpx; wl3*=0.5; - float wl2 = 1.0 + fpx; wl2*=0.5; - float wl1 = fpx; wl1*=0.5; - float wr1 = 1.0 - fpx; wr1*=0.5; - float wr2 = 2.0 - fpx; wr2*=0.5; - float wr3 = 3.0 - fpx; wr3*=0.5; - float wr4 = 4.0 - fpx; wr4*=0.5; - float wr5 = 5.0 - fpx; wr5*=0.5; - - wl5*=wl5; wl5 = exp2(-h_sharp1*wl5); - wl4*=wl4; wl4 = exp2(-h_sharp1*wl4); - wl3*=wl3; wl3 = exp2(-h_sharp1*wl3); - wl2*=wl2; wl2 = exp2(-h_sharp1*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp1*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp1*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp1*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp1*wr3); - wr4*=wr4; wr4 = exp2(-h_sharp1*wr4); - wr5*=wr5; wr5 = exp2(-h_sharp1*wr5); - - float fp1 = 1.-fpx; - - float twl5 = max(wl5 - sharp1, 0.0); - float twl4 = max(wl4 - sharp1, mix(0.0,mix(-0.03, 0.00, fpx),float(s_sharp > 0.05))); float swl4 = max(wl4 - sharp1, 0.0); - float twl3 = max(wl3 - sharp1, mix(0.0,mix(-0.10, -0.03, fpx),float(s_sharp > 0.05))); float swl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, 0.0); - float twl1 = max(wl1 - sharp1, 0.0); - float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, 0.0); - float twr3 = max(wr3 - sharp1, mix(0.0,mix(-0.10, -0.03, fp1),float(s_sharp > 0.05))); float swr3 = max(wr3 - sharp1, 0.0); - float twr4 = max(wr4 - sharp1, mix(0.0,mix(-0.03, 0.00, fp1),float(s_sharp > 0.05))); float swr4 = max(wr4 - sharp1, 0.0); - float twr5 = max(wr5 - sharp1, 0.0); - - float wtt = 1.0/(twl5+twl4+twl3+twl2+twl1+twr1+twr2+twr3+twr4+twr5); - float wt = 1.0/(swl3+twl2+twl1+twr1+twr2+swr3); - bool sharp = (s_sharp > 0.05); - - vec3 l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; - vec3 l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; - vec3 l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; - vec3 l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; - vec3 l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; - vec3 r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; - vec3 r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; - vec3 r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; - vec3 r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; - vec3 r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; - - vec3 sl3 = l3*l3*l3; sl3*=sl3; - vec3 sl2 = l2*l2*l2; sl2*=sl2; - vec3 sl1 = l1*l1*l1; sl1*=sl1; - vec3 sr1 = r1*r1*r1; sr1*=sr1; - vec3 sr2 = r2*r2*r2; sr2*=sr2; - vec3 sr3 = r3*r3*r3; sr3*=sr3; - - vec3 color1 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; - - vec3 colmin1 = min(min(l1,r1), min(l2,r2)); - vec3 colmax1 = max(max(l1,r1), max(l2,r2)); - vec3 colmin2 = min(min(l3,r3), min(l4,r4)); - vec3 colmax2 = max(max(l3,r3), max(l4,r4)); - vec3 colmin = min(colmin1, colmin2); - vec3 colmax = max(colmax1, colmax2); - - if (sharp) color1 = clamp(color1, colmin, colmax); - - vec3 gtmp = vec3(1.0/6.0); - vec3 scolor1 = color1; - - scolor1 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; - scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1; - scolor1 = min(mix(color1, scolor1, spike),1.0); - - vec3 color2, scolor2, mcolor2; - - if (interb) pC4.y = pos.y + inters * SourceSize.w; else - pC4+=offy; - - l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; - l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; - r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; - r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; - - sl3 = l3*l3*l3; sl3*=sl3; - sl2 = l2*l2*l2; sl2*=sl2; - sl1 = l1*l1*l1; sl1*=sl1; - sr1 = r1*r1*r1; sr1*=sr1; - sr2 = r2*r2*r2; sr2*=sr2; - sr3 = r3*r3*r3; sr3*=sr3; - - color2 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; - - colmin1 = min(min(l1,r1), min(l2,r2)); - colmax1 = max(max(l1,r1), max(l2,r2)); - colmin2 = min(min(l3,r3), min(l3,r3)); - colmax2 = max(max(l4,r4), max(l4,r4)); - colmin = min(colmin1, colmin2); - colmax = max(colmax1, colmax2); - - if (sharp) color2 = clamp(color2, colmin, colmax); - - scolor2 = color2; - - scolor2 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; - scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2; - scolor2 = min(mix(color2, scolor2, spike),1.0); - - // calculating scanlines - - vec3 ctmp; vec3 mcolor; float w3; vec3 color; - 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; - mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); - - ctmp = color00/(wt1+wt2); - vec3 sctmp = scolor0/(wt1+wt2); - - float wf1, wf2; - - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); - - float f1 = f; - float f2 = 1.0-f; - - if (gsl == 0.0) { 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 - if (gsl == 2.0) { 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 darken 'edges' effect - need to uncomment it. - - // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); - // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); - - // Scanline saturation application - - vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); - - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); - - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); - - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); - - float v_high1 = 1.0 + 0.3*vm; - float v_high2 = 1.0 + 0.6*vm; - float v_low = 1.0 - vm; - - float ds1 = min(pow(2.0*f1 + 0.01, f2), 1.0); - float ds2 = min(pow(2.0*f2 + 0.01, f1), 1.0); - - if (vertmask < 0.0) - { - cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); - cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); - } - else - { - cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); - cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); - } - - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; - color = min(color, 1.0); - w3 = wf1+wf2; -} - - if (interb) - { - color = gc(0.5*(color1+color2)); - mcolor = vec3(max(max(color.r,color.g), color.b)); - } - - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.40/gamma_in); - - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - float smask = (notate) ? SlotMask(gl_FragCoord.xy * 1.000001, mx) : SlotMask(gl_FragCoord.yx * 1.000001, mx); - - cmask*= (notate) ? Mask(gl_FragCoord.xy * 1.000001, mx) : Mask(gl_FragCoord.yx * 1.000001, mx); - - color = pow(color, vec3(mask_gamma/gamma_in)); - color = color*cmask; - color = min(color,1.0); - color = color*smask; - color = pow(color, vec3(gamma_in/mask_gamma)); - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(GlowPass, pos ).rgb; - - vec3 Bloom = min(Glow*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.6)); - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - color = color + 0.5*glow*Glow; - - float gmo = 1.0/gamma_out; - if (interb) gmo = gmo / 0.70; - - color = pow(color, vec3(gmo)); - - FragColor = vec4(color*corner(pos0), 1.0); -} diff --git a/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-ntsc.slang b/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-ntsc.slang deleted file mode 100644 index 64f9b69..0000000 --- a/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-ntsc.slang +++ /dev/null @@ -1,729 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - - Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com - - Incorporates many good ideas and suggestions from Dr. Venom. - - 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, intres, inters; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float bloom; - float mclip; - float scans; - float scansub; - float slotms; - float gamma_c; - float mask_gamma; - float gamma_out; -} global; - -#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter glow " Glow Strength" 0.08 0.0 2.0 0.01 -#define glow params.glow // Glow Strength - -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 -#define bloom global.bloom // bloom effect - -#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 -#define gamma_c global.gamma_c // adjust brightness - -#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.50 10.0 0.05 -#define brightboost params.brightboost // adjust brightness - -#pragma parameter brightboost1 " Bright Boost bright Pixels" 1.10 0.50 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 0.0 2.0 1.0 -#define gsl params.gsl // Alternate scanlines - -#pragma parameter scanline1 " Scanline beam shape low" 6.0 0.0 20.0 0.5 -#define scanline1 params.scanline1 // scanline param, vertical sharpness - -#pragma parameter scanline2 " Scanline beam shape high" 8.0 3.0 40.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness - -#pragma parameter beam_min " Scanline shape dark pixels" 1.30 0.5 3.5 0.05 -#define beam_min params.beam_min // dark area beam min - narrow - -#pragma parameter beam_max " Scanline shape bright pixels" 1.00 0.4 2.5 0.05 -#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 - -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 -#define scans global.scans // scanline saturation - - -// Scanline darken 'edges' effect - need to uncomment it. - -// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 -// #define scansub global.scansub // scanline substraction - -#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 -#define spike params.spike - -#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.20 -#define h_sharp params.h_sharp // pixel sharpness - -#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 -#define s_sharp params.s_sharp // substractive sharpness - -#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter intres " Internal Resolution: 1.0:240p, 1.5...y-dowsample" 0.0 0.0 4.0 0.5 // Joint parameter with linearize_ntsc pass, values must match -#define intres params.intres // interlace resolution - -#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 -#define TATE params.TATE // Screen orientation - -#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 -#define OS params.OS // Do overscan - -#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 -#define BLOOM params.BLOOM // Bloom overscan percentage - -#pragma parameter csize " Corner size" 0.0 0.0 0.07 0.01 -#define csize params.csize // corner size - -#pragma parameter bsize " Border smoothness" 600.0 100.0 600.0 25.0 -#define bsize params.bsize // border smoothness - -#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01 -#define warpX params.warpX // Curvature X - -#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01 -#define warpY params.warpY // Curvature Y - -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style - -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // maskstr Mask Strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.15 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 cutoff - -#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 -#define mask_gamma global.mask_gamma // Mask application gamma - -#pragma parameter slotmask " Slot Mask Strength" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask // Slot Mask ON/OFF - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 2.0 1.0 -#define slotms global.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05 -#define mclip global.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 -#define gamma_out global.gamma_out // output gamma - -#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize-ntsc pass, values must match -#define inters params.inters // interlacing effect smoothing - - -#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; - vTexCoord = TexCoord * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D LinearizePass; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 4) uniform sampler2D GlowPass; - - -#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; - return exp2(-scanline*ex*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*beam_min, beam_max, color); - tmp = mix(beam_max, tmp, pow(x, color+0.3)); - float ex = x*tmp; - return exp2(-scanline*ex*ex); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if (slotmask == 0.0) return 1.0; - - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = 1.0 - slotmask*(1.0 - 0.125*m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; -} - -// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature) -vec2 Warp(vec2 pos) -{ - pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); - return pos*0.5 + 0.5; -} - -vec2 Overscan(vec2 pos, float dx, float dy){ - pos=pos*2.0-1.0; - pos*=vec2(dx,dy); - return pos*0.5+0.5; -} - - -// Borrowed from maskstr's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -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); -} - -void main() -{ - vec4 SourceSize = global.OriginalSize * vec4(2.0, 1.0, 0.5, 1.0); - - float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).a; - 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; - bool interb = (intera < 0.75); - - bool notate = (TATE < 0.5); - - float SourceY = mix(SourceSize.y, SourceSize.x, TATE); - float sy = 1.0; - if (intres == 1.0) sy = SourceY/240.0; else - if (intres > 1.25) sy = intres; - if (notate) SourceSize.yw*=vec2(1.0/sy, sy); else SourceSize.xz*=vec2(1.0/sy, sy); - SourceY = SourceY/sy; - - // Calculating texel coordinates - - vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; - vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); - vec2 diff = ofactor/intfactor; - float scan = mix(diff.y, diff.x, TATE); - texcoord = Overscan(texcoord, scan, scan); - if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); - } - - float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; - texcoord = Overscan(texcoord, factor, factor); - vec2 pos = Warp(texcoord); - vec2 pos0 = Warp(TEX0.xy); - - vec2 coffset = vec2(0.5, 0.5); - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = pos * SourceSize.xy - coffset; - vec2 fp = fract(OGL2Pos); - - vec2 dx = vec2(ps.x,0.0); - vec2 dy = vec2(0.0, ps.y); - - // Reading the texels - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - vec2 offx = dx; - vec2 off2 = x2; - vec2 offy = dy; - float fpx = fp.x; - if(!notate) - { - offx = dy; - off2 = y2; - offy = dx; - fpx = fp.y; - } - float f = (notate) ? fp.y : fp.x; - - vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; - - if (interb) pC4.y = pos.y - inters * SourceSize.w; - - float h_sharp1 = pow(h_sharp, 1.4); - - float zero = exp2(-h_sharp1); - - float sharp1 = s_sharp * zero; - - float wl5 = 4.0 + fpx; wl5*=0.5; - float wl4 = 3.0 + fpx; wl4*=0.5; - float wl3 = 2.0 + fpx; wl3*=0.5; - float wl2 = 1.0 + fpx; wl2*=0.5; - float wl1 = fpx; wl1*=0.5; - float wr1 = 1.0 - fpx; wr1*=0.5; - float wr2 = 2.0 - fpx; wr2*=0.5; - float wr3 = 3.0 - fpx; wr3*=0.5; - float wr4 = 4.0 - fpx; wr4*=0.5; - float wr5 = 5.0 - fpx; wr5*=0.5; - - wl5*=wl5; wl5 = exp2(-h_sharp1*wl5); - wl4*=wl4; wl4 = exp2(-h_sharp1*wl4); - wl3*=wl3; wl3 = exp2(-h_sharp1*wl3); - wl2*=wl2; wl2 = exp2(-h_sharp1*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp1*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp1*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp1*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp1*wr3); - wr4*=wr4; wr4 = exp2(-h_sharp1*wr4); - wr5*=wr5; wr5 = exp2(-h_sharp1*wr5); - - float fp1 = 1.-fpx; - - float twl5 = max(wl5 - sharp1, 0.0); - float twl4 = max(wl4 - sharp1, mix(0.0,mix(-0.03, 0.00, fpx),float(s_sharp > 0.05))); float swl4 = max(wl4 - sharp1, 0.0); - float twl3 = max(wl3 - sharp1, mix(0.0,mix(-0.10, -0.03, fpx),float(s_sharp > 0.05))); float swl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, 0.0); - float twl1 = max(wl1 - sharp1, 0.0); - float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, 0.0); - float twr3 = max(wr3 - sharp1, mix(0.0,mix(-0.10, -0.03, fp1),float(s_sharp > 0.05))); float swr3 = max(wr3 - sharp1, 0.0); - float twr4 = max(wr4 - sharp1, mix(0.0,mix(-0.03, 0.00, fp1),float(s_sharp > 0.05))); float swr4 = max(wr4 - sharp1, 0.0); - float twr5 = max(wr5 - sharp1, 0.0); - - float wtt = 1.0/(twl5+twl4+twl3+twl2+twl1+twr1+twr2+twr3+twr4+twr5); - float wt = 1.0/(swl3+twl2+twl1+twr1+twr2+swr3); - bool sharp = (s_sharp > 0.05); - - vec3 l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; - vec3 l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; - vec3 l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; - vec3 l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; - vec3 l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; - vec3 r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; - vec3 r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; - vec3 r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; - vec3 r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; - vec3 r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; - - vec3 sl3 = l3*l3*l3; sl3*=sl3; - vec3 sl2 = l2*l2*l2; sl2*=sl2; - vec3 sl1 = l1*l1*l1; sl1*=sl1; - vec3 sr1 = r1*r1*r1; sr1*=sr1; - vec3 sr2 = r2*r2*r2; sr2*=sr2; - vec3 sr3 = r3*r3*r3; sr3*=sr3; - - vec3 color1 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; - - vec3 colmin1 = min(min(l1,r1), min(l2,r2)); - vec3 colmax1 = max(max(l1,r1), max(l2,r2)); - vec3 colmin2 = min(min(l3,r3), min(l4,r4)); - vec3 colmax2 = max(max(l3,r3), max(l4,r4)); - vec3 colmin = min(colmin1, colmin2); - vec3 colmax = max(colmax1, colmax2); - - if (sharp) color1 = clamp(color1, colmin, colmax); - - vec3 gtmp = vec3(1.0/6.0); - vec3 scolor1 = color1; - - scolor1 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; - scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1; - scolor1 = min(mix(color1, scolor1, spike),1.0); - - vec3 color2, scolor2, mcolor2; - - if (interb) pC4.y = pos.y + inters * SourceSize.w; else - pC4+=offy; - - l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; - l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; - r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; - r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; - - sl3 = l3*l3*l3; sl3*=sl3; - sl2 = l2*l2*l2; sl2*=sl2; - sl1 = l1*l1*l1; sl1*=sl1; - sr1 = r1*r1*r1; sr1*=sr1; - sr2 = r2*r2*r2; sr2*=sr2; - sr3 = r3*r3*r3; sr3*=sr3; - - color2 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; - - colmin1 = min(min(l1,r1), min(l2,r2)); - colmax1 = max(max(l1,r1), max(l2,r2)); - colmin2 = min(min(l3,r3), min(l3,r3)); - colmax2 = max(max(l4,r4), max(l4,r4)); - colmin = min(colmin1, colmin2); - colmax = max(colmax1, colmax2); - - if (sharp) color2 = clamp(color2, colmin, colmax); - - scolor2 = color2; - - scolor2 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; - scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2; - scolor2 = min(mix(color2, scolor2, spike),1.0); - - // calculating scanlines - - vec3 ctmp; vec3 mcolor; float w3; vec3 color; - 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; - mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); - - ctmp = color00/(wt1+wt2); - vec3 sctmp = scolor0/(wt1+wt2); - - float wf1, wf2; - - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); - - float f1 = f; - float f2 = 1.0-f; - - if (gsl == 0.0) { 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 - if (gsl == 2.0) { 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 darken 'edges' effect - need to uncomment it. - - // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); - // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); - - // Scanline saturation application - - vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); - - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); - - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); - - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); - - float v_high1 = 1.0 + 0.3*vm; - float v_high2 = 1.0 + 0.6*vm; - float v_low = 1.0 - vm; - - float ds1 = min(pow(2.0*f1 + 0.01, f2), 1.0); - float ds2 = min(pow(2.0*f2 + 0.01, f1), 1.0); - - if (vertmask < 0.0) - { - cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); - cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); - } - else - { - cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); - cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); - } - - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; - color = min(color, 1.0); - w3 = wf1+wf2; -} - - if (interb) - { - color = gc(0.5*(color1+color2)); - mcolor = vec3(max(max(color.r,color.g), color.b)); - } - - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.40/gamma_in); - - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - float smask = (notate) ? SlotMask(gl_FragCoord.xy * 1.000001, mx) : SlotMask(gl_FragCoord.yx * 1.000001, mx); - - cmask*= (notate) ? Mask(gl_FragCoord.xy * 1.000001, mx) : Mask(gl_FragCoord.yx * 1.000001, mx); - - color = pow(color, vec3(mask_gamma/gamma_in)); - color = color*cmask; - color = min(color,1.0); - color = color*smask; - color = pow(color, vec3(gamma_in/mask_gamma)); - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(GlowPass, pos ).rgb; - - vec3 Bloom = min(Glow*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.6)); - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - color = color + 0.5*glow*Glow; - - float gmo = 1.0/gamma_out; - if (interb) gmo = gmo / 0.70; - - color = pow(color, vec3(gmo)); - - FragColor = vec4(color*corner(pos0), 1.0); -} diff --git a/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang b/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang deleted file mode 100644 index 2294b14..0000000 --- a/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang +++ /dev/null @@ -1,756 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - - Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com - - Incorporates many good ideas and suggestions from Dr. Venom. - - 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, inters; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float bloom; - float halation; - float scans; - float scansub; - float slotms; - float mclip; - float gamma_c; - float mask_gamma; - float smart_ei; - float ei_limit; - float sth; - float gamma_out; -} global; - - -#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter glow " Glow Strength" 0.08 0.0 2.0 0.01 -#define glow params.glow // Glow Strength - -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 -#define bloom global.bloom // bloom effect - -#pragma parameter halation " Halation Strength" 0.0 0.0 0.5 0.025 -#define halation global.halation // halation effect - -#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 -#define gamma_c global.gamma_c // adjust brightness - -#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.50 10.0 0.05 -#define brightboost params.brightboost // adjust brightness - -#pragma parameter brightboost1 " Bright Boost bright Pixels" 1.10 0.50 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 0.0 2.0 1.0 -#define gsl params.gsl // Alternate scanlines - -#pragma parameter scanline1 " Scanline beam shape low" 6.0 0.0 20.0 0.5 -#define scanline1 params.scanline1 // scanline param, vertical sharpness - -#pragma parameter scanline2 " Scanline beam shape high" 8.0 3.0 40.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness - -#pragma parameter beam_min " Scanline shape dark pixels" 1.30 0.5 3.5 0.05 -#define beam_min params.beam_min // dark area beam min - narrow - -#pragma parameter beam_max " Scanline shape bright pixels" 1.00 0.4 2.5 0.05 -#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 - -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 -#define scans global.scans // scanline saturation - - -// Scanline darken 'edges' effect - need to uncomment it. - -// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 -// #define scansub global.scansub // scanline substraction - -#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 -#define spike params.spike - -#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.20 -#define h_sharp params.h_sharp // pixel sharpness - -#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 -#define s_sharp params.s_sharp // substractive sharpness - -#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 20.0 0.25 -#define smart_ei global.smart_ei // smart edge handling - -#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 2.0 1.0 12.0 0.1 -#define ei_limit global.ei_limit // smart edge handling - -#pragma parameter sth " Smart Edges Smoothing Threshold" 0.20 0.0 1.0 0.01 -#define sth global.sth // corner size - -#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 -#define TATE params.TATE // Screen orientation - -#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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 -#define OS params.OS // Do overscan - -#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 -#define BLOOM params.BLOOM // Bloom overscan percentage - -#pragma parameter csize " Corner size" 0.0 0.0 0.07 0.01 -#define csize params.csize // corner size - -#pragma parameter bsize " Border smoothness" 600.0 100.0 600.0 25.0 -#define bsize params.bsize // border smoothness - -#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01 -#define warpX params.warpX // Curvature X - -#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01 -#define warpY params.warpY // Curvature Y - -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 - -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style - -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // CGWG Mask Strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.15 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 cutoff - -#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 -#define mask_gamma global.mask_gamma // Mask application gamma - -#pragma parameter slotmask " Slot Mask Strength" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask // Slot Mask ON/OFF - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 2.0 1.0 -#define slotms global.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05 -#define mclip global.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 -#define gamma_out global.gamma_out // output gamma - -#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize pass, values must match -#define inters params.inters // interlacing effect smoothing - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define TEX0 vTexCoord - -#define SourceSize global.OriginalSize -#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; - vTexCoord = TexCoord * 1.000001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D LinearizePass; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 4) uniform sampler2D GlowPass; -layout(set = 0, binding = 5) uniform sampler2D BloomPass; - -#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; - return exp2(-scanline*ex*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*beam_min, beam_max, color); - tmp = mix(beam_max, tmp, pow(x, color+0.3)); - float ex = x*tmp; - return exp2(-scanline*ex*ex); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if (slotmask == 0.0) return 1.0; - - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = 1.0 - slotmask*(1.0 - 0.125*m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; -} - -// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature) -vec2 Warp(vec2 pos) -{ - pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); - return pos*0.5 + 0.5; -} - -vec2 Overscan(vec2 pos, float dx, float dy){ - pos=pos*2.0-1.0; - pos*=vec2(dx,dy); - return pos*0.5+0.5; -} - - -// Borrowed from cgwg's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -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); -} - -void main() -{ - - float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).a; - 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; - bool interb = (intera < 0.75); - - // Calculating texel coordinates - - vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ - vec2 ofactor = OutputSize.xy/SourceSize.xy; - vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); - vec2 diff = ofactor/intfactor; - float scan = mix(diff.y, diff.x, TATE); - texcoord = Overscan(texcoord, scan, scan); - if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); - } - - float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; - texcoord = Overscan(texcoord, factor, factor); - vec2 pos = Warp(texcoord); - vec2 pos0 = Warp(TEX0.xy); - - bool notate = (TATE < 0.5); - bool smarte = (smart_ei > 0.0 && notate); // smart edge interpolation on / off - - vec2 coffset = vec2(0.5, 0.5); - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = pos * SourceSize.xy - coffset; - vec2 fp = fract(OGL2Pos); - - vec2 dx = vec2(ps.x,0.0); - vec2 dy = vec2(0.0, ps.y); - - // Reading the texels - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - vec2 offx = dx; - vec2 off2 = x2; - vec2 offy = dy; - float fpx = fp.x; - if(!notate) - { - offx = dy; - off2 = y2; - offy = dx; - fpx = fp.y; - } - float f = (notate) ? fp.y : fp.x; - - vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; - - if (interb) pC4.y = pos.y - inters * SourceSize.w; - - float zero = exp2(-h_sharp); - float sharp1 = s_sharp * zero; - - float wl3 = 2.0 + fpx; - float wl2 = 1.0 + fpx; - float wl1 = fpx; - float wr1 = 1.0 - fpx; - float wr2 = 2.0 - fpx; - float wr3 = 3.0 - fpx; - - wl3*=wl3; wl3 = exp2(-h_sharp*wl3); - wl2*=wl2; wl2 = exp2(-h_sharp*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp*wr3); - - float fp1 = 1.-fpx; - - float wnorm = max(wl1, wr1); - - float twl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float swl2 = max(twl2, 0.0); - float twl1 = max(wl1 - sharp1, 0.0); - float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); float swr2 = max(twr2, 0.0); - float twr3 = max(wr3 - sharp1, 0.0); - - bool sharp = (sharp1 > 0.0); - - float rwl3, rwl2, rwr2; - - float rwl1 = twl1; - float rwr1 = twr1; - vec3 c1, c2; - - if (smarte) - { - rwl3 = wl3; rwl2 = wl2; - rwl1 = wl1; rwr1 = wr1; - rwr2 = wr2; - twl3 = 0.0; twr3 = 0.0; - vec3 t = COMPAT_TEXTURE(AvgLumPass, pC4 - offy).xyz; - vec3 a = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz; - vec3 b = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz; - vec3 d = COMPAT_TEXTURE(AvgLumPass, pC4 +dy+dy).xyz; - c1 = (h_sharp > 2.6) ? a : min(a,(t + a + b)/3.0); c1 = max(c1 - sth, 0.0); - c2 = (h_sharp > 2.6) ? b : min(b,(a + b + d)/3.0); c2 = max(c2 - sth, 0.0); - } - - float wts = 1.0/(swl2 + rwl1 + rwr1 + swr2); - - vec3 l3, l2, l1, r1, r2, r3, sl2, sl1, sr1, sr2, color1, color2, color0, ct, colmin, colmax; - - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb; - - sl2 = l2*l2*l2; sl2*=sl2; - sl1 = l1*l1*l1; sl1*=sl1; - sr1 = r1*r1*r1; sr1*=sr1; - sr2 = r2*r2*r2; sr2*=sr2; - - colmin = min(min(l1,r1), min(l2,r2)); - colmax = max(max(l1,r1), max(l2,r2)); - - if (smarte) - { - float pc = min(1.0 + smart_ei*c1.y, ei_limit); - float pl = min(1.0 + smart_ei*max(c1.y,c1.x), ei_limit); - float pr = min(1.0 + smart_ei*max(c1.y,c1.z), ei_limit); - twl1 = pow(rwl1, pc); twr1 = pow(rwr1, pc); - twl2 = pow(rwl2, pl); twr2 = pow(rwr2, pr); - float wmax = max(twl1, twr1); - float sharp_ei = s_sharp*pow(zero, pc)/wmax; - twl2 = max(twl2/wmax - sharp_ei, mix(-0.15, 0.0, 1.0-fp1*fp1)); - twl1 = max(twl1/wmax - sharp_ei, 0.0); - twr1 = max(twr1/wmax - sharp_ei, 0.0); - twr2 = max(twr2/wmax - sharp_ei, mix(-0.15, 0.0, 1.0-fpx*fpx)); - } - color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - - if (sharp) color1 = clamp(color1, colmin, colmax); - - - vec3 gtmp = vec3(1.0/6.0); - vec3 scolor1 = color1; - - scolor1 = (sl2*swl2 + sl1*rwl1 + sr1*rwr1 + sr2*swr2)*wts; - scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1; - scolor1 = min(mix(color1, scolor1, spike),1.0); - - vec3 scolor2, mcolor2; - - if (interb) pC4.y = pos.y + inters * SourceSize.w; else - pC4+=offy; - - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; - l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; - l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; - r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; - r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb; - - sl2 = l2*l2*l2; sl2*=sl2; - sl1 = l1*l1*l1; sl1*=sl1; - sr1 = r1*r1*r1; sr1*=sr1; - sr2 = r2*r2*r2; sr2*=sr2; - - colmin = min(min(l1,r1), min(l2,r2)); - colmax = max(max(l1,r1), max(l2,r2)); - - if (smarte) - { - float pc = min(1.0 + smart_ei*c2.y, ei_limit); - float pl = min(1.0 + smart_ei*max(c2.y,c2.x), ei_limit); - float pr = min(1.0 + smart_ei*max(c2.y,c2.z), ei_limit); - twl1 = pow(rwl1, pc); twr1 = pow(rwr1, pc); - twl2 = pow(rwl2, pl); twr2 = pow(rwr2, pr); - float wmax = max(twl1, twr1); - float sharp_ei = s_sharp*pow(zero, pc)/wmax; - twl2 = max(twl2/wmax - sharp_ei, mix(-0.15, 0.0, 1.0-fp1*fp1)); - twl1 = max(twl1/wmax - sharp_ei, 0.0); - twr1 = max(twr1/wmax - sharp_ei, 0.0); - twr2 = max(twr2/wmax - sharp_ei, mix(-0.15, 0.0, 1.0-fpx*fpx)); - } - color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - - if (sharp) color2 = clamp(color2, colmin, colmax); - - scolor2 = color2; - scolor2 = (sl2*swl2 + sl1*rwl1 + sr1*rwr1 + sr2*swr2)*wts; - scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2; - scolor2 = min(mix(color2, scolor2, spike),1.0); - - // calculating scanlines - - vec3 ctmp; vec3 mcolor; float w3; vec3 color; - 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; - mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); - - ctmp = color00/(wt1+wt2); - vec3 sctmp = scolor0/(wt1+wt2); - - float wf1, wf2; - - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); - - float f1 = f; - float f2 = 1.0-f; - - if (gsl == 0.0) { 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 - if (gsl == 2.0) { 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 darken 'edges' effect - need to uncomment it. - - // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); - // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); - - // Scanline saturation application - - vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); - - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); - - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); - - vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); - - float v_high1 = 1.0 + 0.3*vm; - float v_high2 = 1.0 + 0.6*vm; - float v_low = 1.0 - vm; - - float ds1 = min(pow(2.0*f1 + 0.01, f2), 1.0); - float ds2 = min(pow(2.0*f2 + 0.01, f1), 1.0); - - if (vertmask < 0.0) - { - cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); - cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); - } - else - { - cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); - cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); - } - - color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; - color = min(color, 1.0); - w3 = wf1+wf2; -} - - if (interb) - { - color = gc(0.5*(color1+color2)); - mcolor = vec3(max(max(color.r,color.g), color.b)); - } - - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.40/gamma_in); - - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - float smask = (notate) ? SlotMask(gl_FragCoord.xy * 1.000001, mx) : SlotMask(gl_FragCoord.yx * 1.000001, mx); - - cmask*= (notate) ? Mask(gl_FragCoord.xy * 1.000001, mx) : Mask(gl_FragCoord.yx * 1.000001, mx); - - color = pow(color, vec3(mask_gamma/gamma_in)); - color = color*cmask; - color = min(color,1.0); - color = color*smask; - color = pow(color, vec3(gamma_in/mask_gamma)); - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(GlowPass, pos ).rgb; - vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos ).rgb; - - vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom1; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.6)); - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - color = color + 0.5*glow*Glow; - - color = color + 0.5*(Bloom+Bloom*Bloom)*halation; - - float gmo = 1.0/gamma_out; - if (interb) gmo = gmo / 0.70; - - color = pow(color, vec3(gmo)); - - FragColor = vec4(color*corner(pos0), float(!notate)); -} diff --git a/crt/shaders/guest/crt-gdv-new/deconvergence.slang b/crt/shaders/guest/crt-gdv-new/deconvergence.slang deleted file mode 100644 index 32bf562..0000000 --- a/crt/shaders/guest/crt-gdv-new/deconvergence.slang +++ /dev/null @@ -1,123 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - Deconvergence pass - - Copyright (C) 2021 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 OutputSize; - uint FrameCount; - float deconr; - float decons; - float cswitch; -} params; - -#pragma parameter bogus_hdeconvergence "[ HORIZONTAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 -#pragma parameter deconr " Hor. Deconvergence Color/Range" 0.0 -12.0 12.0 0.5 -#define deconr params.deconr // Horizontal deconvergence colors range -#pragma parameter decons " Horizontal Deconvergence Strength" 0.5 0.0 1.0 0.05 -#define decons params.decons // Horizontal deconvergence colors strength -#pragma parameter cswitch " Switch Deconvergence Colors" 1.0 -1.0 1.0 2.0 -#define cswitch params.cswitch // Switch colors left/right - -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; -layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - -void main() -{ - - vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb; - vec3 result = color; - - if (abs(deconr) > 0.5) - { - float step = cswitch/1920.0; - - vec2 dx = vec2(step, 0.0); - - float shift = step * abs(deconr); - vec4 coords = vec4(shift, -shift, 0.0, -0.5*shift); - - vec2 rc = coords.rb; - vec2 gc = coords.gb; - vec2 bc = coords.rb; - - if (deconr < -0.05) { rc = coords.rb; gc = coords.ab; bc = coords.gb; } - - float TATE = round(COMPAT_TEXTURE(Source, vec2(0.5)).a); - - if (TATE > 0.5) - { - rc = -rc.yx; gc = -gc.yx, bc = -bc.yx; dx = -dx.yx; - } - - float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc).r; - float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc).g; - float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc).b; - - float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r; - float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g; - float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b; - - float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r; - float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g; - float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b; - - vec3 result1 = vec3(r1,g1,b1); - vec3 result2 = vec3(r2,g2,b2); - vec3 result3 = vec3(r3,g3,b3); - - result1 = mix(color, result1, decons); - result2 = mix(color, result2, decons); - result3 = mix(color, result3, decons); - result = (result1+result2+result3)/3.0; - result = plant(result, 0.5*(max(max(color.r,color.g),color.b)+max(max(result.r,result.g),result.b))); - } - - FragColor = vec4(result, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/gaussian_horizontal.slang b/crt/shaders/guest/crt-gdv-new/gaussian_horizontal.slang deleted file mode 100644 index 8e70131..0000000 --- a/crt/shaders/guest/crt-gdv-new/gaussian_horizontal.slang +++ /dev/null @@ -1,101 +0,0 @@ -#version 450 - -/* - Gaussian blur - horizontal pass, dynamic range, resizable - - Copyright (C) 2020 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. - -*/ - -#pragma format R16G16B16A16_SFLOAT - -layout(push_constant) uniform Push -{ - vec4 LinearizePassSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float SIZEH; - float SIGMA_H; -} params; - -#pragma parameter bogus_glow "[ GLOW/BLOOM PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter SIZEH " H. Glow Radius" 5.0 1.0 30.0 1.0 -#define SIZEH params.SIZEH - -#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.25 0.5 15.0 0.10 -#define SIGMA_H params.SIGMA_H - -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 LinearizePass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - -float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H); - -float gaussian(float x) -{ - return exp(-x*x*invsqrsigma); -} - -void main() -{ - vec4 SourceSize1 = params.OriginalSize; - float f = fract(SourceSize1.x * vTexCoord.x); - f = 0.5 - f; - vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; - vec3 color = vec3(0.0); - vec2 dx = vec2(SourceSize1.z, 0.0); - - float w; - float wsum = 0.0; - vec3 pixel; - float n = -SIZEH; - - do - { - pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb; - w = gaussian(n+f); - color = color + w * pixel; - wsum = wsum + w; - n = n + 1.0; - - } while (n <= SIZEH); - - color = color / wsum; - - FragColor = vec4(color, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang b/crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang deleted file mode 100644 index 6dc6f17..0000000 --- a/crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang +++ /dev/null @@ -1,100 +0,0 @@ -#version 450 - -/* - Gaussian blur - vertical pass, dynamic range, resizable - - Copyright (C) 2020 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. - -*/ - -#pragma format R16G16B16A16_SFLOAT - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float SIZEV; - float SIGMA_V; -} params; - - -#pragma parameter SIZEV " V. Glow Radius" 5.0 1.0 30.0 1.0 -#define SIZEV params.SIZEV - -#pragma parameter SIGMA_V " Vertical Glow Sigma" 1.25 0.5 15.0 0.10 -#define SIGMA_V params.SIGMA_V - -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; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - -float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V); - -float gaussian(float x) -{ - return exp(-x*x*invsqrsigma); -} - -void main() -{ - vec4 SourceSize1 = params.SourceSize; - float f = fract(SourceSize1.y * vTexCoord.y); - f = 0.5 - f; - vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; - vec3 color = vec3(0.0); - vec2 dy = vec2(0.0, SourceSize1.w); - - float w; - float wsum = 0.0; - vec3 pixel; - float n = -SIZEV; - - do - { - pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb; - w = gaussian(n+f); - color = color + w * pixel; - wsum = wsum + w; - n = n + 1.0; - - } while (n <= SIZEV); - - color = color / wsum; - - FragColor = vec4(color, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/linearize-ntsc.slang b/crt/shaders/guest/crt-gdv-new/linearize-ntsc.slang deleted file mode 100644 index 9cd1ce2..0000000 --- a/crt/shaders/guest/crt-gdv-new/linearize-ntsc.slang +++ /dev/null @@ -1,163 +0,0 @@ -#version 450 - -/* - Interlacing - - Copyright (C) 2020 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. - -*/ - -#pragma format R32G32B32A32_SFLOAT - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float decon; - float deconstr; - float GAMMA_INPUT; - float inter; - float interm; - float intres; - float inters; - float iscan; -} params; - -#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 -#define GAMMA_INPUT params.GAMMA_INPUT - -#pragma parameter bogus_deconvergence "[ HORIZONTAL DECONVERGENCE ]:" 0.0 0.0 1.0 1.0 - -#pragma parameter decon " Horizontal Deconvergence Range" 1.0 -8.0 8.0 0.250 -#define decon params.decon // Horizontal deconvergence range - -#pragma parameter deconstr " Horizontal Deconvergence Strength" 0.0 0.0 1.0 0.05 -#define deconstr params.deconstr // Horizontal deconvergence strength - -#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 - -#pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0 -#define inter params.inter // interlace resolution - -#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 -#define interm params.interm // interlace mode -#define interm params.interm // interlace mode - -#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with main pass, values must match -#define inters params.inters // interlacing effect smoothing - -#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 -#define iscan params.iscan // interlacing effect scanlining - -#pragma parameter intres " Internal Resolution: 1.0:240p, 1.5...y-dowsample" 0.0 0.0 4.0 0.5 // Joint parameter with main pass, values must match -#define intres params.intres // interlace resolution - -#define SourceSize params.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 * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D PrePass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) - - -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - - -void main() -{ - vec2 dx1 = vec2(1.0/SourceSize.x, 0.0)*decon; - vec2 dx2 = -dx1*decon; - vec2 dy = vec2(0.0, 1.0/SourceSize.y); - - vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; - vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + dy).rgb; - - float r1 = COMPAT_TEXTURE(PrePass, vTexCoord + dx1).r; - float b1 = COMPAT_TEXTURE(PrePass, vTexCoord + dx2).b; - float r2 = COMPAT_TEXTURE(PrePass, vTexCoord + dx1 + dy).r; - float b2 = COMPAT_TEXTURE(PrePass, vTexCoord + dx2 + dy).b; - - vec3 res1 = c1; - vec3 res2 = c2; - - res1.rb = mix(c1.rb, vec2(r1,b1), deconstr); - res2.rb = mix(c2.rb, vec2(r2,b2), deconstr); - - vec3 res = res1; - float gamma_in = 1.0/GAMMA_INPUT; - float intera = 1.0; - - float yres_div = 1.0; if (intres > 1.25) yres_div = intres; - - if (inter < SourceSize.y/yres_div && interm > 0.5 && intres != 1.0) - { - intera = 0.5; - float line_no = floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)); - float frame_no = floor(mod(float(params.FrameCount),2.0)); - float ii = abs(line_no-frame_no); - - float m1 = max(max(c1.r,c1.g),c1.b); - float m2 = max(max(c2.r,c2.g),c2.b); - vec3 df = abs(c1-c2); - - float d = max(max(df.r,df.g),df.b); - if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001))); - - float r; - - if (interm < 3.5) - { - r = max(m1*ii, (1.0-iscan)*min(m1,m2)); - res = plant( mix(mix(res1,res2, min(mix(m1, (1.0-m2), min(m1,1.0-m1))/(d+0.00001),1.0)), res1, ii), r); - if (interm == 3.0) res = (1.0-0.5*iscan)*mix(res2, res1, ii); - intera = 0.0; - } - if (interm == 5.0) { res = mix(res2, res1, 0.5); intera = 0.5; } - - res = pow(res, vec3(GAMMA_INPUT*0.70)); - gamma_in = 1.0/(GAMMA_INPUT*0.70); - } - else res = pow(res, vec3(GAMMA_INPUT)); - - if (vTexCoord.x > 0.5) gamma_in = intera; - - FragColor = vec4(res, gamma_in); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/linearize.slang b/crt/shaders/guest/crt-gdv-new/linearize.slang deleted file mode 100644 index 3327d5c..0000000 --- a/crt/shaders/guest/crt-gdv-new/linearize.slang +++ /dev/null @@ -1,133 +0,0 @@ -#version 450 - -/* - Interlacing - - Copyright (C) 2020 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. - -*/ - -#pragma format R32G32B32A32_SFLOAT - -layout(push_constant) uniform Push -{ - vec4 OriginalSize; - vec4 OutputSize; - vec4 SourceSize; - uint FrameCount; - float GAMMA_INPUT; - float inter; - float interm; - float inters; - float iscan; -} params; - - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; - - -#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 -#define GAMMA_INPUT params.GAMMA_INPUT - -#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 - -#pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0 -#define inter params.inter // interlace resolution - -#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 -#define interm params.interm // interlace mode - -#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // // Joint parameter with main pass, values must match -#define inters params.inters // interlacing effect smoothing - -#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 -#define iscan params.iscan // interlacing effect scanlining - - -#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 * 1.000001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D PrePass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize - - -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - - -void main() -{ - vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; - vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, 1.0/params.OriginalSize.y)).rgb; - vec3 c = c1; - - float intera = 1.0; - float gamma_in = 1.0/GAMMA_INPUT; - - if (inter < params.OriginalSize.y && interm > 0.5) - { - intera = 0.5; - float line_no = floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)); - float frame_no = floor(mod(float(params.FrameCount),2.0)); - float ii = abs(line_no-frame_no); - - float m1 = max(max(c1.r,c1.g),c1.b); - float m2 = max(max(c2.r,c2.g),c2.b); - vec3 df = abs(c1-c2); - - float d = max(max(df.r,df.g),df.b); - if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001))); - - float r; - - if (interm < 3.5) - { - r = max(m1*ii, (1.0-iscan)*min(m1,m2)); - c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); - if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; - } - if (interm == 5.0) { c = mix(c2, c1, 0.5); intera = 0.5; } - - c = pow(c, vec3(GAMMA_INPUT*0.70)); - gamma_in = 1.0/(GAMMA_INPUT*0.70); - } - else c = pow(c, vec3(GAMMA_INPUT)); - - if (vTexCoord.x > 0.5) gamma_in = intera; - - FragColor = vec4(c, gamma_in); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-guest-dr-venom.slang b/crt/shaders/guest/crt-guest-dr-venom.slang deleted file mode 100644 index 56275bc..0000000 --- a/crt/shaders/guest/crt-guest-dr-venom.slang +++ /dev/null @@ -1,615 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - - Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com - - Incorporates many good ideas and suggestions from Dr. Venom. - - 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out, spike, inter; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float bloom; - float interm; - float scans; - float slotms; -} global; - -#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0 -#define TATE params.TATE // Screen orientation -#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 1.0 -#define IOS params.IOS // Smart Integer Scaling -#pragma parameter OS "R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 -#define OS params.OS // Do overscan -#pragma parameter BLOOM "Raster bloom %" 0.0 0.0 20.0 1.0 -#define BLOOM params.BLOOM // Bloom overscan percentage -#pragma parameter brightboost "Bright Boost Dark Pixels" 1.40 0.50 4.00 0.05 -#define brightboost params.brightboost // adjust brightness -#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.15 0.50 3.00 0.05 -#define brightboost1 params.brightboost1 // adjust brightness -#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0 -#define gsl params.gsl // Alternate scanlines -#pragma parameter scanline1 "Scanline beam shape low" 6.0 1.0 15.0 1.0 -#define scanline1 params.scanline1 // scanline param, vertical sharpness -#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.5 0.05 -#define beam_min params.beam_min // dark area beam min - narrow -#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.5 0.05 -#define beam_max params.beam_max // bright area beam max - wide -#pragma parameter beam_size "Increased bright scanline beam" 0.70 0.0 1.0 0.05 -#define beam_size params.beam_size // increased max. beam size -#pragma parameter h_sharp "Horizontal sharpness" 5.25 1.0 15.0 0.25 -#define h_sharp params.h_sharp // pixel sharpness -#pragma parameter s_sharp "Substractive sharpness (relative)" 0.40 0.0 1.0 0.10 -#define s_sharp params.s_sharp // substractive sharpness -#pragma parameter csize "Corner size" 0.0 0.0 0.07 0.01 -#define csize params.csize // corner size -#pragma parameter bsize "Border smoothness" 600.0 100.0 600.0 25.0 -#define bsize params.bsize // border smoothness -#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01 -#define warpX params.warpX // Curvature X -#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01 -#define warpY params.warpY // Curvature Y -#pragma parameter glow "Glow Strength" 0.02 0.0 0.5 0.01 -#define glow params.glow // Glow Strength -#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 0.0 -1.0 7.0 1.0 -#define shadowMask params.shadowMask // Mask Style -#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0 -#define masksize params.masksize // Mask Size -#pragma parameter vertmask "PVM Like Colors" 0.0 -0.30 0.30 0.02 -#define vertmask params.vertmask // Vertical mask -#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask // Slot Mask ON/OFF -#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width -#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height -#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0 -#define slotms global.slotms // Slot Mask Size -#pragma parameter mcut "Mask 5-7 cutoff" 0.25 0.0 0.5 0.05 -#define mcut params.mcut // Mask 5-7 cutoff -#pragma parameter maskDark "Lottes&Trinitron maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" -#pragma parameter maskLight "Lottes&Trinitron maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" -#pragma parameter CGWG "Mask 0&7 Mask Str." 0.3 0.0 1.0 0.05 -#define CGWG params.CGWG // CGWG Mask Strength -#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05 -#define gamma_out params.gamma_out // output gamma -#pragma parameter spike "Scanline Spike Removal" 1.0 0.0 2.0 0.10 -#define spike params.spike -#pragma parameter inter "Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0 -#define inter params.inter // interlace resolution -#pragma parameter interm "Interlace Mode (0.0 = OFF):" 1.0 0.0 3.0 1.0 -#define interm global.interm // interlace mode -#pragma parameter bloom "Bloom Strength" 0.0 0.0 2.0 0.1 -#define bloom global.bloom // bloom effect -#pragma parameter scans "Scanline 1&2 Saturation" 0.5 0.0 1.0 0.1 -#define scans global.scans // scanline saturation - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define TEX0 vTexCoord -#define InputSize SourceSize -#define TextureSize SourceSize - -#define SourceSize global.SourceSize -#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; - vTexCoord = TexCoord * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D LinearizePass; -layout(set = 0, binding = 4) uniform sampler2D AvgLumPass; -layout(set = 0, binding = 5) uniform sampler2D GlowPass; - -#define Texture Source -#define PassPrev5Texture AvgLumPass -#define PassPrev4Texture LinearizePass -#define PassPrev2Texture GlowPass - -#define eps 1e-10 - -float st(float x) -{ - return exp2(-10.0*x*x); -} - -vec3 sw0(vec3 x, vec3 color, float scanline) -{ - vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color); - vec3 ex = x*tmp; - return exp2(-scanline*ex*ex); -} - -vec3 sw1(vec3 x, vec3 color, float scanline) -{ - float mx = max(max(color.r, color.g),color.b); - x = mix (x, beam_min*x, max(x-0.4*mx,0.0)); - vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color); - vec3 ex = x*tmp; - float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45); - vec3 res = exp2(-scanline*ex*ex)/(1.0-br+br*mx); - mx = max(max(res.r,res.g),res.b); - float scans1 = scans; if (abs(vertmask) > 0.01) scans1=1.0; - return mix(vec3(mx), res, scans1); -} - -vec3 sw2(vec3 x, vec3 color, float scanline) -{ - float mx = max(max(color.r, color.g),color.b); - vec3 tmp = mix(vec3(2.5*beam_min),vec3(beam_max), color); - tmp = mix(vec3(beam_max), tmp, pow(abs(x), color+0.3)); - vec3 ex = x*tmp; - vec3 res = exp2(-scanline*ex*ex)/(0.6 + 0.4*mx); - mx = max(max(res.r,res.g),res.b); - float scans1 = scans; if (abs(vertmask) > 0.01) scans1=0.85; - return mix(vec3(mx), res, scans1); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). -vec3 Mask(vec2 pos, vec3 c) -{ - pos = floor(pos/masksize); - 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)); - } - - return mask; -} - -float SlotMask(vec2 pos, vec3 c) -{ - if (slotmask == 0.0) return 1.0; - - pos = floor(pos/slotms); - float mx = pow(max(max(c.r,c.g),c.b),1.33); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx); - float slot = 1.0 + 0.7*slotmask*(1.0-mx); - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; -} - -// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature) -vec2 Warp(vec2 pos) -{ - pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); - return pos*0.5 + 0.5; -} - -vec2 Overscan(vec2 pos, float dx, float dy){ - pos=pos*2.0-1.0; - pos*=vec2(dx,dy); - return pos*0.5+0.5; -} - - -// Borrowed from cgwg's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord *= SourceSize.xy / InputSize.xy; - coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -void main() -{ - float lum = COMPAT_TEXTURE(PassPrev5Texture, vec2(0.1,0.1)).a; - - // Calculating texel coordinates - - vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ - vec2 ofactor = OutputSize.xy/InputSize.xy; - vec2 intfactor = round(ofactor); - vec2 diff = ofactor/intfactor; - float scan = mix(diff.y, diff.x, TATE); - texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), scan, scan)*(InputSize.xy/SourceSize.xy); - if (IOS == 1.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); - } - - float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; - texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), factor, factor)*(InputSize.xy/SourceSize.xy); - vec2 pos = Warp(texcoord*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy); - vec2 pos0 = Warp(TEX0.xy*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy); - - vec2 coffset = vec2(0.5, 0.5); - bool interb = (interm > 0.5 && interm < 2.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE)); - bool notate = (TATE < 0.5); - - if (interb) coffset = ((notate) ? vec2(0.5,0.0) : vec2(0.0, 0.5)); - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = pos * SourceSize.xy - coffset; - vec2 fp = fract(OGL2Pos); - - vec2 dx = vec2(ps.x,0.0); - vec2 dy = vec2(0.0, ps.y); - - // Reading the texels - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - vec2 offx = dx; - vec2 off2 = x2; - vec2 offy = dy; - float fpx = fp.x; - if(!notate) - { - offx = dy; - off2 = y2; - offy = dx; - fpx = fp.y; - } - float f = (notate) ? fp.y : fp.x; - - vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; - - float zero = exp2(-h_sharp); - float sharp1 = s_sharp * zero; - - float wl3 = 2.0 + fpx; - float wl2 = 1.0 + fpx; - float wl1 = fpx; - float wr1 = 1.0 - fpx; - float wr2 = 2.0 - fpx; - float wr3 = 3.0 - fpx; - - wl3*=wl3; wl3 = exp2(-h_sharp*wl3); - wl2*=wl2; wl2 = exp2(-h_sharp*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp*wr3); - - float fp1 = 1.-fpx; - - float twl3 = max(wl3 - sharp1, 0.0); - float twl2 = max(wl2 - sharp1, mix(0.0,mix(-0.18, -0.01, fpx),float(s_sharp > 0.05))); - float twl1 = max(wl1 - sharp1, 0.0); - float twr1 = max(wr1 - sharp1, 0.0); - float twr2 = max(wr2 - sharp1, mix(0.0,mix(-0.18, -0.01, fp1),float(s_sharp > 0.05))); - float twr3 = max(wr3 - sharp1, 0.0); - - float wtt = 1.0/(twl3+twl2+twl1+twr1+twr2+twr3); - float wt = 1.0/(wl2+wl1+wr1+wr2); - bool sharp = (s_sharp > 0.05); - - vec3 l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz; - vec3 l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz; - vec3 l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz; - vec3 r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz; - vec3 r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz; - vec3 r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz; - - vec3 sl2 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz; - vec3 sl1 = COMPAT_TEXTURE(Texture, pC4 ).xyz; - vec3 sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz; - vec3 sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz; - - vec3 color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt; - - vec3 colmin = min(min(l1,r1), min(l2,r2)); - vec3 colmax = max(max(l1,r1), max(l2,r2)); - - if (sharp) color1 = clamp(color1, colmin, colmax); - - vec3 gtmp = vec3(gamma_out*0.1); - vec3 scolor1 = color1; - - scolor1 = (sl2*wl2 + sl1*wl1 + sr1*wr1 + sr2*wr2)*wt; - scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1; - scolor1 = mix(color1, scolor1, spike); - - pC4+=offy; - - l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz; - l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz; - l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz; - r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz; - r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz; - r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz; - - sl2 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz; - sl1 = COMPAT_TEXTURE(Texture, pC4 ).xyz; - sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz; - sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz; - - vec3 color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt; - - colmin = min(min(l1,r1), min(l2,r2)); - colmax = max(max(l1,r1), max(l2,r2)); - - if (sharp) color2 = clamp(color2, colmin, colmax); - - vec3 scolor2 = color2; - - scolor2 = (sl2*wl2 + sl1*wl1 + sr1*wr1 + sr2*wr2)*wt; - scolor2 = pow(scolor2, gtmp); vec3 mcolor2 = scolor2; - scolor2 = mix(color2, scolor2, spike); - - vec3 color0 = color1; - - if (interb) - { - pC4-= 2.*offy; - - l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz; - l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz; - l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz; - r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz; - r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz; - r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz; - - color0 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt; - - colmin = min(min(l1,r1), min(l2,r2)); - colmax = max(max(l1,r1), max(l2,r2)); - - if (sharp) color0 = clamp(color0, colmin, colmax); - } - - // calculating scanlines - - 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; - vec3 mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); - - vec3 ctmp = color00/(wt1+wt2); - vec3 sctmp = scolor0/(wt1+wt2); - - vec3 tmp = pow(ctmp, vec3(1.0/gamma_out)); - mcolor = clamp(mix(ctmp, mcolor, 1.5),0.0,1.0); - mcolor = pow(mcolor, vec3(1.4/gamma_out)); - - vec3 w1,w2 = vec3(0.0); - - vec3 cref1 = mix(sctmp, scolor1, beam_size); - vec3 cref2 = mix(sctmp, scolor2, beam_size); - - vec3 shift = vec3(-vertmask, vertmask, -vertmask); if (vertmask < 0.0) shift = shift.grr; - - vec3 f1 = vec3(f); - vec3 f2 = vec3(1.0-f); - - f1 = max(f1 + shift*0.5*(1.0+f), 0.75*f); - f2 = max(f2 - shift*0.5*(2.0-f), 0.75*(1.0-f)); - - if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else - if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else - if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);} - - vec3 color = color1*w1 + color2*w2; - color = min(color, 1.0); - - if (interm > 0.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE)) - { - if (interm < 2.5) - { - float line_no = floor(mod(mix( OGL2Pos.y, OGL2Pos.x, TATE),2.0)); - float frame_no = floor(mod(float(global.FrameCount),2.0)); - float ii = (interm > 1.5) ? 0.5 : abs(line_no-frame_no); - - vec3 icolor1 = mix(color1, color0, ii); - vec3 icolor2 = mix(color1, color2, ii); - - color = mix(icolor1, icolor2, f); - mcolor = sqrt(color); - } - else color = mix(color1, color2, f); - } - - ctmp = 0.5*(ctmp+tmp); - color*=mix(brightboost, brightboost1, max(max(ctmp.r,ctmp.g),ctmp.b)); - - // Apply Mask - - vec3 orig1 = color; float pixbr = max(max(ctmp.r,ctmp.g),ctmp.b); vec3 orig = ctmp; w1 = w1+w2; float w3 = max(max(w1.r,w1.g),w1.b); - vec3 cmask = vec3(1.0); vec3 cmask1 = cmask; vec3 one = vec3(1.0); - - cmask*= (notate) ? Mask(gl_FragCoord.xy * 1.000001,mcolor) : - Mask(gl_FragCoord.yx * 1.000001,mcolor); - - color = color*cmask; - - color = min(color,1.0); - - cmask1 *= (notate) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) : - SlotMask(gl_FragCoord.yx * 1.000001,tmp); - - color = color*cmask1; cmask = cmask*cmask1; cmask = min(cmask, 1.0); - - vec3 Bloom = COMPAT_TEXTURE(PassPrev2Texture, pos).xyz; - - vec3 Bloom1 = 2.0*Bloom*Bloom; - Bloom1 = min(Bloom1, 0.75); - float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b); - float pmax = 0.80; - Bloom1 = min(Bloom1, pmax*bmax)/pmax; - - Bloom1 = mix(min( Bloom1, color), Bloom1, 0.5*(orig1+color)); - - Bloom1 = bloom*Bloom1; - - color = color + Bloom1; - - color = min(color, 1.0); - if (interm < 0.5 || inter > mix(SourceSize.y, SourceSize.x, TATE)) color = declip(color, pow(w3,0.6)); - color = min(color, mix(cmask,one,0.6)); - - color = color + glow*Bloom; - - color = pow(color, vec3(1.0/gamma_out)); - - FragColor = vec4(color*corner(pos0), 1.0); -} diff --git a/crt/shaders/guest/crt-sm/blur_horiz-sm.slang b/crt/shaders/guest/crt-sm/blur_horiz-sm.slang deleted file mode 100644 index a144a66..0000000 --- a/crt/shaders/guest/crt-sm/blur_horiz-sm.slang +++ /dev/null @@ -1,66 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float TAPSH; - float GLOW_FALLOFF_H; -} params; - -// Higher value, more centered glow. -// Lower values might need more taps. -// Adapted from crt-easymode-halation by Easymode. - -#pragma parameter TAPSH "H. Glow Radius" 4.0 1.0 10.0 1.0 -#define TAPSH params.TAPSH -#pragma parameter GLOW_FALLOFF_H "Horizontal Glow Grade" 0.35 0.00 1.5 0.02 -#define GLOW_FALLOFF_H params.GLOW_FALLOFF_H - -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 * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D RotPass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize - -#define kernel(x) exp(-GLOW_FALLOFF_H * (x) * (x)) - -void main() -{ - float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5,0.1)).a; - if (vTexCoord.y > ratio) discard; - - vec3 col = vec3(0.0); vec3 tmp; - float dx = SourceSize.z; - - float k_total = 0.; - for (float i = -TAPSH; i <= TAPSH; i++) - { - float k = kernel(i); - k_total += k; - tmp = COMPAT_TEXTURE(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb; - col += k * tmp; - } - FragColor = vec4(col / k_total, ratio); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/blur_vert-sm.slang b/crt/shaders/guest/crt-sm/blur_vert-sm.slang deleted file mode 100644 index 60f5851..0000000 --- a/crt/shaders/guest/crt-sm/blur_vert-sm.slang +++ /dev/null @@ -1,66 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float TAPSV; - float GLOW_FALLOFF_V; -} params; - -// Higher value, more centered glow. -// Lower values might need more taps. -// Adapted from crt-easymode-halation by Easymode. - -// Parameter lines go here: -#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0 -#define TAPSV params.TAPSV -#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.35 0.00 1.5 0.02 -#define GLOW_FALLOFF_V params.GLOW_FALLOFF_V - -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 * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D RotPass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define SourceSize params.SourceSize - -#define kernel(x) exp(-GLOW_FALLOFF_V * (x) * (x)) - -void main() -{ - float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5,0.1)).a; - if (vTexCoord.y > ratio) discard; - - vec3 col = vec3(0.0); - float dy = SourceSize.w; - - float k_total = 0.; - for (float i = -TAPSV; i <= TAPSV; i++) - { - float k = kernel(i); - k_total += k; - col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb; - } - FragColor = vec4(col / k_total, ratio); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/crt-guest-sm-rot0.slang b/crt/shaders/guest/crt-sm/crt-guest-sm-rot0.slang deleted file mode 100644 index 00339da..0000000 --- a/crt/shaders/guest/crt-sm/crt-guest-sm-rot0.slang +++ /dev/null @@ -1,59 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; -} params; - - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define TEX0 vTexCoord - -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 * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; - -float Overscan(float pos, float dy){ - pos=pos*2.0-1.0; - pos*=dy; - return pos*0.5+0.5; -} - -void main() -{ - float sm_tate = COMPAT_TEXTURE(Source, vec2(0.5)).a; - float ratio = 1.0; - vec2 tex = TEX0.xy; vec3 color = vec3(0.0); - - if (sm_tate < 0.5) { ratio = 1.0/3.0; tex.y = tex.y / ratio; color = COMPAT_TEXTURE(Source, tex).rgb; } - else - { - ratio = (1.0/3.0) * params.SourceSize.x / params.SourceSize.y; - tex = tex.yx; - tex.x = tex.x / ratio; - tex.y = Overscan(tex.y, params.SourceSize.x / params.SourceSize.y); - color = COMPAT_TEXTURE(Source, tex).rgb; - } - - FragColor = vec4(color,ratio); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/crt-guest-sm.slang b/crt/shaders/guest/crt-sm/crt-guest-sm.slang deleted file mode 100644 index 9c05780..0000000 --- a/crt/shaders/guest/crt-sm/crt-guest-sm.slang +++ /dev/null @@ -1,479 +0,0 @@ -#version 450 - -/* - CRT - Guest - SM (Scanline Mask) Shader - - Copyright (C) 2019-2020 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: Similar to Mask 0, but with "ZigZag" - -Mask 2: 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 3: Common red/green/blue pattern. - -Mask 4: 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 5: 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, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam; - float h_sharp, cubic, mask, maskmode, maskdark, maskbright, masksize, gamma_out; -} params; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 FinalViewportSize; - float bglow; - float warpx; - float warpy; - float bloom; - float halation; - float autobrm; - float sclip; -} global; - -#pragma parameter bglow "Base Glow" 0.0 0.0 1.0 0.01 -#pragma parameter bloom "Bloom" 0.40 0.0 2.0 0.05 -#pragma parameter halation "Halation" 0.0 0.0 2.0 0.05 -#pragma parameter autobrm "Automatic Brightness (Mask)" 0.5 0.0 1.0 0.1 -#pragma parameter smart "1:Smart 2:Crop 3:Overscan Y Integer Scaling" 0.0 0.0 3.0 1.0 -#pragma parameter brightboost1 "Bright boost dark colors" 1.40 0.5 5.0 0.10 -#pragma parameter brightboost2 "Bright boost bright colors" 1.15 0.5 3.0 0.05 -#pragma parameter stype "Scanline Type" 1.0 0.0 3.0 1.0 -#pragma parameter scanline1 "Scanline Shape Center" 5.0 2.0 20.0 0.5 -#pragma parameter scanline2 "Scanline Shape Edges" 7.0 4.0 20.0 0.5 -#pragma parameter beam_min "Scanline dark" 1.25 0.5 3.0 0.05 -#pragma parameter beam_max "Scanline bright" 1.10 0.5 3.0 0.05 -#pragma parameter sclip "Allow Scanline/Mask Clipping With Bloom" 0.50 0.0 1.0 0.05 -#pragma parameter s_beam "Overgrown Bright Beam" 0.70 0.0 1.0 0.05 -#pragma parameter h_sharp "Horizontal sharpness" 3.0 1.0 10.0 0.10 -#pragma parameter cubic "Cubic Filtering" 1.0 0.0 1.0 0.10 -#pragma parameter mask "CRT Mask (4&5 are 4k masks)" 0.0 0.0 5.0 1.0 -#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0 -#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05 -#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.25 -0.5 1.0 0.05 -#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0 -#pragma parameter warpx "Curvature X" 0.0 0.0 0.25 0.01 -#pragma parameter warpy "Curvature Y" 0.0 0.0 0.25 0.01 -#pragma parameter gamma_out "Gamma Out" 2.50 1.0 3.5 0.05 - -#define bglow global.bglow -#define autobrm global.autobrm -#define smart params.smart -#define brightboost1 params.brightboost1 -#define brightboost2 params.brightboost2 -#define bloom global.bloom -#define halation global.halation -#define stype params.stype -#define scanline1 params.scanline1 -#define scanline2 params.scanline2 -#define beam_min params.beam_min -#define beam_max params.beam_max -#define sclip global.sclip -#define s_beam params.s_beam -#define h_sharp params.h_sharp -#define cubic params.cubic -#define mask params.mask -#define maskmode params.maskmode -#define maskdark params.maskdark -#define maskbright params.maskbright -#define masksize params.masksize -#define warpx global.warpx -#define warpy global.warpy -#define gamma_out params.gamma_out - - -#define TEX0 vTexCoord -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define Texture Source -#define InputSize SourceSize -#define gl_FragCoord (vTexCoord * params.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; - 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; -layout(set = 0, binding = 3) uniform sampler2D WpPass; -layout(set = 0, binding = 4) uniform sampler2D RotPass; -layout(set = 0, binding = 5) uniform sampler2D LinPass; - -float st(float x) -{ - return exp2(-10.0*x*x); -} - - - -vec3 sw0(float x, vec3 color, float scan) -{ - vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color); - vec3 ex = x*tmp; - return exp2(-scan*ex*ex); -} - - -vec3 sw1(float x, vec3 color, float scan) -{ - float mx1 = max(max(color.r,color.g),color.b); - vec3 tmp = mix(vec3(2.50*beam_min),vec3(beam_max), color); - tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color + 0.30)); - vec3 ex = vec3(x)*tmp; - vec3 res = exp2(-scan*ex*ex); - float mx2 = max(max(res.r,res.g),res.b); - float br = clamp(mix(0.30, 0.50, 2.0*(beam_min-1.0)),0.10, 0.60); - return mix(vec3(mx2), res, 0.50)/(1.0 - br + br*mx1); -} - - -vec3 sw2(float x, vec3 color, float scan) -{ - float mx1 = max(max(color.r,color.g),color.b); - vec3 ex = mix(vec3(2.0*beam_min), vec3(beam_max), color); - vec3 m = min(0.3 + 0.35*ex, 1.0); - ex = x*ex; - vec3 xx = ex*ex; - xx = mix(xx, ex*xx, m); - vec3 res = exp2(-1.25*scan*xx); - float mx2 = max(max(res.r,res.g),res.b); - float br = clamp(mix(0.20, 0.50, 2.0*(beam_min-1.0)),0.10, 0.60); - return mix(vec3(mx2), res, 0.50)/(1.0 - br + br*mx1); -} - - -float Overscan(float pos, float dy){ - pos=pos*2.0-1.0; - pos*=dy; - return pos*0.5+0.5; -} - - -// Distortion of scanlines, and end of screen alpha (PD CRT Lottes Curvature) -vec2 Warp(vec2 pos) -{ - pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*warpx, 1.0 + (pos.x*pos.x)*warpy); - return pos*0.5 + 0.5; -} - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} - -vec3 gc (vec3 c, float bd, float mb) -{ - float m = max(max(c.r,c.g),c.b)+0.00001; - float b2 = mix(bd, 1.0, pow(m,0.50)); - return b2*c; -} - -void main() -{ - vec2 tex = TEX0.xy * 1.00001; - float sm_tate = COMPAT_TEXTURE(WpPass, vec2(0.5)).a; - float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5, 0.1)).a; - - vec4 SourceSize1 = params.SourceSize; - float vertres = SourceSize1.y*ratio; - - tex.y *= ratio; - if (sm_tate > 0.25) { tex.x = Overscan(tex.x, (1.0/3.0)*SourceSize1.y/SourceSize1.x); } - - float factor = params.OutputSize.y/vertres; - - float gamma = COMPAT_TEXTURE(LinPass, vec2(0.5,0.1)).a; - - if (smart == 1.0 || smart == 2.0 || smart == 3.0) - { - float intfactor = round(factor); if (smart == 2.0) intfactor = floor(factor); if (smart == 3.0) intfactor = ceil(factor); - float diff = factor/intfactor; - tex.y = Overscan(tex.y/(ratio), diff)*ratio; - } - - tex = Warp(tex/vec2(1.0,ratio))*vec2(1.0,ratio); - - vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5); - vec2 fp = fract(OGL2Pos); - float fpx = fp.x; - float fp1 = 1.0-fpx; - - vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize1.zw; - - // Reading the texels - vec2 dx = vec2(SourceSize1.z,0.0); - vec2 dy = vec2(0.0,SourceSize1.w); - vec2 x2 = dx+dx; - float zero = mix(0.0, exp2(-h_sharp), cubic); - - float wl2 = 1.0 + fp.x; - float wl1 = fp.x; - float wr1 = 1.0 - fp.x; - float wr2 = 2.0 - fp.x; - - wl2*=wl2; wl2 = exp2(-h_sharp*wl2); - wl1*=wl1; wl1 = exp2(-h_sharp*wl1); - wr1*=wr1; wr1 = exp2(-h_sharp*wr1); - wr2*=wr2; wr2 = exp2(-h_sharp*wr2); - - wl2 = max(wl2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fp1*fp1),float(cubic > 0.05))); - wl1 = max(wl1 - zero, 0.0); - wr1 = max(wr1 - zero, 0.0); - wr2 = max(wr2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fpx*fpx),float(cubic > 0.05))); - - float sl2 = max(wl2,0.0); - float sl1 = wl1; - float sr1 = wr1; - float sr2 = max(wr2,0.0); - - float wtt = 1.0/(wl2+wl1+wr1+wr2); - float wts = 1.0/(sl2+sl1+sr1+sr2); - - vec3 l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb; - vec3 l1 = COMPAT_TEXTURE(LinPass, pC4 ).rgb; - vec3 r1 = COMPAT_TEXTURE(LinPass, pC4 + dx).rgb; - vec3 r2 = COMPAT_TEXTURE(LinPass, pC4 + x2).rgb; - - vec3 color1 = (wl2*l2+wl1*l1+wr1*r1+wr2*r2)*wtt; - - vec3 colmin = min(min(l2,l1),min(r1,r2)); - vec3 colmax = max(max(l2,l1),max(r1,r2)); - - if (cubic > 0.05) color1 = clamp(color1, colmin, colmax); - - l1*=l1; l1*=l1*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2; - vec3 scolor1 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts; - scolor1 = pow(scolor1, vec3(1.0/6.0)); vec3 mscolor1 = scolor1; - - scolor1 = mix(color1, scolor1, 1.0); - - pC4+=dy; - l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb; - l1 = COMPAT_TEXTURE(LinPass, pC4 ).rgb; - r1 = COMPAT_TEXTURE(LinPass, pC4 + dx).rgb; - r2 = COMPAT_TEXTURE(LinPass, pC4 + x2).rgb; - - vec3 color2 = (wl2*l2+wl1*l1+wr1*r1+wr2*r2)*wtt; - - colmin = min(min(l2,l1),min(r1,r2)); - colmax = max(max(l2,l1),max(r1,r2)); - - if (cubic > 0.05) color2 = clamp(color2, colmin, colmax); - - l1*=l1; l1*=l1*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2; - vec3 scolor2 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts; - scolor2 = pow(scolor2, vec3(1.0/6.0)); vec3 mscolor2 = scolor2; - - scolor2 = mix(color2, scolor2, 1.0); - - float f1 = fp.y; - float f2 = 1.0 - fp.y; - float f3 = fract(tex.y * SourceSize1.y); - - vec3 color; - float t1 = st(f1); - float t2 = st(f2); - float wt = 1.0/(t1+t2); - -// calculating scanlines - - float scan1 = mix(scanline1, scanline2, f1); - float scan2 = mix(scanline1, scanline2, f2); - - vec3 sctemp = (t1*scolor1 + t2*scolor2)*wt; - vec3 msctemp = (t1*mscolor1 + t2*mscolor2)*wt; - - vec3 ref1 = mix(sctemp, scolor1.rgb, s_beam); ref1 = pow(ref1, mix(vec3(1.25), vec3(0.65), ref1)); - vec3 ref2 = mix(sctemp, scolor2.rgb, s_beam); ref2 = pow(ref2, mix(vec3(1.25), vec3(0.65), ref2)); - - vec3 w1, w2 = vec3(0.0); - - if (stype < 0.5) - { - w1 = sw0(f1, ref1, scan1); - w2 = sw0(f2, ref2, scan2); - } - else - if (stype < 1.5) - { - w1 = sw1(f1, ref1, scan1); - w2 = sw1(f2, ref2, scan2); - } - else - if (stype < 2.5) - { - w1 = sw2(f1, ref1, scan1); - w2 = sw2(f2, ref2, scan2); - } - else - { - w1 = vec3(f2); - w2 = vec3(f1); - } - - - vec3 ctemp = (t1*color1 + t2*color2)*wt; vec3 orig = ctemp; float pixbr = max(max(orig.r,orig.g),orig.b); vec3 one = vec3(1.0); - vec3 tmp1 = clamp(mix(orig, msctemp, 1.25),0.0,1.0); - ctemp = w1+w2; - float w3 = max(max(ctemp.r,ctemp.g),ctemp.b); - - tmp1 = pow(tmp1, vec3(0.65)); - float pixbr1 = max(max(tmp1.r,tmp1.g),tmp1.b); - - float maskd = mix(min(maskdark,1.0), 0.25*max(maskbright,0.0), pixbr1); if (mask == 3.0 || mask == 4.0) maskd*=1.33; maskd = mix(1.0, 1.0/(1.0-0.5*maskd), autobrm); - maskd = mix(maskd, 1.0, pow(pixbr,0.85)); - - float brightboost_d = brightboost1; - float brightboost_b = brightboost2; - - if (stype == 1.0) { brightboost_d = min(brightboost1, 1.40); maskd = 1.0; } - - color1 = gc(color1, brightboost_d, maskd); - color2 = gc(color2, brightboost_d, maskd); - - color1 = min(color1, 1.0); - color2 = min(color2, 1.0); - - color = w1*color1.rgb + w2*color2.rgb; - color = maskd*color; - - vec3 scan3 = vec3(0.0); - - float spos = (gl_FragCoord.x); - float spos2 = floor(1.000001*gl_FragCoord.x/masksize) + floor(1.000001*gl_FragCoord.y/masksize); - - spos = floor((spos * 1.000001)/masksize); float spos1 = 0.0; - - - if (mask == 0.0 || mask == 1.0) - { - if (mask == 1.0) spos = spos2; - spos1 = fract(spos*0.5); - if (spos1 < 0.5) scan3.rb = one.rb; - else scan3.g = one.g; - } - else - if (mask == 2.0) - { - spos1 = fract(spos*0.5); - if (spos1 < 0.5) scan3.rg = one.rg; - else scan3.b = one.b; - } - else - if (mask == 3.0) - { - spos1 = fract(spos/3.0); - if (spos1 < 0.3333) scan3.r = one.r; - else if (spos1 < 0.6666) scan3.g = one.g; - else scan3.b = one.b; - } - else - if (mask == 4.0) - { - spos1 = fract(spos*0.25); - if (spos1 < 0.25) scan3.r = one.r; - else if (spos1 < 0.50) scan3.rg = one.rg; - else if (spos1 < 0.75) scan3.gb = one.gb; - else scan3.b = one.b; - } - else - { - spos1 = fract(spos*0.25); - if (spos1 < 0.25) scan3.r = one.r; - else if (spos1 < 0.50) scan3.rb = one.rb; - else if (spos1 < 0.75) scan3.gb = one.gb; - else scan3.g = one.g; - } - - vec3 mixmask = tmp1; - if (maskmode == 1.0) mixmask = vec3(pixbr1); else - if (maskmode == 2.0) mixmask = tmp1*w3; - - vec3 cmask = clamp(mix( mix(one, scan3, maskdark), mix(one, scan3, maskbright), mixmask), 0.0, 1.0); - vec3 orig1 = color; - color = color*cmask*brightboost_b; - - vec3 Bloom = COMPAT_TEXTURE(Source, tex).rgb; - vec3 Bglow = COMPAT_TEXTURE(LinPass, tex).rgb; - Bglow = clamp(Bloom - Bglow,0.0,1.0); - vec3 hglow = 0.5*(Bloom + Bglow); - float maxb = max(max(hglow.r,hglow.g),hglow.b); maxb*=maxb; - - vec3 Bloom1 = 2.0*Bloom*Bloom; - Bloom1 = min(Bloom1, 0.75); - float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b); - float pmax = 0.85; - Bloom1 = min(Bloom1, pmax*bmax)/pmax; - - Bloom1 = mix(min( Bloom1, 0.5*(orig1+color)), Bloom1, 0.5*(orig1+color)); - Bloom1 = Bloom1*mix(w1+w2,one,1.0-color); - - Bloom1 = bloom*Bloom1*cmask; - - color = color + Bloom1; - color = min(color,1.0); - color = declip(color, pow(w3, 1.0-sclip)); - - float colmx = pixbr1; - Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); - color = color + 0.75*(0.75+maxb)*Bloom*(0.75+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; - - color = color + bglow*Bglow; - color = min(color, mix(cmask,one,sclip)); - - float fgamma = 1.0/gamma_out; - if (stype == 1.0) fgamma = gamma; - vec3 color1g = pow(color, vec3(fgamma)); - - FragColor = vec4(color1g, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/d65-d50-sm.slang b/crt/shaders/guest/crt-sm/d65-d50-sm.slang deleted file mode 100644 index e3932f4..0000000 --- a/crt/shaders/guest/crt-sm/d65-d50-sm.slang +++ /dev/null @@ -1,97 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float WP; - float wp_saturation; - float tate, fliph, flipv; -} params; - -#pragma parameter tate "TATE Mode" 0.0 0.0 1.0 1.0 -#pragma parameter fliph "Flip The Image Horizontally" -1.0 -1.0 1.0 2.0 -#pragma parameter flipv "Flip The Image Vertically" 1.0 -1.0 1.0 2.0 -#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0 -#pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05 - -#define WP params.WP -#define wp_saturation params.wp_saturation -#define tate params.tate -#define fliph params.fliph -#define flipv params.flipv - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define TEX0 vTexCoord - -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 * mix(vec4(1.0), vec4(flipv, fliph, 1.0, 1.0), tate); - 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; - -const mat3 D65_to_XYZ = mat3 ( - 0.4306190, 0.2220379, 0.0201853, - 0.3415419, 0.7066384, 0.1295504, - 0.1783091, 0.0713236, 0.9390944); - -const mat3 XYZ_to_D65 = mat3 ( - 3.0628971, -0.9692660, 0.0678775, - -1.3931791, 1.8760108, -0.2288548, - -0.4757517, 0.0415560, 1.0693490); - -const mat3 D50_to_XYZ = mat3 ( - 0.4552773, 0.2323025, 0.0145457, - 0.3675500, 0.7077956, 0.1049154, - 0.1413926, 0.0599019, 0.7057489); - -const mat3 XYZ_to_D50 = mat3 ( - 2.9603944, -0.9787684, 0.0844874, - -1.4678519, 1.9161415, -0.2545973, - -0.4685105, 0.0334540, 1.4216174); - -void main() -{ - vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb; - - color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color); - - float p = 2.4; - - color = pow(color, vec3(p)); - - vec3 warmer = D50_to_XYZ*color; - warmer = XYZ_to_D65*warmer; - - vec3 cooler = D65_to_XYZ*color; - cooler = XYZ_to_D50*cooler; - - float m = abs(WP)/100.0; - - vec3 comp = (WP < 0.0) ? cooler : warmer; - - color = mix(color, comp, m); - - color = pow(color, vec3(1.0/p)); - - float a = 0.0; if (tate > 0.5) a = 0.5; - - FragColor = vec4(color,a); -} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/linearize-sm.slang b/crt/shaders/guest/crt-sm/linearize-sm.slang deleted file mode 100644 index aedb5a6..0000000 --- a/crt/shaders/guest/crt-sm/linearize-sm.slang +++ /dev/null @@ -1,41 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - float GAMMA_INPUT; -} params; - -#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.5 5.0 0.05 -#define GAMMA_INPUT params.GAMMA_INPUT - -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; - -void main() -{ - float ratio = texture(Source, vec2(0.5,0.1)).a; - if (vTexCoord.y > ratio) discard; - float gamma = 2.4; - if ( (GAMMA_INPUT > 0.4) || (GAMMA_INPUT < 4.1) ) gamma = GAMMA_INPUT; - gamma = 1.0/gamma; - - FragColor = vec4(pow(vec3(texture(Source, vTexCoord).rgb), vec3(GAMMA_INPUT)),gamma); -} \ No newline at end of file diff --git a/crt/shaders/guest/d65-d50.slang b/crt/shaders/guest/d65-d50.slang deleted file mode 100644 index d387111..0000000 --- a/crt/shaders/guest/d65-d50.slang +++ /dev/null @@ -1,88 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float WP; - float wp_saturation; -} params; - -#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0 -#pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05 - -#define WP params.WP -#define wp_saturation params.wp_saturation - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define TEX0 vTexCoord - -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; - -const mat3 D65_to_XYZ = mat3 ( - 0.4306190, 0.2220379, 0.0201853, - 0.3415419, 0.7066384, 0.1295504, - 0.1783091, 0.0713236, 0.9390944); - -const mat3 XYZ_to_D65 = mat3 ( - 3.0628971, -0.9692660, 0.0678775, - -1.3931791, 1.8760108, -0.2288548, - -0.4757517, 0.0415560, 1.0693490); - -const mat3 D50_to_XYZ = mat3 ( - 0.4552773, 0.2323025, 0.0145457, - 0.3675500, 0.7077956, 0.1049154, - 0.1413926, 0.0599019, 0.7057489); - -const mat3 XYZ_to_D50 = mat3 ( - 2.9603944, -0.9787684, 0.0844874, - -1.4678519, 1.9161415, -0.2545973, - -0.4685105, 0.0334540, 1.4216174); - -void main() -{ - vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb; - - color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color); - - float p = 2.4; - - color = pow(color, vec3(p)); - - vec3 warmer = D50_to_XYZ*color; - warmer = XYZ_to_D65*warmer; - - vec3 cooler = D65_to_XYZ*color; - cooler = XYZ_to_D50*cooler; - - float m = abs(WP)/100.0; - - vec3 comp = (WP < 0.0) ? cooler : warmer; - - color = mix(color, comp, m); - - color = pow(color, vec3(1.0/p)); - - FragColor = vec4(color,1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/fast/bloom_horizontal.slang b/crt/shaders/guest/fast/bloom_horizontal.slang index 1e88d1d..a962146 100644 --- a/crt/shaders/guest/fast/bloom_horizontal.slang +++ b/crt/shaders/guest/fast/bloom_horizontal.slang @@ -21,11 +21,9 @@ */ -#pragma format R16G16B16A16_SFLOAT - layout(push_constant) uniform Push { - vec4 LinearizePassSize; + vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; @@ -38,7 +36,7 @@ layout(push_constant) uniform Push #pragma parameter SIZEHB " H. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 #define SIZEHB params.SIZEHB -#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/Glow Sigma" 0.70 0.5 15.0 0.05 +#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 #define SIGMA_HB params.SIGMA_HB layout(std140, set = 0, binding = 0) uniform UBO diff --git a/crt/shaders/guest/fast/bloom_vertical.slang b/crt/shaders/guest/fast/bloom_vertical.slang index bc7a423..4c45599 100644 --- a/crt/shaders/guest/fast/bloom_vertical.slang +++ b/crt/shaders/guest/fast/bloom_vertical.slang @@ -21,7 +21,6 @@ */ -#pragma format R16G16B16A16_SFLOAT layout(push_constant) uniform Push { @@ -37,7 +36,7 @@ layout(push_constant) uniform Push #pragma parameter SIZEVB " V. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 #define SIZEVB params.SIZEVB -#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 0.70 0.5 15.0 0.05 +#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 #define SIGMA_VB params.SIGMA_VB layout(std140, set = 0, binding = 0) uniform UBO diff --git a/crt/shaders/guest/fast/crt-guest-advanced-pass1.slang b/crt/shaders/guest/fast/crt-guest-advanced-pass1.slang index 21af228..4525a4f 100644 --- a/crt/shaders/guest/fast/crt-guest-advanced-pass1.slang +++ b/crt/shaders/guest/fast/crt-guest-advanced-pass1.slang @@ -30,7 +30,7 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float IOS, h_sharp, s_sharp, spike; + float IOS, h_sharp, s_sharp, spike, ring; float prescalex; } params; @@ -48,6 +48,9 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 #define s_sharp params.s_sharp // substractive sharpness +#pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05 +#define ring params.ring // substractive sharpness ringing + #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike @@ -68,7 +71,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment @@ -146,18 +149,19 @@ void main() color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); - if (sharp) color1 = clamp(color1, colmin, colmax); - float ts = 0.033; + if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0); + float ts = 0.025; + vec3 luma = vec3(0.2126, 0.7152, 0.0722); float lm2 = max(max(l2.r,l2.g),l2.b); float lm1 = max(max(l1.r,l1.g),l1.b); float rm1 = max(max(r1.r,r1.g),r1.b); float rm2 = max(max(r2.r,r2.g),r2.b); - float swl2 = max(twl2,0.0) * (lm2+ts); - float swl1 = twl1 * (lm1+ts); - float swr1 = twr1 * (rm1+ts); - float swr2 = max(twr2,0.0) * (rm2+ts); + float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); + float swl1 = twl1 * (dot(l1,luma) + ts); + float swr1 = twr1 * (dot(r1,luma) + ts); + float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0); diff --git a/crt/shaders/guest/fast/crt-guest-advanced-pass1f.slang b/crt/shaders/guest/fast/crt-guest-advanced-pass1f.slang index 1e4a298..c8687f4 100644 --- a/crt/shaders/guest/fast/crt-guest-advanced-pass1f.slang +++ b/crt/shaders/guest/fast/crt-guest-advanced-pass1f.slang @@ -30,7 +30,7 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float IOS, h_sharp, s_sharp, spike; + float IOS, h_sharp, s_sharp, spike, ring; } params; layout(std140, set = 0, binding = 0) uniform UBO @@ -47,6 +47,9 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10 #define s_sharp params.s_sharp // substractive sharpness +#pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05 +#define ring params.ring // substractive sharpness ringing + #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike @@ -65,7 +68,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment @@ -100,57 +103,50 @@ void main() float zero = exp2(-h_sharp); float sharp1 = s_sharp * zero; - float wl3 = 2.0 + fpx; float wl2 = 1.0 + fpx; float wl1 = fpx; float wr1 = 1.0 - fpx; float wr2 = 2.0 - fpx; - float wr3 = 3.0 - fpx; - wl3*=wl3; wl3 = exp2(-h_sharp*wl3); wl2*=wl2; wl2 = exp2(-h_sharp*wl2); wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr2*=wr2; wr2 = exp2(-h_sharp*wr2); - wr3*=wr3; wr3 = exp2(-h_sharp*wr3); float fp1 = 1.-fpx; - float twl3 = max(wl3 - sharp1, 0.0); float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float twl1 = max(wl1 - sharp1, 0.0); float twr1 = max(wr1 - sharp1, 0.0); float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); - float twr3 = max(wr3 - sharp1, 0.0); bool sharp = (sharp1 > 0.0); - vec3 l3, l2, l1, r1, r2, r3, color1, colmin, colmax; + vec3 l2, l1, r1, r2, color1, colmin, colmax; - l3 = COMPAT_TEXTURE(LinearizePass, pC4 -x2).rgb; l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; r2 = COMPAT_TEXTURE(LinearizePass, pC4 +x2).rgb; - r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+x2).rgb; colmin = min(min(l1,r1), min(l2,r2)); colmax = max(max(l1,r1), max(l2,r2)); - color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); + color1 = (l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2)/(twl2+twl1+twr1+twr2); - if (sharp) color1 = clamp(color1, colmin, colmax); - float ts = 0.033; + if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0); + float ts = 0.025; + vec3 luma = vec3(0.2126, 0.7152, 0.0722); float lm2 = max(max(l2.r,l2.g),l2.b); float lm1 = max(max(l1.r,l1.g),l1.b); float rm1 = max(max(r1.r,r1.g),r1.b); float rm2 = max(max(r2.r,r2.g),r2.b); - float swl2 = max(twl2,0.0) * (lm2+ts); - float swl1 = twl1 * (lm1+ts); - float swr1 = twr1 * (rm1+ts); - float swr2 = max(twr2,0.0) * (rm2+ts); + float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); + float swl1 = twl1 * (dot(l1,luma) + ts); + float swr1 = twr1 * (dot(r1,luma) + ts); + float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0); diff --git a/crt/shaders/guest/fast/crt-guest-advanced-pass2.slang b/crt/shaders/guest/fast/crt-guest-advanced-pass2.slang index 69a1309..cde68ab 100644 --- a/crt/shaders/guest/fast/crt-guest-advanced-pass2.slang +++ b/crt/shaders/guest/fast/crt-guest-advanced-pass2.slang @@ -3,7 +3,7 @@ /* CRT - Guest - Advanced - Fast - Pass2 - Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com + 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. @@ -27,8 +27,7 @@ layout(push_constant) uniform Push { float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - glow, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, - maskstr, inters, bloom, halation, scans, slotms, mclip, gamma_c, gamma_out, DER, DEG, DEB, DES, IOS; + glow, vertmask, maskstr, inters, bloom, halation, scans, gamma_c, gamma_out, IOS; } params; layout(std140, set = 0, binding = 0) uniform UBO @@ -42,13 +41,17 @@ layout(std140, set = 0, binding = 0) uniform UBO float warpX; float warpY; float csize; - float bsize; + float bsize1; float intres; float c_shape; float barspeed; float barintensity; float bardir; - float slotmask1; + 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 @@ -67,11 +70,20 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05 #define c_shape global.c_shape // curvature shape -#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01 +#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 -#pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0 -#define bsize global.bsize // border smoothness +#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 @@ -84,9 +96,15 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01 #define glow params.glow // Glow Strength -#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 #define bloom params.bloom // bloom effect +#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 + #pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 #define halation params.halation // halation effect @@ -104,16 +122,16 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0 #define gsl params.gsl // Alternate scanlines -#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5 +#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5 #define scanline1 params.scanline1 // scanline param, vertical sharpness -#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0 +#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 70.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05 +#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 5.0 0.05 #define beam_min params.beam_min // dark area beam min - narrow -#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05 +#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 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 @@ -122,49 +140,13 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1 #define vertmask params.vertmask // Scanline deconvergence colors -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 +#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.60 0.0 2.5 0.05 #define scans params.scans // scanline saturation -#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 +#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.25 2.0 0.05 +#define scan_falloff global.scan_falloff // scanline falloff -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 -#define shadowMask params.shadowMask // Mask Style -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // CGWG Mask Strength - -#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 dark color strength - -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0 -#define masksize params.masksize // Mask Size - -#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" - -#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" - -#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask - -#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 -#define slotmask1 global.slotmask1 - -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width - -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height - -#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 -#define slotms params.slotms // Slot Mask Size - -#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 -#define mclip params.mclip // Slot Mask Size - -#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 -#define gamma_out params.gamma_out // output gamma #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord @@ -180,13 +162,13 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; +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; @@ -222,155 +204,6 @@ float sw2(float x, float color, float scanline) return exp2(-scanline*ex*ex); } -// Shadow mask (1-4 from PD CRT Lottes shader). - -vec3 Mask(vec2 pos, float mx) -{ - pos = floor(pos/masksize); - vec3 mask = vec3(maskDark, maskDark, maskDark); - vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); - float mc = 1.0 - max(maskstr, 0.0); - - // No mask - if (shadowMask == -1.0) - { - mask = vec3(1.0); - } - - // Phosphor. - else if (shadowMask == 0.0) - { - pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } - else { mask.r = mc; mask.g = 1.0; 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; - } - - // Trinitron mask 5 - else if (shadowMask == 5.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) - { mask.r = 1.0; - mask.b = 1.0; - } - else mask.g = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // Trinitron mask 6 - else if (shadowMask == 6.0) - { - mask = vec3(0.0); - pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; - else mask.b = 1.0; - mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; - } - - // BW Trinitron mask 7 - else if (shadowMask == 7.0) - { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); - pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); - } - - // 4k mask - else - { - mask = vec3(mc); - pos.x = fract(pos.x * 0.25); - if (pos.x < 0.2) mask.r = 1.0; - else if (pos.x < 0.4) mask.rg = 1.0.xx; - else if (pos.x < 0.7) mask.gb = 1.0.xx; - else mask.b = 1.0; - } - - return mask; -} - -float SlotMask(vec2 pos, float m) -{ - if (slotmask == 0.0) return 1.0; - else - { - pos = floor(pos/slotms); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); - float slot = 1.0; - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; - } -} - - -vec3 declip(vec3 c, float b) -{ - float m = max(max(c.r,c.g),c.b); - if (m > b) c = c*b/m; - return c; -} vec3 gc(vec3 c) { @@ -379,12 +212,6 @@ vec3 gc(vec3 c) return c * mg/(mc + eps); } -vec3 plant (vec3 tar, float r) -{ - float t = max(max(tar.r,tar.g),tar.b) + 0.00001; - return tar * r / t; -} - vec2 Overscan(vec2 pos, float dx, float dy){ pos=pos*2.0-1.0; pos*=vec2(dx,dy); @@ -398,34 +225,13 @@ vec2 Warp(vec2 pos) return pos*0.5 + 0.5; } -float humbar(float pos) -{ - if (global.barintensity == 0.0) return 1.0; else - { - pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); - pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); - pos = (global.barintensity < 0.0) ? pos : (1.0-pos); - return (1.0-global.barintensity) + global.barintensity*pos; - } -} - -// Borrowed from cgwg's crt-geom, under GPL - -float corner(vec2 coord) -{ - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); - vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*bsize,0.0, 1.0); -} void main() { 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; - bool interb = (intera < 0.75); + bool interb = (intera < 0.5); float SourceY = SourceSize.y; float sy = 1.0; @@ -438,7 +244,7 @@ void main() vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ + if (IOS > 0.0 && !interb){ vec2 ofactor = OutputSize.xy/SourceSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; @@ -446,10 +252,10 @@ void main() texcoord = Overscan(texcoord, scan, scan); if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y); } + + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); vec2 pos = Warp(texcoord); - vec2 cpos = (IOS > 2.5) ? TEX0 : texcoord; - float corner0 = corner(Warp(cpos)); float coffset = 0.5; @@ -469,17 +275,17 @@ void main() if (interb) pC4.y = pos.y; - vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).rgb; - vec3 scolor1 = COMPAT_TEXTURE(Source, pC4 ).aaa; + vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; + vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; pC4+=dy; - vec3 color2 = COMPAT_TEXTURE(Source, pC4 ).rgb; - vec3 scolor2 = COMPAT_TEXTURE(Source, pC4 ).aaa; + vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; + vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; // calculating scanlines - vec3 ctmp; vec3 mcolor; float w3; vec3 color; + vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) @@ -495,12 +301,11 @@ if (!interb) ctmp = color00/(wt1+wt2); vec3 sctmp = max(scolor0/(wt1+wt2), ctmp); - mcolor = sctmp; float wf1, wf2; - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); + 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; @@ -516,11 +321,16 @@ if (!interb) vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); w3 = wf1+wf2; - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); + float mc1 = max(max(color1.r,color1.g),color1.b) + eps; + float mc2 = max(max(color2.r,color2.g),color2.b) + eps; + + cref1 = color1 / mc1; cref1=cref1*cref1; cref1*=cref1; + cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2; - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); + w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps); + w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps); + + // Scanline Deconvergence vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); @@ -549,53 +359,9 @@ if (!interb) if (interb) { color = gc(color1); - mcolor = clamp(mix(color1, scolor1, 1.25), 0.0, 1.0); } - float mx = max(max(mcolor.r,mcolor.g),mcolor.b); - mx = pow(mx, 1.20/gamma_in); + float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); - // Apply Mask - - vec3 orig1 = color; - vec3 cmask = one; - - float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx); - cmask*= Mask(gl_FragCoord.xy * 1.000001, mx); - - color = color*cmask; - color = min(color,1.0); - color = color*smask; - - cmask = min(cmask*smask, 1.0); - - if (interb) ctmp = color; - float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); - float bb = mix(brightboost, brightboost1, colmx); - if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); - color*=bb; - - vec3 Glow = COMPAT_TEXTURE(BloomPass, pos ).rgb; - vec3 Bloom = Glow; - float maxb = COMPAT_TEXTURE(BloomPass, pos ).a; - float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; - - vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom1; - - color = min(color, mix(one, cmask, mclip)); - if (!interb) color = declip(color, pow(w3,0.60)); - - if (halation > 0.025) { - Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); - color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } - - Glow = mix(Glow, 0.25*color, 0.7*colmx); - if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } - - color = min(color, 1.0); - - color = pow(color, vec3(1.0/gamma_out)); - - FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0); -} \ No newline at end of file + FragColor = vec4(color, colmx); +} diff --git a/crt/shaders/guest/fast/crt-guest-advanced-pass2f.slang b/crt/shaders/guest/fast/crt-guest-advanced-pass2f.slang index 8b7ab4c..354720f 100644 --- a/crt/shaders/guest/fast/crt-guest-advanced-pass2f.slang +++ b/crt/shaders/guest/fast/crt-guest-advanced-pass2f.slang @@ -3,7 +3,7 @@ /* CRT - Guest - Advanced - Fastest - Pass2 - Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com + 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. @@ -44,6 +44,10 @@ layout(std140, set = 0, binding = 0) uniform UBO float bsize; float c_shape; float slotmask1; + float scan_falloff; + float bloom_dist; + float mshift; + float mask_layout; } global; #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 @@ -60,7 +64,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05 #define c_shape global.c_shape // curvature shape -#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01 +#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.01 #define csize global.csize // corner size #pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0 @@ -74,6 +78,9 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 #define bloom params.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 + #pragma parameter halation " Halation Strength" 0.0 0.0 1.0 0.025 #define halation params.halation // halation effect @@ -91,16 +98,16 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0 #define gsl params.gsl // Alternate scanlines -#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5 +#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5 #define scanline1 params.scanline1 // scanline param, vertical sharpness -#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0 +#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 70.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05 +#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 5.0 0.05 #define beam_min params.beam_min // dark area beam min - narrow -#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05 +#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 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 @@ -109,21 +116,24 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1 #define vertmask params.vertmask // Scanline deconvergence colors -#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05 +#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.60 0.0 3.5 0.05 #define scans params.scans // scanline saturation +#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.25 2.0 0.05 +#define scan_falloff global.scan_falloff // scanline falloff + #pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 -#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 +#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0 #define shadowMask params.shadowMask // Mask Style -#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 -#define maskstr params.maskstr // CGWG Mask Strength +#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025 +#define maskstr params.maskstr // Mask Strength -#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05 -#define mcut params.mcut // Mask 5-7 dark color strength +#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05 +#define mcut params.mcut // Mask 5-12 dark color strength -#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0 +#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0 #define masksize params.masksize // Mask Size #pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 @@ -132,16 +142,22 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 #define maskLight params.maskLight // Light "Phosphor" +#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 +#define mshift global.mshift // mask 'line' shift/stagger + +#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0 +#define mask_layout global.mask_layout // mask layout: RGB or BGR + #pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 #define slotmask params.slotmask #pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 #define slotmask1 global.slotmask1 -#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 +#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0 #define slotwidth params.slotwidth // Slot Mask Width -#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 +#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0 #define double_slot params.double_slot // Slot Mask Height #pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 @@ -166,6 +182,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize pass, values must match #define inters params.inters // interlacing effect smoothing + #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord @@ -227,10 +244,15 @@ float sw2(float x, float color, float scanline) vec3 Mask(vec2 pos, float mx) { - pos = floor(pos/masksize); + vec2 pos0 = pos; + pos.y = floor(pos.y/masksize); + float next_line = float(fract(pos.y*0.5) > 0.25); + pos0.x = pos0.x + next_line * mshift; + pos = floor(pos0/masksize); + vec3 mask = vec3(maskDark, maskDark, maskDark); vec3 one = vec3(1.0); - float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx); + float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); float mc = 1.0 - max(maskstr, 0.0); // No mask @@ -243,7 +265,7 @@ vec3 Mask(vec2 pos, float mx) else if (shadowMask == 0.0) { pos.x = fract(pos.x*0.5); - if (pos.x < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } + if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } else { mask.r = mc; mask.g = 1.0; mask.b = mc; } } @@ -253,15 +275,15 @@ vec3 Mask(vec2 pos, float mx) float line = maskLight; float odd = 0.0; - if (fract(pos.x/6.0) < 0.5) + if (fract(pos.x/6.0) < 0.49) odd = 1.0; - if (fract((pos.y + odd)/2.0) < 0.5) + if (fract((pos.y + odd)/2.0) < 0.49) 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; + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; mask*=line; @@ -272,8 +294,8 @@ vec3 Mask(vec2 pos, float mx) { pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = maskLight; - else if (pos.x < 0.666) mask.g = maskLight; + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } @@ -283,8 +305,8 @@ vec3 Mask(vec2 pos, float mx) 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; + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } @@ -295,8 +317,8 @@ vec3 Mask(vec2 pos, float mx) 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; + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } @@ -305,7 +327,7 @@ vec3 Mask(vec2 pos, float mx) { mask = vec3(0.0); pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) + if (pos.x < 0.49) { mask.r = 1.0; mask.b = 1.0; } @@ -318,8 +340,8 @@ vec3 Mask(vec2 pos, float mx) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); - if (pos.x < 0.333) mask.r = 1.0; - else if (pos.x < 0.666) mask.g = 1.0; + if (pos.x < 0.3) mask.r = 1.0; + else if (pos.x < 0.6) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } @@ -327,14 +349,51 @@ vec3 Mask(vec2 pos, float mx) // BW Trinitron mask 7 else if (shadowMask == 7.0) { - float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; - mask = vec3(maskTmp); + mask = vec3(0.0); pos.x = fract(pos.x/2.0); - if (pos.x < 0.5) mask = vec3(1.0); + if (pos.x < 0.49) + { mask = 0.0.xxx; + } + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } + // BW Trinitron mask 8 + else if (shadowMask == 8.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask = 1.0.xxx; + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Magenta - Green - Black mask + else if (shadowMask == 9.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask.rb = 1.0.xx; + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RGBX + else if (shadowMask == 10.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask = 0.0.xxx; + else if (pos.x < 0.4) mask.r = 1.0; + else if (pos.x < 0.7) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + // 4k mask - else + else if (shadowMask == 11.0) { mask = vec3(mc); pos.x = fract(pos.x * 0.25); @@ -343,13 +402,34 @@ vec3 Mask(vec2 pos, float mx) else if (pos.x < 0.7) mask.gb = 1.0.xx; else mask.b = 1.0; } + else if (shadowMask == 12.0) + { + mask = vec3(mc); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask.r = 1.0; + else if (pos.x < 0.4) mask.rb = 1.0.xx; + else if (pos.x < 0.7) mask.gb = 1.0.xx; + else mask.g = 1.0; + } + + // RRGGBBX mask + else + { + mask = vec3(0.0); + pos.x = floor(mod(pos.x,7.0)); + if (pos.x < 1.0) mask = 0.0.xxx; + else if (pos.x < 3.0) mask.r = 1.0; + else if (pos.x < 5.0) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } return mask; -} +} float SlotMask(vec2 pos, float m) { - if (slotmask == 0.0) return 1.0; + if (slotmask == 0.0 && slotmask1 == 0.0) return 1.0; else { pos = floor(pos/slotms); @@ -431,7 +511,7 @@ void main() vec2 texcoord = TEX0.xy; - if (IOS > 0.0){ + if (IOS > 0.0 && !interb){ vec2 ofactor = OutputSize.xy/SourceSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; @@ -510,7 +590,7 @@ if ( not_same || frames || interb ) // calculating scanlines - vec3 ctmp; vec3 mcolor; float w3; vec3 color; + vec3 ctmp = color1; vec3 mcolor = scolor1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) @@ -530,8 +610,8 @@ if (!interb) float wf1, wf2; - vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); - vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); + 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; @@ -547,11 +627,16 @@ if (!interb) vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); w3 = wf1+wf2; - cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); - cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); + float mc1 = max(max(color1.r,color1.g),color1.b) + eps; + float mc2 = max(max(color2.r,color2.g),color2.b) + eps; + + cref1 = color1 / mc1; cref1=cref1*cref1; cref1*=cref1; + cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2; - w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); - w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); + w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps); + w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps); + + // Scanline Deconvergence vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); @@ -579,8 +664,8 @@ if (!interb) if (interb) { - color = gc(0.5*(color1+color2)); - mcolor = clamp(mix(color1, scolor1, 1.25), 0.0, 1.0); + color = gc(color1); + mcolor = scolor1; } float mx = max(max(mcolor.r,mcolor.g),mcolor.b); @@ -593,6 +678,8 @@ if (!interb) float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx); cmask*= Mask(gl_FragCoord.xy * 1.000001, mx); + + if (mask_layout > 0.5) cmask = cmask.rbg; color = color*cmask; color = min(color,1.0); @@ -612,13 +699,17 @@ if (!interb) vec3 Bloom = Glow; vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); - color = color + bloom*Bloom1; + Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); + + Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); + + color = color + bloom * Bloom1; color = min(color, mix(one, cmask, mclip)); if (!interb) color = declip(color, pow(w3,0.60)); if (halation > 0.025) { - Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); + Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); color = color + 0.75*(0.75+maxb)*Bloom*(0.4+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } Glow = mix(Glow, 0.25*color, 0.7*colmx); @@ -628,6 +719,7 @@ if (!interb) color = min(color, 1.0); result = vec4(color*corner0, corner0); + } FragColor = result; } \ No newline at end of file diff --git a/crt/shaders/guest/fast/crt-guest-dr-venom-pass1.slang b/crt/shaders/guest/fast/crt-guest-dr-venom-pass1.slang deleted file mode 100644 index 050e77d..0000000 --- a/crt/shaders/guest/fast/crt-guest-dr-venom-pass1.slang +++ /dev/null @@ -1,126 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - Pass1 - - Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com - - Incorporates many good ideas and suggestions from Dr. Venom. - - 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 h_sharp; - float s_sharp; - float h_smart; -} params; - -#pragma parameter h_sharp "Horizontal sharpness" 5.00 1.5 20.0 0.25 -#define h_sharp params.h_sharp -#pragma parameter s_sharp "Substractive sharpness" 0.05 0.0 0.20 0.01 -#define s_sharp params.s_sharp -#pragma parameter h_smart "Smart Horizontal Smoothing" 0.0 0.0 1.0 0.1 -#define h_smart params.h_smart -#define SourceSize params.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 * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D SmoothPass; - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define PassPrev2Texture SmoothPass - -void main() -{ - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = vTexCoord * 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 - vec2 x2 = 2.0*dx; - vec2 y2 = 2.0*dy; - - bool sharp = (s_sharp > 0.0); - - float hsharp_tl, hsharp_tr, hsharp_tc; float s_sharpl = s_sharp; float s_sharpr = s_sharp; float s_sharpc = s_sharp; - - if (h_smart == 0.0) - { - hsharp_tl = h_sharp; hsharp_tr = h_sharp; hsharp_tc = h_sharp; - } - else - { - // reading differences for smoothing - vec2 diffs = COMPAT_TEXTURE(PassPrev2Texture, pC4).xy; - - float ls = mix (4.25, 2.25, h_smart); - hsharp_tl = mix(h_sharp, ls, diffs.x); - hsharp_tr = mix(h_sharp, ls, diffs.y); - - s_sharpl = mix(s_sharp, 0.0, diffs.x); - s_sharpr = mix(s_sharp, 0.0, diffs.y); - - hsharp_tc = hsharp_tl; - if (fp.x == 0.5) { hsharp_tc = 0.5*(hsharp_tl + hsharp_tr); s_sharpc = 0.5*(s_sharpl + s_sharpr); } - if (fp.x > 0.5) { hsharp_tc = hsharp_tr; } - } - - float wl2 = 1.5 + fp.x; wl2*=wl2; float twl2 = exp2(-hsharp_tl*wl2); twl2 = max(twl2 - s_sharpl, -twl2); - float wl1 = 0.5 + fp.x; wl1*=wl1; float twl1 = exp2(-hsharp_tl*wl1); twl1 = max(twl1 - s_sharpl, -0.4*s_sharpl); - float wct = 0.5 - fp.x; wct*=wct; float twct = exp2(-hsharp_tc*wct); twct = max(twct - s_sharpc, s_sharpc); - float wr1 = 1.5 - fp.x; wr1*=wr1; float twr1 = exp2(-hsharp_tr*wr1); twr1 = max(twr1 - s_sharpr, -0.4*s_sharpr); - float wr2 = 2.5 - fp.x; wr2*=wr2; float twr2 = exp2(-hsharp_tr*wr2); twr2 = max(twr2 - s_sharpr, -twr2); - - float wtt = 1.0/(twl2+twl1+twct+twr1+twr2); - - vec3 l2 = COMPAT_TEXTURE(Source, pC4 -x2).xyz; - vec3 l1 = COMPAT_TEXTURE(Source, pC4 -dx).xyz; - vec3 ct = COMPAT_TEXTURE(Source, pC4 ).xyz; - vec3 r1 = COMPAT_TEXTURE(Source, pC4 +dx).xyz; - vec3 r2 = COMPAT_TEXTURE(Source, pC4 +x2).xyz; - - vec3 color = (l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt; - if (sharp) color = clamp(color, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct)); - - FragColor = vec4(color, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/fast/crt-guest-dr-venom-pass2.slang b/crt/shaders/guest/fast/crt-guest-dr-venom-pass2.slang deleted file mode 100644 index 3a8b700..0000000 --- a/crt/shaders/guest/fast/crt-guest-dr-venom-pass2.slang +++ /dev/null @@ -1,328 +0,0 @@ -#version 450 - -/* - CRT - Guest - Dr. Venom - Pass2 - - Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com - - Incorporates many good ideas and suggestions from Dr. Venom. - - 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, IOS, gsl, scanline1, scanline2, beam_min, beam_max, s_power, beam_size, shadowMask, - masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out; -} params; - -#pragma parameter brightboost "Bright boost" 1.30 0.50 2.00 0.01 -#define brightboost params.brightboost // adjust brightness -#pragma parameter IOS "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0 -#define IOS params.IOS // smart integer scaling -#pragma parameter gsl "Scanline Type" 1.0 0.0 2.0 1.0 -#define gsl params.gsl // Alternate scanlines -#pragma parameter scanline1 "Scanline beam shape low" 8.0 1.0 15.0 1.0 -#define scanline1 params.scanline1 // scanline param, vertical sharpness -#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0 -#define scanline2 params.scanline2 // scanline param, vertical sharpness -#pragma parameter beam_min "Scanline dark" 1.25 0.5 2.0 0.05 -#define beam_min params.beam_min // dark area beam min - narrow -#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05 -#define beam_max params.beam_max // bright area beam max - wide -#pragma parameter s_power "Scanline intensity" 1.0 0.5 2.5 0.05 -#define s_power params.s_power // scanline intensity -#pragma parameter beam_size "Increased bright scanline beam" 0.65 0.0 1.0 0.05 -#define beam_size params.beam_size // increased max. beam size -#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 5.0 -1.0 6.0 1.0 -#define shadowMask params.shadowMask // Mask Style -#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0 -#define masksize params.masksize // Mask Size -#pragma parameter vertmask "PVM Like Colors" 0.05 0.0 0.25 0.01 -#define vertmask params.vertmask // Vertical mask -#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05 -#define slotmask params.slotmask // Slot Mask ON/OFF -#pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5 -#define slotwidth params.slotwidth // Slot Mask Width -#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 -#define double_slot params.double_slot // Slot Mask Height -#pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05 -#define mcut params.mcut // Mask 5&6 cutoff -#pragma parameter maskDark "Mask Dark" 0.5 0.0 2.0 0.05 -#define maskDark params.maskDark // Dark "Phosphor" -#pragma parameter maskLight "Mask Light" 1.5 0.0 2.0 0.05 -#define maskLight params.maskLight // Light "Phosphor" -#pragma parameter CGWG "CGWG Mask Str." 0.3 0.0 1.0 0.05 -#define CGWG params.CGWG // CGWG Mask Strength -#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05 -#define gamma_out params.gamma_out // output gamma - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; - vec4 SourceSize; - vec4 OutputSize; - uint FrameCount; -} global; - -#define SourceSize global.SourceSize -#define OutputSize global.OutputSize -#define FrameCount global.FrameCount - -#define COMPAT_TEXTURE(c,d) texture(c,d) -#define gl_FragCoord (vTexCoord.xy * OutputSize.xy) -#define InputSize SourceSize - -#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 * 1.00001; -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; - -#define eps 1e-10 - -float st(float x, float scanline) -{ - return exp2(-scanline*x*x); -} - -vec3 sw0(vec3 x, vec3 color, float scanline) -{ - vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color); - vec3 ex = x*tmp; - return exp2(-scanline*ex*ex); -} - -vec3 sw1(vec3 x, vec3 color, float scanline) -{ - float mx = max(max(color.r, color.g),color.b); - x = mix (x, beam_min*x, max(x-0.4*mx,0.0)); - vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color); - vec3 ex = x*tmp; - float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45); - return exp2(-scanline*ex*ex)/(1.0-br+br*color); -} - -vec3 sw2(vec3 x, vec3 color, float scanline) -{ - vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color); - tmp = mix(vec3(beam_max), tmp, pow(x, vec3(max(max(color.r, color.g),color.b)+0.3))); - vec3 ex = x*tmp; - return exp2(-scanline*ex*ex)/(0.6 + 0.4*color); -} - -// Shadow mask (1-4 from PD CRT Lottes shader). -vec3 Mask(vec2 pos, vec3 c) -{ - pos = floor(pos/masksize); - 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( 1.5*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; - } - - return mask; -} - -float SlotMask(vec2 pos, vec3 c) -{ - if (slotmask == 0.0) return 1.0; - - float mx = pow(max(max(c.r,c.g),c.b),1.33); - float mlen = slotwidth*2.0; - float px = fract(pos.x/mlen); - float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); - float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx); - float slot = 1.0 + 0.7*slotmask*(1.0-mx); - if (py == 0.0 && px < 0.5) slot = slot_dark; else - if (py == double_slot && px >= 0.5) slot = slot_dark; - - return slot; -} - -float Overscan2(float pos, float dy){ - pos=pos*2.0-1.0; - pos*=dy; - return pos*0.5+0.5; -} - -void main() -{ - vec2 texcoord = vTexCoord; - - if (IOS == 1.0){ - float ofactor = OutputSize.y/InputSize.y; - float intfactor = round(ofactor); - float diff = ofactor/intfactor; - texcoord.y = Overscan2(texcoord.y*(SourceSize.y/InputSize.y), diff)*(InputSize.y/SourceSize.y); - } - - vec2 ps = SourceSize.zw; - vec2 OGL2Pos = texcoord * SourceSize.xy - vec2(0.0,0.5); - 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; - - vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).xyz; - vec3 color2 = COMPAT_TEXTURE(Source, pC4 +dy).xyz; - - // calculating scanlines - - float f = fp.y; - float shape1 = mix(scanline1, scanline2, f); - float shape2 = mix(scanline1, scanline2, 1.0-f); - - float wt1 = st(f, shape1); - float wt2 = st(1.0-f, shape2); - vec3 color0 = color1*wt1 + color2*wt2; - vec3 ctmp = color0/(wt1+wt2); - vec3 tmp = pow(ctmp, vec3(1.0/gamma_out)); - - vec3 w1,w2 = vec3(0.0); - - vec3 cref1 = mix(ctmp, color1, beam_size); - vec3 cref2 = mix(ctmp, color2, beam_size); - - vec3 shift = vec3(-vertmask, vertmask, -vertmask); - - vec3 f1 = clamp(vec3(f) + shift*0.5*(1.0+f), 0.0, 1.0); - vec3 f2 = clamp(vec3(1.0-f) - shift*0.5*(2.0-f), 0.0, 1.0); - - if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else - if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else - if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);} - - vec3 color = color1*pow(w1, vec3(s_power)) + color2*pow(w2, vec3(s_power)); - - color*=brightboost; - color = min(color, 1.0); - - // Apply Mask - - color *= Mask(gl_FragCoord.xy * 1.000001,tmp); - - color = min(color,1.0); - - color *= SlotMask(gl_FragCoord.xy * 1.000001,tmp); - - color = pow(color, vec3(1.0/gamma_out)); - FragColor = vec4(color, 1.0); -} \ No newline at end of file diff --git a/crt/shaders/guest/fast/deconvergence-f.slang b/crt/shaders/guest/fast/deconvergence-f.slang index dac9614..66fe06a 100644 --- a/crt/shaders/guest/fast/deconvergence-f.slang +++ b/crt/shaders/guest/fast/deconvergence-f.slang @@ -1,9 +1,12 @@ #version 450 /* - CRT - Guest - Advanced - Deconvergence pass (NTSC) + noise + CRT - Guest - Advanced - Copyright (C) 2021 guest(r) - guest.r@gmail.com + 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 @@ -23,11 +26,34 @@ layout(push_constant) uniform Push { + float IOS, brightboost, brightboost1, csize, bsize1, warpX, warpY, glow, shadowMask, masksize, + slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, addnoised, noiseresd, barintensity, mshift, mask_layout, mask_bloom; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; vec4 OutputSize; uint FrameCount; + float bloom; + float halation; + float slotms; + float mclip; + float mask_gamma; + float gamma_out; + float overscanX; + float overscanY; + float intres; + float prescalex; + float c_shape; + float barspeed; + float bardir; + float sborder; + float bloom_dist; + float deconr; float decons; - float addnoised; - float noiseresd; float deconrr; float deconrg; float deconrb; @@ -35,41 +61,158 @@ layout(push_constant) uniform Push float deconrgy; float deconrby; float dctypex; - float dctypey; -} params; + float dctypey; + float post_br; + float noisetype; +} global; + + +#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 + +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 +#define bloom global.bloom // bloom effect + +#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 + +#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 +#define halation global.halation // halation effect + +#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 +#define gamma_c global.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_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#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 csize " Corner Size" 0.0 0.0 0.25 0.005 +#define csize params.csize // corner size + +#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 +#define bsize1 params.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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 +#define warpX params.warpX // Curvature X + +#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 +#define warpY params.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 + +#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 bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0 +#define shadowMask params.shadowMask // Mask Style + +#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025 +#define maskstr params.maskstr // Mask Strength + +#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05 +#define mcut params.mcut // Mask 5-12 dark color strength + +#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0 +#define masksize params.masksize // Mask Size + +#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 +#define maskDark params.maskDark // Dark "Phosphor" + +#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 +#define maskLight params.maskLight // Light "Phosphor" + +#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 +#define mshift params.mshift // mask 'line' shift/stagger + +#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0 +#define mask_layout params.mask_layout // mask layout: RGB or BGR + +#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 +#define mask_gamma global.mask_gamma // Mask application gamma + +#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 +#define slotmask params.slotmask + +#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 +#define slotmask1 params.slotmask1 + +#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0 +#define slotwidth params.slotwidth // Slot Mask Width + +#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0 +#define double_slot params.double_slot // Slot Mask Height + +#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 +#define slotms global.slotms // Slot Mask Size + +#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 +#define mclip global.mclip // + +#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 +#define gamma_out global.gamma_out // output gamma + #pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 -#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05 +#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 -#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05 +#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 -#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25 -#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25 +#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 -#pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10 -#define decons params.decons // Horizontal deconvergence colors strength +#pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10 #pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02 -#define addnoised params.addnoised // add noise -#pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0 -#define noiseresd params.noiseresd // add noise +#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 + +#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 + +#pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01 -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; +#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; @@ -79,15 +222,254 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 2) uniform sampler2D PrePass; +layout(set = 0, binding = 3) uniform sampler2D LinearizePass; +layout(set = 0, binding = 4) uniform sampler2D BloomPass; +layout(set = 0, binding = 5) uniform sampler2D Source; + +#define eps 1e-10 + +// Shadow mask (1-4 from PD CRT Lottes shader). + +vec3 Mask(vec2 pos, float mx) +{ + vec2 pos0 = pos; + pos.y = floor(pos.y/masksize); + float next_line = float(fract(pos.y*0.5) > 0.25); + pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); + pos = floor(pos0/masksize); + + vec3 mask = vec3(maskDark, maskDark, maskDark); + vec3 one = vec3(1.0); + float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); + float mc = 1.0 - max(maskstr, 0.0); + + // No mask + if (shadowMask == -1.0) + { + mask = vec3(1.0); + } + + // Phosphor. + else if (shadowMask == 0.0) + { + pos.x = fract(pos.x*0.5); + if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } + else { mask.r = mc; mask.g = 1.0; 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) < 0.49) + odd = 1.0; + if (fract((pos.y + odd)/2.0) < 0.49) + line = maskDark; + + pos.x = fract(pos.x/3.0); + + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; + else mask.b = maskLight; + } + + // Trinitron mask 5 + else if (shadowMask == 5.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask.r = 1.0; + mask.b = 1.0; + } + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Trinitron mask 6 + else if (shadowMask == 6.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask.r = 1.0; + else if (pos.x < 0.6) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 7 + else if (shadowMask == 7.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask = 0.0.xxx; + } + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 8 + else if (shadowMask == 8.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask = 1.0.xxx; + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Magenta - Green - Black mask + else if (shadowMask == 9.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask.rb = 1.0.xx; + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RGBX + else if (shadowMask == 10.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask = 0.0.xxx; + else if (pos.x < 0.4) mask.r = 1.0; + else if (pos.x < 0.7) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // 4k mask + else if (shadowMask == 11.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask.r = 1.0; + else if (pos.x < 0.4) mask.rg = 1.0.xx; + else if (pos.x < 0.7) mask.gb = 1.0.xx; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RRGGBBX mask + else + { + mask = vec3(0.0); + pos.x = floor(mod(pos.x,7.0)); + if (pos.x < 1.0) mask = 0.0.xxx; + else if (pos.x < 3.0) mask.r = 1.0; + else if (pos.x < 5.0) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + return mask; +} + +float SlotMask(vec2 pos, float m) +{ + if ((slotmask + slotmask1) == 0.0) return 1.0; + else + { + pos = floor(pos/slotms); + float mlen = slotwidth*2.0; + float px = fract(pos.x/mlen); + float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); + float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); + float slot = 1.0; + if (py == 0.0 && px < 0.5) slot = slot_dark; else + if (py == double_slot && px >= 0.5) slot = slot_dark; + + return slot; + } +} + +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; +} + +vec2 Overscan(vec2 pos, float dx, float dy){ + pos=pos*2.0-1.0; + pos*=vec2(dx,dy); + return pos*0.5+0.5; +} + +float humbar(float pos) +{ + if (params.barintensity == 0.0) return 1.0; else + { + pos = (params.barintensity >= 0.0) ? pos : (1.0-pos); + pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); + pos = (params.barintensity < 0.0) ? pos : (1.0-pos); + return (1.0-params.barintensity) + params.barintensity*pos; + } +} + + +float corner(vec2 pos) { + vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); + float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); + crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); + pos = max(pos, crn); + vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, sborder.xx); + return sqrt(res.x*res.y); +} -#define COMPAT_TEXTURE(c,d) texture(c,d) vec3 plant (vec3 tar, float r) { @@ -95,13 +477,20 @@ vec3 plant (vec3 tar, float r) return tar * r / t; } +vec3 declip(vec3 c, float b) +{ + float m = max(max(c.r,c.g),c.b); + if (m > b) c = c*b/m; + return c; +} + // noise function: // Dedicated to the public domain. // If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). // Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz vec3 noise(vec3 v){ - if (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0; + if (params.addnoised < 0.0) v.z = -params.addnoised; else v.z = mod(v.z,6001.0)/1753.0; // ensure reasonable range v = fract(v) + fract(v*1e4) + fract(v*1e-4); // seed @@ -109,68 +498,181 @@ vec3 noise(vec3 v){ // more iterations => more random v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); return v; -} +} -void main() +void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) { - - vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb; - vec3 result = color; - - if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20) - { - float stepx = params.OutputSize.z; - float stepy = params.OutputSize.w; + float stepx = OutputSize.z; + float stepy = OutputSize.w; + float ds = global.decons; + vec2 dx = vec2(stepx, 0.0); - vec2 dy = vec2(0.0, stepy); + vec2 dy = vec2(0.0, stepy); - float ds = decons; - - float posx = 2.0*vTexCoord.x - 1.0; - float posy = 2.0*vTexCoord.y - 1.0; + float posx = 2.0*coord.x - 1.0; + float posy = 2.0*coord.y - 1.0; - if (params.dctypex > 0.025) + if (global.dctypex > 0.025) { - posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex); + posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex); dx = posx * dx; } - if (params.dctypey > 0.025) + if (global.dctypey > 0.025) { - posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey); + posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey); dy = posy * dy; } - if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey)); + // if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey)); - vec2 rc = params.deconrr * dx + params.deconrry*dy; - vec2 gc = params.deconrg * dx + params.deconrgy*dy; - vec2 bc = params.deconrb * dx + params.deconrby*dy; - - float r = COMPAT_TEXTURE(Source, vTexCoord + rc ).r; - float g = COMPAT_TEXTURE(Source, vTexCoord + gc ).g; - float b = COMPAT_TEXTURE(Source, vTexCoord + bc ).b; + vec2 rc = global.deconrr * dx + global.deconrry*dy; + vec2 gc = global.deconrg * dx + global.deconrgy*dy; + vec2 bc = global.deconrb * dx + global.deconrby*dy; - result = vec3(r,g,b); + float r1 = COMPAT_TEXTURE(Source, coord + rc).r; + float g1 = COMPAT_TEXTURE(Source, coord + gc).g; + float b1 = COMPAT_TEXTURE(Source, coord + bc).b; + + vec3 d = vec3(r1, g1, b1); + c = clamp(mix(c, d, ds), 0.0, 1.0); - vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + dx).rgb, COMPAT_TEXTURE(Source, vTexCoord - dx).rgb), color); - - float mc = max(max(dcolor.r, dcolor.g), dcolor.b); - if (decons < 0.0) mc = 0.9; - float dclamp = min(2.0-0.40*abs(ds),1.0); + r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r; + g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g; + b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b; + + d = vec3(r1, g1, b1); + b = clamp(mix(b, d, ds), 0.0, 1.0); +} + +void main() +{ + vec4 SourceSize = global.OriginalSize; - result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), dclamp*min(result,color), min(1.0/dclamp*max(result, color),1.0)); + 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; + bool interb = (intera < 0.5); + + // Calculating texel coordinates + + vec2 texcoord = TEX0.xy; + + if (IOS > 0.0 && !interb){ + vec2 ofactor = OutputSize.xy/SourceSize.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); + } + + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); + + vec2 pos1 = TEX0.xy; + vec2 pos = Warp(texcoord); + vec2 pos0 = Warp(TEX0.xy); + vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb; + float c0 = max(max(color0.r, color0.g),color0.b); + + // color and bloom fetching + vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; + vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; + fetch_pixel(color, Bloom, pos1, pos); + + float cm = max(max(color.r,color.g),color.b); + float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; + float colmx = max(mx1, cm); + float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0); + + vec2 dx = vec2(0.001, 0.0); + float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; + float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; + float mx = max(max(mx0,mx1),max(mx2,cm)); + + vec3 one = vec3(1.0); + + // Apply Mask + + vec3 orig1 = color; + vec3 cmask = one; + + vec2 maskcoord = gl_FragCoord.xy * 1.000001; + + float smask = SlotMask(maskcoord, mx); + cmask*= Mask(maskcoord, mx); + + if (mask_layout > 0.5) cmask = cmask.rbg; + + vec3 cmask1 = cmask; + float smask1 = smask; + + if (mask_bloom > 0.025) + { + float maxb = max(max(Bloom.r,Bloom.g),Bloom.b); + maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275); + vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5)); + float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b); + cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx); + smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0); + } + + color = pow(color, vec3(mask_gamma/gamma_in)); + color = color*cmask; + color = min(color,1.0); + color = color*smask; + color = pow(color, vec3(gamma_in/mask_gamma)); + + cmask = min(cmask*smask, 1.0); + cmask1 = min(cmask1*smask1, 1.0); + + float bb = mix(brightboost, brightboost1, colmx); + if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); + color*=bb; + + vec3 Glow = COMPAT_TEXTURE(BloomPass, pos).rgb; + vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb; + float maxb = COMPAT_TEXTURE(BloomPass, pos).a; + float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; + + vec3 Bloom1 = Bloom; + + if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); + + Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); + Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); + + Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); + + color = color + abs(bloom) * Bloom1; + + color = min(color, mix(one, cmask1, mclip)); + + if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0; + + if (halation > 0.01) { + Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); + color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } + + Glow = mix(Glow, 0.25*color, 0.7*colmx); + if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } + + color = min(color, 1.0); + + color = pow(color, vec3(1.0/gamma_out)); + + float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; + + if (abs(params.addnoised) > 0.01) + { + vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / params.noiseresd), float(global.FrameCount))); + if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(params.addnoised) * rc); + else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(params.addnoised)),1.0); } - float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4; - - if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc); - - float corner = COMPAT_TEXTURE(Source, vTexCoord).a; - - FragColor = vec4(result*corner, 1.0); -} \ No newline at end of file + FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0); +} diff --git a/crt/shaders/guest/fast/linearize.slang b/crt/shaders/guest/fast/linearize.slang index 2a21a03..c9bd9a8 100644 --- a/crt/shaders/guest/fast/linearize.slang +++ b/crt/shaders/guest/fast/linearize.slang @@ -72,7 +72,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match #define prescalex params.prescalex // prescale-x factor -#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05 +#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0.0 1.0 0.05 #define iscans params.iscans // interlace saturation #pragma stage vertex @@ -83,7 +83,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment @@ -152,7 +152,7 @@ void main() if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) { - intera = 0.5; + intera = 0.25; float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); float ii = abs(line_no-frame_no); @@ -163,10 +163,9 @@ void main() r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; } - if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); - if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));} + if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } + if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } } c = pow(c, vec3(gamma_in)); diff --git a/crt/shaders/guest/fast/linearizef.slang b/crt/shaders/guest/fast/linearizef.slang index bba8cce..9d0d3ac 100644 --- a/crt/shaders/guest/fast/linearizef.slang +++ b/crt/shaders/guest/fast/linearizef.slang @@ -68,7 +68,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment @@ -107,7 +107,7 @@ void main() if (inter <= params.OriginalSize.y && interm > 0.5) { - intera = 0.5; + intera = 0.25; float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); float ii = abs(line_no-frame_no); @@ -117,9 +117,8 @@ void main() r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; } - if (interm == 5.0) { c = mix(c2, c1, 0.5); } + if (interm == 5.0) { c = mix(c2, c1, 0.5); intera = 0.45; } } c = pow(c, vec3(gamma_in)); diff --git a/crt/shaders/guest/fast/pre-shaders.slang b/crt/shaders/guest/fast/pre-shaders.slang index e68dd01..7e15741 100644 --- a/crt/shaders/guest/fast/pre-shaders.slang +++ b/crt/shaders/guest/fast/pre-shaders.slang @@ -3,7 +3,7 @@ /* CRT Advanced color altering - Copyright (C) 2019-2021 guest(r) and Dr. Venom + Copyright (C) 2019-2022 guest(r) and Dr. Venom This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -37,7 +37,8 @@ layout(push_constant) uniform Push float vigstr; float vigdef; float sega_fix; - float pre_bb; + float pre_bb; + float contr; } params; #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 @@ -49,7 +50,7 @@ layout(push_constant) uniform Push #define CP params.CP #define CS params.CS -#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 +#pragma parameter TNTC " LUT Colors: Trin.1 | Trin.2 | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 #define TNTC params.TNTC #pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0 @@ -65,17 +66,19 @@ layout(push_constant) uniform Push #pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01 +#pragma parameter contr " Contrast Adjustment" 0.0 -1.0 1.0 0.05 + #define WP params.WP #define wp_saturation params.wp_saturation #pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0 -#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0 +#pragma parameter BP " Raise Black Level" 0.0 -100.0 25.0 1.0 #define BP params.BP -#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025 +#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.05 -#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2 +#pragma parameter vigdef " Vignette Size" 1.0 0.5 3.0 0.10 layout(std140, set = 0, binding = 0) uniform UBO @@ -194,9 +197,9 @@ const mat3 D65_to_D55 = mat3 ( const mat3 D65_to_D93 = mat3 ( - 0.3683017655, 0.1899055978, 0.0172641453, - 0.3555467892, 0.7110935785, 0.1185155964, - 0.2475020592, 0.0990008237, 1.3035108450); + 0.3412754080, 0.1759701322, 0.0159972847, + 0.3646170520, 0.7292341040, 0.1215390173, + 0.2369894093, 0.0947957637, 1.2481442225); vec3 fix_lut(vec3 lutcolor, vec3 ref) @@ -208,18 +211,26 @@ vec3 fix_lut(vec3 lutcolor, vec3 ref) return mix(lutcolor, ref, LUTBR); } -vec2 ctransform (vec2 inputc) -{ - return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x)); +float vignette(vec2 pos) { + vec2 b = vec2(params.vigdef, params.vigdef) * vec2(1.0, params.OriginalSize.x/params.OriginalSize.y) * 0.125; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + vec2 res = mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, 0.70.xx); + return max(mix(1.0, sqrt(res.x*res.y), params.vigstr), 0.0); } -float vignette (vec2 coords) +vec3 plant (vec3 tar, float r) { - vec2 ccoords = ctransform(2.0*(coords-0.5)); - ccoords = ccoords * ccoords; - float vstr = sqrt(ccoords.x+ccoords.y); - vstr = pow(vstr, params.vigdef); - return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0); + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +float contrast(float x) +{ + float y = 2.0*x-1.0; + y = (sin(y*1.57079632679)+1.0)*0.5; + return mix(x, y, params.contr); } void main() @@ -227,9 +238,7 @@ void main() vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy); float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0); - float bp = w * BP/255.0; - - imgColor.rgb = imgColor.rgb * params.pre_bb; + float bp = w * BP/255.0; if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0); @@ -279,10 +288,6 @@ void main() res = mix(color1, color2, f); } - if (imgColor.r == 0.0) res.r = 0.0; - if (imgColor.g == 0.0) res.g = 0.0; - if (imgColor.b == 0.0) res.b = 0.0; - res.rgb = fix_lut (res.rgb, imgColor.rgb); color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0)); @@ -319,11 +324,13 @@ void main() if (CP == -1.0) color = c; - vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color); - float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + vec3 scolor1 = plant(pow(color, vec3(wp_saturation)), max(max(color.r,color.g),color.b)); + float luma = dot(color, vec3(0.299, 0.587, 0.114)); vec3 scolor2 = mix(vec3(luma), color, wp_saturation); color = (wp_saturation > 1.0) ? scolor1 : scolor2; - + + color = plant(color, contrast(max(max(color.r,color.g),color.b))); + p = 2.2; color = pow(color, vec3(p)); @@ -343,7 +350,12 @@ void main() color = mix(color, comp, m); color = pow(max(color, 0.0), vec3(1.0/p)); - color = color + bp; + if (BP > -0.5) color = color + bp; else + { + color = max(color + BP/255.0, 0.0) / (1.0 + BP/255.0*step(- BP/255.0, max(max(color.r,color.g),color.b))); + } + + color = min(color * params.pre_bb, 1.0); FragColor = vec4(color, vignette(vTexCoord.xy)); } \ No newline at end of file diff --git a/crt/shaders/guest/fast/pre-shadersf.slang b/crt/shaders/guest/fast/pre-shadersf.slang index bc2ebe7..9f765c5 100644 --- a/crt/shaders/guest/fast/pre-shadersf.slang +++ b/crt/shaders/guest/fast/pre-shadersf.slang @@ -3,7 +3,7 @@ /* CRT Advanced color altering - Copyright (C) 2019-2021 guest(r) and Dr. Venom + Copyright (C) 2019-2022 guest(r) and Dr. Venom This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -36,12 +36,13 @@ layout(push_constant) uniform Push float vigstr; float vigdef; float sega_fix; - float pre_bb; + float pre_bb; + float contr; } params; #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 -#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 +#pragma parameter TNTC " LUT Colors: Trin.1 | Trin.2 | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 #define TNTC params.TNTC #pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0 @@ -52,16 +53,20 @@ layout(push_constant) uniform Push #define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0 #pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0 + #pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05 + #pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01 +#pragma parameter contr " Contrast Adjustment" 0.0 -1.0 1.0 0.05 + #pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0 -#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0 +#pragma parameter BP " Raise Black Level" 0.0 -100.0 25.0 1.0 -#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025 +#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.05 -#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2 +#pragma parameter vigdef " Vignette Size" 1.0 0.5 3.0 0.10 #define WP params.WP @@ -120,9 +125,9 @@ const mat3 D65_to_D55 = mat3 ( const mat3 D65_to_D93 = mat3 ( - 0.3683017655, 0.1899055978, 0.0172641453, - 0.3555467892, 0.7110935785, 0.1185155964, - 0.2475020592, 0.0990008237, 1.3035108450); + 0.3412754080, 0.1759701322, 0.0159972847, + 0.3646170520, 0.7292341040, 0.1215390173, + 0.2369894093, 0.0947957637, 1.2481442225); vec3 fix_lut(vec3 lutcolor, vec3 ref) @@ -134,20 +139,27 @@ vec3 fix_lut(vec3 lutcolor, vec3 ref) return mix(lutcolor, ref, LUTBR); } -vec2 ctransform (vec2 inputc) -{ - return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x)); +float vignette(vec2 pos) { + vec2 b = vec2(params.vigdef, params.vigdef) * vec2(1.0, params.OriginalSize.x/params.OriginalSize.y) * 0.125; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + vec2 res = mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, 0.70.xx); + return max(mix(1.0, sqrt(res.x*res.y), params.vigstr), 0.0); } -float vignette (vec2 coords) +vec3 plant (vec3 tar, float r) { - vec2 ccoords = ctransform(2.0*(coords-0.5)); - ccoords = ccoords * ccoords; - float vstr = sqrt(ccoords.x+ccoords.y); - vstr = pow(vstr, params.vigdef); - return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0); + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; } +float contrast(float x) +{ + float y = 2.0*x-1.0; + y = (sin(y*1.57079632679)+1.0)*0.5; + return mix(x, y, params.contr); +} void main() { @@ -156,8 +168,6 @@ void main() float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0); float bp = w * BP/255.0; - - imgColor.rgb = imgColor.rgb * params.pre_bb; if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0); @@ -214,11 +224,13 @@ void main() vec3 c = clamp(color, 0.0, 1.0); - vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color); - float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + vec3 scolor1 = plant(pow(color, vec3(wp_saturation)), max(max(color.r,color.g),color.b)); + float luma = dot(color, vec3(0.299, 0.587, 0.114)); vec3 scolor2 = mix(vec3(luma), color, wp_saturation); color = (wp_saturation > 1.0) ? scolor1 : scolor2; - + + color = plant(color, contrast(max(max(color.r,color.g),color.b))); + float p = 2.2; color = pow(color, vec3(p)); @@ -238,21 +250,24 @@ void main() color = mix(color, comp, m); color = pow(max(color, 0.0), vec3(1.0/p)); - color = color + bp; + if (BP > -0.5) color = color + bp; else + { + color = max(color + BP/255.0, 0.0) / (1.0 + BP/255.0*step(- BP/255.0, max(max(color.r,color.g),color.b))); + } + + color = min(color * params.pre_bb, 1.0); vec2 dx = vec2(params.SourceSize.z, 0.0); - vec2 x2 = 2.5 *dx; vec2 xx = dx + dx; - vec2 x3 = x2 + dx; vec2 pC4 = vTexCoord; - vec3 ol3 = COMPAT_TEXTURE(OriginalHistory1, pC4 -x2).rgb; + vec3 ol3 = COMPAT_TEXTURE(OriginalHistory1, pC4 -xx).rgb; vec3 ol2 = COMPAT_TEXTURE(OriginalHistory1, pC4 -dx).rgb; vec3 ol1 = COMPAT_TEXTURE(OriginalHistory1, pC4 ).rgb; vec3 or1 = COMPAT_TEXTURE(OriginalHistory1, pC4 +dx).rgb; vec3 or2 = COMPAT_TEXTURE(OriginalHistory1, pC4 +xx).rgb; - vec3 cl3 = COMPAT_TEXTURE(OriginalHistory0, pC4 -x2).rgb; + vec3 cl3 = COMPAT_TEXTURE(OriginalHistory0, pC4 -xx).rgb; vec3 cl2 = COMPAT_TEXTURE(OriginalHistory0, pC4 -dx).rgb; vec3 cl1 = COMPAT_TEXTURE(OriginalHistory0, pC4 ).rgb; vec3 cr1 = COMPAT_TEXTURE(OriginalHistory0, pC4 +dx).rgb; diff --git a/crt/shaders/guest/fast/smoothing.slang b/crt/shaders/guest/fast/smoothing.slang deleted file mode 100644 index ee1d9ab..0000000 --- a/crt/shaders/guest/fast/smoothing.slang +++ /dev/null @@ -1,84 +0,0 @@ -#version 450 - -/* - Smart Smoothing Difference Shader - - Copyright (C) 2019 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. - -*/ - -#pragma name SmoothPass - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float STH; -} params; - -#pragma parameter STH "Smart Smoothing Threshold" 0.7 0.4 1.2 0.05 -#define STH params.STH -#define SourceSize params.SourceSize -#define COMPAT_TEXTURE(c,d) texture(c,d) - -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 df (vec3 A, vec3 B) -{ - float diff = length(A-B); - float luma = clamp(length(0.5*min(A,B) + 0.25*(A+B) + 1e-8), 0.0001, 1.0); - float diff1 = diff/luma; - return 1.0 - clamp(7.0*(max(1.5*diff,diff1)-STH), 0.0, 1.0); -} - -void main() -{ - vec2 dx = vec2(SourceSize.z, 0.0); - vec2 dy = vec2(0.0, SourceSize.w); - - vec3 l1 = COMPAT_TEXTURE(Source, vTexCoord.xy -dx).xyz; - vec3 ct = COMPAT_TEXTURE(Source, vTexCoord.xy ).xyz; - vec3 r1 = COMPAT_TEXTURE(Source, vTexCoord.xy +dx).xyz; - - float dl = df(ct, l1); - float dr = df(ct, r1); - - float resx = dl; float resy = dr; - - FragColor = vec4(resx,resy,1.0,1.0); -} diff --git a/crt/shaders/guest/fast/linearize-multipass.slang b/crt/shaders/guest/fast/stock.slang similarity index 68% rename from crt/shaders/guest/fast/linearize-multipass.slang rename to crt/shaders/guest/fast/stock.slang index 0701b8b..bf3cf6b 100644 --- a/crt/shaders/guest/fast/linearize-multipass.slang +++ b/crt/shaders/guest/fast/stock.slang @@ -6,12 +6,8 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float GAMMA_INPUT; } params; -#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.05 -#define GAMMA_INPUT params.GAMMA_INPUT - layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -31,9 +27,9 @@ void main() #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Original; +layout(set = 0, binding = 2) uniform sampler2D Source; void main() { - FragColor = pow(texture(Original, vTexCoord), vec4(GAMMA_INPUT)); + FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0); } \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/afterglow0.slang b/crt/shaders/guest/hd/afterglow0.slang similarity index 72% rename from crt/shaders/guest/crt-gdv-new/afterglow0.slang rename to crt/shaders/guest/hd/afterglow0.slang index f5c3501..5b92c2d 100644 --- a/crt/shaders/guest/crt-gdv-new/afterglow0.slang +++ b/crt/shaders/guest/hd/afterglow0.slang @@ -26,10 +26,15 @@ layout(push_constant) uniform Push float PR, PG, PB; } params; +#pragma parameter bogus_resolution "[ INTERNAL RESOLUTION (Quick setup) ]:" 0.0 0.0 1.0 1.0 +#pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10 + #pragma parameter bogus_afterglow "[ AFTERGLOW SETTINGS ]:" 0.0 0.0 1.0 1.0 -#pragma parameter PR " Persistence Red" 0.14 0.0 0.25 0.01 -#pragma parameter PG " Persistence Green" 0.14 0.0 0.25 0.01 -#pragma parameter PB " Persistence Blue" 0.14 0.0 0.25 0.01 +#pragma parameter PR " Persistence Red" 0.32 0.0 0.50 0.01 +#pragma parameter PG " Persistence Green" 0.32 0.0 0.50 0.01 +#pragma parameter PB " Persistence Blue" 0.32 0.0 0.50 0.01 +#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01 +#pragma parameter sat " Afterglow saturation" 0.50 0.0 1.0 0.01 #define PR params.PR #define PG params.PG @@ -68,9 +73,9 @@ void main() vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb; float w = 1.0; - if ((color.r + color.g + color.b < 3.0/255.0)) { w = 0.0; } + if ((color.r + color.g + color.b < 5.0/255.0)) { w = 0.0; } - vec3 result = mix( max(mix(color, accumulate, 0.74 + vec3(PR, PG, PB))- 2.0/255.0, 0.0)*(255.0/255.0), color, w); + vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w); FragColor = vec4(result, w); } \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/bloom_horizontal.slang b/crt/shaders/guest/hd/bloom_horizontal.slang similarity index 78% rename from crt/shaders/guest/crt-gdv-new/bloom_horizontal.slang rename to crt/shaders/guest/hd/bloom_horizontal.slang index e447629..a962146 100644 --- a/crt/shaders/guest/crt-gdv-new/bloom_horizontal.slang +++ b/crt/shaders/guest/hd/bloom_horizontal.slang @@ -3,7 +3,7 @@ /* Gaussian blur - horizontal pass, dynamic range, resizable - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2021 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 @@ -21,11 +21,9 @@ */ -#pragma format R16G16B16A16_SFLOAT - layout(push_constant) uniform Push { - vec4 LinearizePassSize; + vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; @@ -33,10 +31,12 @@ layout(push_constant) uniform Push float SIGMA_HB; } params; -#pragma parameter SIZEHB " H. Bloom/Halation Radius" 3.0 1.0 30.0 1.0 +#pragma parameter bogus_glow "[ GLOW/BLOOM PASS SETTINGS ]:" 0.0 0.0 1.0 1.0 + +#pragma parameter SIZEHB " H. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 #define SIZEHB params.SIZEHB -#pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 0.70 0.5 15.0 0.10 +#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 #define SIGMA_HB params.SIGMA_HB layout(std140, set = 0, binding = 0) uniform UBO @@ -75,18 +75,20 @@ void main() float f = fract(SourceSize1.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; - vec3 color = vec3(0.0); + vec4 color = vec4(0.0); vec2 dx = vec2(SourceSize1.z, 0.0); float w; float wsum = 0.0; - vec3 pixel; + vec4 pixel; float n = -SIZEHB; do { - pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb; + pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx); w = gaussian(n+f); + pixel.a = max(max(pixel.r, pixel.g),pixel.b); + pixel.a*=pixel.a*pixel.a; color = color + w * pixel; wsum = wsum + w; n = n + 1.0; @@ -95,5 +97,5 @@ void main() color = color / wsum; - FragColor = vec4(color, 1.0); + FragColor = vec4(color.rgb, pow(color.a, 0.333333)); } \ No newline at end of file diff --git a/crt/shaders/guest/crt-gdv-new/bloom_vertical.slang b/crt/shaders/guest/hd/bloom_vertical.slang similarity index 81% rename from crt/shaders/guest/crt-gdv-new/bloom_vertical.slang rename to crt/shaders/guest/hd/bloom_vertical.slang index f18b7eb..4c45599 100644 --- a/crt/shaders/guest/crt-gdv-new/bloom_vertical.slang +++ b/crt/shaders/guest/hd/bloom_vertical.slang @@ -21,7 +21,6 @@ */ -#pragma format R16G16B16A16_SFLOAT layout(push_constant) uniform Push { @@ -34,10 +33,10 @@ layout(push_constant) uniform Push } params; -#pragma parameter SIZEVB " V. Bloom/Halation Radius" 3.0 1.0 30.0 1.0 +#pragma parameter SIZEVB " V. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0 #define SIZEVB params.SIZEVB -#pragma parameter SIGMA_VB " Vertical Bloom/Halation Sigma" 0.70 0.5 15.0 0.10 +#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05 #define SIGMA_VB params.SIGMA_VB layout(std140, set = 0, binding = 0) uniform UBO @@ -72,24 +71,24 @@ float gaussian(float x) void main() { - vec4 SourceSize1 = params.SourceSize; - SourceSize1.yw = params.OriginalSize.yw; - + vec4 SourceSize1 = vec4(params.SourceSize.x, params.OriginalSize.y, params.SourceSize.z, params.OriginalSize.w); + float f = fract(SourceSize1.y * vTexCoord.y); f = 0.5 - f; vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw; - vec3 color = vec3(0.0); + vec4 color = vec4(0.0); vec2 dy = vec2(0.0, SourceSize1.w); float w; float wsum = 0.0; - vec3 pixel; + vec4 pixel; float n = -SIZEVB; do { - pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb; + pixel = COMPAT_TEXTURE(Source, tex + n*dy); w = gaussian(n+f); + pixel.a*=pixel.a*pixel.a; color = color + w * pixel; wsum = wsum + w; n = n + 1.0; @@ -98,5 +97,5 @@ void main() color = color / wsum; - FragColor = vec4(color, 1.0); + FragColor = vec4(color.rgb, pow(color.a, 0.175)); } \ No newline at end of file diff --git a/crt/shaders/guest/hd/crt-guest-advanced-hd-pass1.slang b/crt/shaders/guest/hd/crt-guest-advanced-hd-pass1.slang new file mode 100644 index 0000000..f7e11bc --- /dev/null +++ b/crt/shaders/guest/hd/crt-guest-advanced-hd-pass1.slang @@ -0,0 +1,193 @@ +#version 450 + +/* + CRT - Guest - Advanced - HD - Pass1 + + 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 +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float SIGMA_HOR; + float HSHARPNESS; + float S_SHARP; + float HARNG; + float HSHARP; + float prescalex; + float prescaley; + float spike; + float SIGMA_VER; + float VSHARPNESS; + float S_SHARPV; + float VARNG; + float VSHARP; + float internal_res; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + + +#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10 +#define internal_res params.internal_res + +#pragma parameter HSHARPNESS " Horizontal Filter Range" 1.0 1.0 8.0 0.25 +#define HSHARPNESS params.HSHARPNESS + +#pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.50 0.1 7.0 0.025 +#define SIGMA_HOR params.SIGMA_HOR + +#pragma parameter S_SHARP " Substractive Sharpness" 1.0 0.0 2.0 0.10 +#define S_SHARP params.S_SHARP + +#pragma parameter HSHARP " Sharpness Definition" 1.25 0.0 2.0 0.10 +#define HSHARP params.HSHARP + +#pragma parameter HARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10 +#define HARNG params.HARNG + +#pragma parameter bogus_vfiltering "[ VERTICAL/INTERLACING FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter VSHARPNESS " Vertical Filter Range" 1.0 1.0 8.0 0.25 +#define VSHARPNESS global.VSHARPNESS + +#pragma parameter SIGMA_VER " Vertical Blur Sigma" 0.50 0.1 7.0 0.025 +#define SIGMA_VER global.SIGMA_VER + +#pragma parameter S_SHARPV " Vert. Substractive Sharpness" 1.0 0.0 2.0 0.10 +#define S_SHARPV global.S_SHARPV + +#pragma parameter VSHARP " Vert. Sharpness Definition" 1.25 0.0 2.0 0.10 +#define VSHARP global.VSHARP + +#pragma parameter VARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10 +#define VARNG params.VARNG + +#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 +#define spike params.spike + +#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with main pass, values must match +#define prescalex params.prescalex // prescale-x factor + +#pragma parameter prescaley " Prescale-Y Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with Linearize Pass pass, values must match +#define prescaley params.prescaley // prescale-y factor + +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define TEX0 vTexCoord + +#define OutputSize params.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; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D LinearizePass; + +float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR*internal_res*internal_res); + +float gaussian(float x) +{ + return exp(-x*x*invsqrsigma); +} + +void main() +{ + vec4 SourceSize = params.OriginalSize * vec4(prescalex, prescaley, 1.0/prescalex, 1.0/prescaley); + + float f = fract(SourceSize.x * vTexCoord.x); + f = 0.5 - f; + vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw; + vec3 color = 0.0.xxx; + float scolor = 0.0; + vec2 dx = vec2(SourceSize.z, 0.0); + + float w = 0.0; + float swsum = 0.0; + float wsum = 0.0; + vec3 pixel; + + float hsharpness = HSHARPNESS * internal_res; + vec3 cmax = 0.0.xxx; + vec3 cmin = 1.0.xxx; + float sharp = gaussian(hsharpness) * S_SHARP; + float maxsharp = 0.20; + float FPR = hsharpness; + float fpx = 0.0; + float sp = 0.0; + float sw = 0.0; + + float ts = 0.025; + vec3 luma = vec3(0.2126, 0.7152, 0.0722); + + float LOOPSIZE = ceil(2.0*FPR); + float CLAMPSIZE = round(2.0*LOOPSIZE/3.0); + + float n = -LOOPSIZE; + + do + { + pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb; + sp = max(max(pixel.r,pixel.g),pixel.b); + + w = gaussian(n+f) - sharp; + fpx = abs(n+f-sign(n)*FPR)/FPR; + if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } + if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(fpx, HSHARP)), 0.0); + + color = color + w * pixel; + wsum = wsum + w; + + sw = max(w, 0.0) * (dot(pixel,luma) + ts); + scolor = scolor + sw * sp; + swsum = swsum + sw; + + n = n + 1.0; + + } while (n <= LOOPSIZE); + + color = color / wsum; + scolor = scolor / swsum; + + color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0); + + scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0); + + FragColor = vec4(color, scolor); +} \ No newline at end of file diff --git a/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang b/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang new file mode 100644 index 0000000..07abb62 --- /dev/null +++ b/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang @@ -0,0 +1,461 @@ +#version 450 + +/* + CRT - Guest - Advanced - HD - Pass2 + + Copyright (C) 2018-2021 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 IOS, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, + glow, vertmask, inters, bloom, halation, scans, gamma_c; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float warpX; + float warpY; + float csize; + float bsize1; + float intres; + float c_shape; + float barspeed; + float barintensity; + float bardir; + float SIGMA_VER; + float VSHARPNESS; + float S_SHARPV; + float VARNG; + float VSHARP; + float prescaley; + float internal_res; + float scangamma; + float sborder; + float scan_falloff; + float overscanX; + float overscanY; + float bloom_dist; +} global; + +#pragma parameter bogus_vfiltering "[ VERTICAL/INTERLACING FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter VSHARPNESS " Vertical Filter Range" 1.0 1.0 8.0 0.25 +#define VSHARPNESS global.VSHARPNESS + +#pragma parameter SIGMA_VER " Vertical Blur Sigma" 0.50 0.1 7.0 0.025 +#define SIGMA_VER global.SIGMA_VER + +#pragma parameter S_SHARPV " Vert. Substractive Sharpness" 1.0 0.0 2.0 0.10 +#define S_SHARPV global.S_SHARPV + +#pragma parameter VSHARP " Vert. Sharpness Definition" 1.25 0.0 2.0 0.10 +#define VSHARP global.VSHARP + +#pragma parameter VARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10 +#define VARNG global.VARNG + +#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...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 + +#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 + +#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 + +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 +#define bloom params.bloom // bloom effect + +#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 + +#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 +#define halation params.halation // halation effect + +#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 +#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 + +#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5 +#define scanline1 params.scanline1 // scanline param, vertical sharpness + +#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 70.0 1.0 +#define scanline2 params.scanline2 // scanline param, vertical sharpness + +#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.20 0.25 5.0 0.05 +#define beam_min params.beam_min // dark area beam min - narrow + +#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 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 + +#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.60 0.0 2.5 0.05 +#define scans params.scans // scanline saturation + +#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.25 2.0 0.05 +#define scan_falloff global.scan_falloff // scanline falloff + +#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05 +#define scangamma global.scangamma + +#pragma parameter prescaley " Prescale-Y Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with Linearize Pass pass, values must match +#define prescaley global.prescaley // prescale-y factor + +#pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10 +#define internal_res global.internal_res + +#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; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +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; +} + + +float invsqrsigma = 1.0/(2.0*SIGMA_VER*SIGMA_VER*internal_res*internal_res); + +float gaussian(float x) +{ + return exp(-x*x*invsqrsigma); +} + +vec3 v_resample (vec2 tex0, vec4 Size) { + + float f = fract(Size.y * tex0.y); + f = 0.5 - f; + vec2 tex = tex0; + tex.y = floor(Size.y *tex.y)*Size.w + 0.5*Size.w; + vec3 color = 0.0.xxx; + vec2 dy = vec2(0.0, Size.w); + + float w = 0.0; + float wsum = 0.0; + vec3 pixel; + + vec3 cmax = 0.0.xxx; + vec3 cmin = 1.0.xxx; + float vsharpness = VSHARPNESS*internal_res; + float sharp = gaussian(vsharpness) * S_SHARPV; + float maxsharp = 0.20; + float FPR = vsharpness; + float fpx = 0.0; + + float LOOPSIZE = ceil(2.0*FPR); + float CLAMPSIZE = round(2.0*LOOPSIZE/3.0); + + float n = -LOOPSIZE; + + do + { + pixel = COMPAT_TEXTURE(Pass1, tex + n*dy).rgb; + + w = gaussian(n+f) - sharp; + fpx = abs(n+f-sign(n)*FPR)/FPR; + if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } + if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(fpx, VSHARP)), 0.0); + + color = color + w * pixel; + wsum = wsum + w; + + n = n + 1.0; + + } while (n <= LOOPSIZE); + + color = color / wsum; + + color = clamp(mix(clamp(color, cmin, cmax), color, VARNG), 0.0, 1.0); + + return color; +} + + +void main() +{ + 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; + bool interb = (intera < 0.5); + + float SourceY = SourceSize.y; + float sy = 1.0; + if (global.intres == 0.5) sy = SourceY/224.0; else + if (global.intres == 1.0) sy = SourceY/240.0; else + if (global.intres > 1.25) sy = global.intres; + SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); + + // Calculating texel coordinates + + vec2 texcoord = TEX0.xy; + + if (IOS > 0.0 && !interb){ + vec2 ofactor = OutputSize.xy/SourceSize.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); + } + + 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; + + vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; + vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; + + color1 = pow(color1, vec3(scangamma/gamma_in)); + + if (interb) color1 = v_resample(pos, SourceSize * vec4(1.0, prescaley, 1.0, 1.0/prescaley)); + + pC4+=dy; + + vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; + vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; + + color2 = pow(color2, vec3(scangamma/gamma_in)); + + // calculating scanlines + + vec3 ctmp = color1; vec3 mcolor = scolor1; 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; + + 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; + + float mc1 = max(max(color1.r,color1.g),color1.b) + eps; + float mc2 = max(max(color2.r,color2.g),color2.b) + eps; + + cref1 = color1 / mc1; cref1=cref1*cref1; cref1*=cref1; + cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2; + + w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps); + w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps); + + // Scanline Deconvergence + + vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); + + float v_high1 = 1.0 + 0.3*vm; + float v_high2 = 1.0 + 0.6*vm; + float v_low = 1.0 - vm; + + float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0); + float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0); + + if (vertmask < 0.0) + { + cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); + cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); + } + else + { + cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); + cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); + } + + color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; + color = min(color, 1.0); +} + + if (interb) + { + color = gc(color1); + } + + float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); + + if (!interb) color = pow( color, vec3(gamma_in/scangamma) ); + + FragColor = vec4(color, colmx); +} diff --git a/crt/shaders/guest/hd/deconvergence-hd.slang b/crt/shaders/guest/hd/deconvergence-hd.slang new file mode 100644 index 0000000..d312df6 --- /dev/null +++ b/crt/shaders/guest/hd/deconvergence-hd.slang @@ -0,0 +1,682 @@ +#version 450 + +/* + CRT - Guest - Advanced + + 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 IOS, brightboost, brightboost1, csize, bsize1, warpX, warpY, glow, shadowMask, masksize, + slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, mshift, mask_layout, mask_bloom; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float bloom; + float halation; + float slotms; + float mclip; + float mask_gamma; + float gamma_out; + float overscanX; + float overscanY; + float intres; + float prescalex; + float c_shape; + float barspeed; + float barintensity; + float bardir; + float sborder; + float bloom_dist; + float deconr; + float decons; + float addnoised; + float noiseresd; + float noisetype; + float deconrr; + float deconrg; + float deconrb; + float deconrry; + float deconrgy; + float deconrby; + float dctypex; + float dctypey; + float post_br; +} global; + + +#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 + +#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 +#define bloom global.bloom // bloom effect + +#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 + +#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 +#define halation global.halation // halation effect + +#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 +#define gamma_c global.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_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#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 csize " Corner Size" 0.0 0.0 0.25 0.005 +#define csize params.csize // corner size + +#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 +#define bsize1 params.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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 +#define warpX params.warpX // Curvature X + +#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 +#define warpY params.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 + +#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 bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0 +#define shadowMask params.shadowMask // Mask Style + +#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025 +#define maskstr params.maskstr // Mask Strength + +#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05 +#define mcut params.mcut // Mask 5-12 dark color strength + +#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0 +#define masksize params.masksize // Mask Size + +#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 +#define maskDark params.maskDark // Dark "Phosphor" + +#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 +#define maskLight params.maskLight // Light "Phosphor" + +#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 +#define mshift params.mshift // mask 'line' shift/stagger + +#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0 +#define mask_layout params.mask_layout // mask layout: RGB or BGR + +#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 +#define mask_gamma global.mask_gamma // Mask application gamma + +#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 +#define slotmask params.slotmask + +#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 +#define slotmask1 params.slotmask1 + +#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0 +#define slotwidth params.slotwidth // Slot Mask Width + +#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0 +#define double_slot params.double_slot // Slot Mask Height + +#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 +#define slotms global.slotms // Slot Mask Size + +#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05 +#define mclip global.mclip // + +#pragma parameter gamma_out "Gamma out" 1.75 1.0 5.0 0.05 +#define gamma_out global.gamma_out // output gamma + + +#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 + +#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 + +#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 + +#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 + +#pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10 + +#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02 + +#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 + +#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 + +#pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01 + + +#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; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D LinearizePass; +layout(set = 0, binding = 3) uniform sampler2D BloomPass; +layout(set = 0, binding = 4) uniform sampler2D PrePass; +layout(set = 0, binding = 5) uniform sampler2D Source; + +#define eps 1e-10 + +// Shadow mask (1-4 from PD CRT Lottes shader). + +vec3 Mask(vec2 pos, float mx) +{ + vec2 pos0 = pos; + pos.y = floor(pos.y/masksize); + float next_line = float(fract(pos.y*0.5) > 0.25); + pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); + pos = floor(pos0/masksize); + + vec3 mask = vec3(maskDark, maskDark, maskDark); + vec3 one = vec3(1.0); + float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); + float mc = 1.0 - max(maskstr, 0.0); + + // No mask + if (shadowMask == -1.0) + { + mask = vec3(1.0); + } + + // Phosphor. + else if (shadowMask == 0.0) + { + pos.x = fract(pos.x*0.5); + if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } + else { mask.r = mc; mask.g = 1.0; 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) < 0.49) + odd = 1.0; + if (fract((pos.y + odd)/2.0) < 0.49) + line = maskDark; + + pos.x = fract(pos.x/3.0); + + if (pos.x < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; + else if (pos.x < 0.6) mask.g = maskLight; + else mask.b = maskLight; + } + + // Trinitron mask 5 + else if (shadowMask == 5.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask.r = 1.0; + mask.b = 1.0; + } + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Trinitron mask 6 + else if (shadowMask == 6.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask.r = 1.0; + else if (pos.x < 0.6) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 7 + else if (shadowMask == 7.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/2.0); + if (pos.x < 0.49) + { mask = 0.0.xxx; + } + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // BW Trinitron mask 8 + else if (shadowMask == 8.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask = 1.0.xxx; + else mask = 1.0.xxx; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // Magenta - Green - Black mask + else if (shadowMask == 9.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x/3.0); + if (pos.x < 0.3) mask = 0.0.xxx; + else if (pos.x < 0.6) mask.rb = 1.0.xx; + else mask.g = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RGBX + else if (shadowMask == 10.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask = 0.0.xxx; + else if (pos.x < 0.4) mask.r = 1.0; + else if (pos.x < 0.7) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // 4k mask + else if (shadowMask == 11.0) + { + mask = vec3(0.0); + pos.x = fract(pos.x * 0.25); + if (pos.x < 0.2) mask.r = 1.0; + else if (pos.x < 0.4) mask.rg = 1.0.xx; + else if (pos.x < 0.7) mask.gb = 1.0.xx; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + // RRGGBBX mask + else + { + mask = vec3(0.0); + pos.x = floor(mod(pos.x,7.0)); + if (pos.x < 1.0) mask = 0.0.xxx; + else if (pos.x < 3.0) mask.r = 1.0; + else if (pos.x < 5.0) mask.g = 1.0; + else mask.b = 1.0; + mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; + } + + return mask; +} + +float SlotMask(vec2 pos, float m) +{ + if ((slotmask + slotmask1) == 0.0) return 1.0; + else + { + pos = floor(pos/slotms); + float mlen = slotwidth*2.0; + float px = fract(pos.x/mlen); + float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); + float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); + float slot = 1.0; + if (py == 0.0 && px < 0.5) slot = slot_dark; else + if (py == double_slot && px >= 0.5) slot = slot_dark; + + return slot; + } +} + +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; +} + +vec2 Overscan(vec2 pos, float dx, float dy){ + pos=pos*2.0-1.0; + pos*=vec2(dx,dy); + return pos*0.5+0.5; +} + +float humbar(float pos) +{ + if (global.barintensity == 0.0) return 1.0; else + { + pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); + pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); + pos = (global.barintensity < 0.0) ? pos : (1.0-pos); + return (1.0-global.barintensity) + global.barintensity*pos; + } +} + + +float corner(vec2 pos) { + vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); + float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); + crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); + pos = max(pos, crn); + vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, sborder.xx); + return sqrt(res.x*res.y); +} + + +vec3 plant (vec3 tar, float r) +{ + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +vec3 declip(vec3 c, float b) +{ + float m = max(max(c.r,c.g),c.b); + if (m > b) c = c*b/m; + return c; +} + +// noise function: +// Dedicated to the public domain. +// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). +// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz + +vec3 noise(vec3 v){ + if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0; + // ensure reasonable range + v = fract(v) + fract(v*1e4) + fract(v*1e-4); + // seed + v += vec3(0.12345, 0.6789, 0.314159); + // more iterations => more random + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + v = fract(v*dot(v, v)*123.456); + return v; +} + +void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) +{ + float stepx = OutputSize.z; + float stepy = OutputSize.w; + + float ds = global.decons; + + vec2 dx = vec2(stepx, 0.0); + vec2 dy = vec2(0.0, stepy); + + float posx = 2.0*coord.x - 1.0; + float posy = 2.0*coord.y - 1.0; + + if (global.dctypex > 0.025) + { + posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex); + dx = posx * dx; + } + + if (global.dctypey > 0.025) + { + + posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey); + dy = posy * dy; + } + + // if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey)); + + vec2 rc = global.deconrr * dx + global.deconrry*dy; + vec2 gc = global.deconrg * dx + global.deconrgy*dy; + vec2 bc = global.deconrb * dx + global.deconrby*dy; + + float r1 = COMPAT_TEXTURE(Source, coord + rc).r; + float g1 = COMPAT_TEXTURE(Source, coord + gc).g; + float b1 = COMPAT_TEXTURE(Source, coord + bc).b; + + vec3 d = vec3(r1, g1, b1); + c = clamp(mix(c, d, ds), 0.0, 1.0); + + r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r; + g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g; + b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b; + + d = vec3(r1, g1, b1); + b = clamp(mix(b, d, ds), 0.0, 1.0); +} + + +void main() +{ + vec4 SourceSize = global.OriginalSize; + + 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; + bool interb = (intera < 0.5); + + // Calculating texel coordinates + + vec2 texcoord = TEX0.xy; + + if (IOS > 0.0 && !interb){ + vec2 ofactor = OutputSize.xy/SourceSize.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); + } + + texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); + + vec2 pos1 = TEX0.xy; + vec2 pos = Warp(texcoord); + vec2 pos0 = Warp(TEX0.xy); + vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb; + float c0 = max(max(color0.r, color0.g),color0.b); + + // color and bloom fetching + vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; + vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; + fetch_pixel(color, Bloom, pos1, pos); + + float cm = max(max(color.r,color.g),color.b); + float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; + float colmx = max(mx1, cm); + float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0); + + vec2 dx = vec2(0.001, 0.0); + float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; + float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; + float mx = max(max(mx0,mx1),max(mx2,cm)); + + vec3 one = vec3(1.0); + + // Apply Mask + + vec3 orig1 = color; + vec3 cmask = one; + + vec2 maskcoord = gl_FragCoord.xy * 1.000001; + + float smask = SlotMask(maskcoord, mx); + cmask*= Mask(maskcoord, mx); + + if (mask_layout > 0.5) cmask = cmask.rbg; + + vec3 cmask1 = cmask; + float smask1 = smask; + + if (mask_bloom > 0.025) + { + float maxb = max(max(Bloom.r,Bloom.g),Bloom.b); + maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275); + vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5)); + float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b); + cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx); + smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0); + } + + color = pow(color, vec3(mask_gamma/gamma_in)); + color = color*cmask; + color = min(color,1.0); + color = color*smask; + color = pow(color, vec3(gamma_in/mask_gamma)); + + cmask = min(cmask*smask, 1.0); + cmask1 = min(cmask1*smask1, 1.0); + + float bb = mix(brightboost, brightboost1, colmx); + if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); + color*=bb; + + vec3 Glow = COMPAT_TEXTURE(BloomPass, pos).rgb; + vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb; + float maxb = COMPAT_TEXTURE(BloomPass, pos).a; + float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; + + vec3 Bloom1 = Bloom; + + if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); + + Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); + Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); + + Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); + + color = color + abs(bloom) * Bloom1; + + color = min(color, mix(one, cmask1, mclip)); + + if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0; + + if (halation > 0.01) { + Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); + color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } + + Glow = mix(Glow, 0.25*color, 0.7*colmx); + if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } + + color = min(color, 1.0); + + color = pow(color, vec3(1.0/gamma_out)); + + float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; + + if (abs(global.addnoised) > 0.01) + { + vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); + if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); + else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); + } + + FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0); +} diff --git a/crt/shaders/guest/advanced/linearize-hires.slang b/crt/shaders/guest/hd/linearize-hd.slang similarity index 64% rename from crt/shaders/guest/advanced/linearize-hires.slang rename to crt/shaders/guest/hd/linearize-hd.slang index cbacce9..8fc44fe 100644 --- a/crt/shaders/guest/advanced/linearize-hires.slang +++ b/crt/shaders/guest/hd/linearize-hd.slang @@ -3,7 +3,7 @@ /* Interlacing - Copyright (C) 2020 guest(r) - guest.r@gmail.com + Copyright (C) 2020-2021 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 @@ -24,6 +24,7 @@ layout(push_constant) uniform Push { vec4 OriginalSize; + vec4 SourceSize; vec4 OutputSize; uint FrameCount; float GAMMA_INPUT; @@ -32,9 +33,8 @@ layout(push_constant) uniform Push float iscan; float intres; float iscans; - float downsample_levelx; - float downsample_levely; float prescalex; + float prescaley; } params; @@ -45,7 +45,7 @@ layout(std140, set = 0, binding = 0) uniform UBO } global; -#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 +#pragma parameter GAMMA_INPUT "Gamma Input" 1.80 1.0 5.0 0.05 #define GAMMA_INPUT params.GAMMA_INPUT #pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 @@ -53,7 +53,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0 #define inter params.inter // interlace resolution -#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 +#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4" 4.0 0.0 4.0 1.0 #define interm params.interm // interlace mode #pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 @@ -62,13 +62,13 @@ layout(std140, set = 0, binding = 0) uniform UBO #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match #define intres params.intres // interlace resolution -#pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 3.0 0.05 -#define downsample_levelx params.downsample_levelx // downsample level +#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with main pass, values must match +#define prescalex params.prescalex // prescale-x factor -#pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 3.0 0.05 -#define downsample_levely params.downsample_levely // downsample level +#pragma parameter prescaley " Prescale-Y Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with main pass, values must match +#define prescaley params.prescaley // prescale-y factor -#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05 +#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0.0 1.0 0.05 #define iscans params.iscans // interlace saturation #pragma stage vertex @@ -79,13 +79,13 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.000001; + vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D PrePass; +layout(set = 0, binding = 2) uniform sampler2D Source; #define COMPAT_TEXTURE(c,d) texture(c,d) @@ -97,38 +97,10 @@ vec3 plant (vec3 tar, float r) } -vec3 fetch_pixel(vec2 coord) -{ - vec2 dx = vec2(global.SourceSize.z, 0.0) * downsample_levelx; - vec2 dy = vec2(0.0, global.SourceSize.w) * downsample_levely; - vec2 d1 = dx + dy; - vec2 d2 = dx - dy; - - float sum = 15.0; - vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb + - 2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb + - COMPAT_TEXTURE(PrePass, coord + d1).rgb + - COMPAT_TEXTURE(PrePass, coord - d1).rgb + - COMPAT_TEXTURE(PrePass, coord + d2).rgb + - COMPAT_TEXTURE(PrePass, coord - d2).rgb; - - return result/sum; -} - - void main() { - vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; - vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb; - - if ((downsample_levelx + downsample_levely) > 0.025) - { - c1 = fetch_pixel(vTexCoord); - c2 = fetch_pixel(vTexCoord + vec2(0.0, params.OriginalSize.w)); - } + vec3 c1 = COMPAT_TEXTURE(Source, vTexCoord).rgb; + vec3 c2 = COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, params.SourceSize.w)).rgb; vec3 c = c1; @@ -148,7 +120,7 @@ void main() if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) { - intera = 0.5; + intera = 0.25; float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); float ii = abs(line_no-frame_no); @@ -159,10 +131,8 @@ void main() r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); - intera = 0.0; } - if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); - if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));} + if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } } c = pow(c, vec3(gamma_in)); diff --git a/crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang b/crt/shaders/guest/hd/pre-shaders-afterglow.slang similarity index 68% rename from crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang rename to crt/shaders/guest/hd/pre-shaders-afterglow.slang index e065f38..caa24f5 100644 --- a/crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang +++ b/crt/shaders/guest/hd/pre-shaders-afterglow.slang @@ -1,9 +1,9 @@ #version 450 /* - CRT GDV Afterglow, color altering + CRT Advanced Afterglow, color altering - Copyright (C) 2019-2021 guest(r) and Dr. Venom + Copyright (C) 2019-2022 guest(r) and Dr. Venom This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License @@ -34,39 +34,58 @@ layout(push_constant) uniform Push float WP; float wp_saturation; float AS, sat; + float BP; + float vigstr; + float vigdef; + float sega_fix; + float pre_bb; + float contr; } params; -#pragma parameter AS " Afterglow Strength" 0.07 0.0 0.50 0.01 +#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01 #define AS params.AS -#pragma parameter sat " Afterglow saturation" 0.10 0.0 1.0 0.01 +#pragma parameter sat " Afterglow saturation" 0.50 0.0 1.0 0.01 #define sat params.sat #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 -#pragma parameter TNTC " LUT Number/Colors (1.0-4.0)" 0.0 0.0 4.0 1.0 +#pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020" 0.0 0.0 4.0 1.0 + +#pragma parameter CP " CRT Profile: EBU | P22 | SMPTE-C | Philips | Trin." 0.0 -1.0 5.0 1.0 + +#define CP params.CP +#define CS params.CS + +#pragma parameter TNTC " LUT Colors: Trin.1 | Trin.2 | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 #define TNTC params.TNTC #pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0 #define LS params.LS -#pragma parameter LUTLOW " Fix LUT Dark - Range" 5.0 0.0 50.0 1.0 -#define LUTLOW params.LUTLOW +#define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons -#pragma parameter LUTBR " Fix LUT Brightness" 1.0 0.0 1.0 0.10 -#define LUTBR params.LUTBR +#define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0 -#pragma parameter CP " CRT Color Profile" 0.0 -1.0 5.0 1.0 -#pragma parameter CS " Color Space: sRGB, DCI, Adobe, Rec.2020" 0.0 0.0 3.0 1.0 - -#define CP params.CP -#define CS params.CS - #pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0 -#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05 + +#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05 + +#pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01 + +#pragma parameter contr " Contrast Adjustment" 0.0 -1.0 1.0 0.05 + +#pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0 + +#pragma parameter BP " Raise Black Level" 0.0 -100.0 25.0 1.0 + +#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.05 + +#pragma parameter vigdef " Vignette Size" 1.0 0.5 3.0 0.10 #define WP params.WP #define wp_saturation params.wp_saturation +#define BP params.BP layout(std140, set = 0, binding = 0) uniform UBO { @@ -148,11 +167,18 @@ mat3( -0.498611, 0.041555, 1.056972 ); +const mat3 ToModern = +mat3( + 2.791723, -0.894766, 0.041678, +-1.173165, 1.815586, -0.130886, +-0.440973, 0.032000, 1.002034 +); + const mat3 ToDCI = mat3( - 2.725394, -0.795168, 0.041242, --1.018003, 1.689732, -0.087639, --0.440163, 0.022647, 1.100929 + 2.493497, -0.829489, 0.035846, +-0.931384, 1.762664, -0.076172, +-0.402711, 0.023625, 0.956885 ); const mat3 ToAdobe = @@ -178,9 +204,9 @@ const mat3 D65_to_D55 = mat3 ( const mat3 D65_to_D93 = mat3 ( - 0.3683017655, 0.1899055978, 0.0172641453, - 0.3555467892, 0.7110935785, 0.1185155964, - 0.2475020592, 0.0990008237, 1.3035108450); + 0.3412754080, 0.1759701322, 0.0159972847, + 0.3646170520, 0.7292341040, 0.1215390173, + 0.2369894093, 0.0947957637, 1.2481442225); vec3 fix_lut(vec3 lutcolor, vec3 ref) @@ -193,6 +219,29 @@ vec3 fix_lut(vec3 lutcolor, vec3 ref) } +float vignette(vec2 pos) { + vec2 b = vec2(params.vigdef, params.vigdef) * vec2(1.0, params.OriginalSize.x/params.OriginalSize.y) * 0.125; + pos = clamp(pos, 0.0, 1.0); + pos = abs(2.0*(pos - 0.5)); + vec2 res = mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); + res = pow(res, 0.70.xx); + return max(mix(1.0, sqrt(res.x*res.y), params.vigstr), 0.0); +} + + +vec3 plant (vec3 tar, float r) +{ + float t = max(max(tar.r,tar.g),tar.b) + 0.00001; + return tar * r / t; +} + +float contrast(float x) +{ + float y = 2.0*x-1.0; + y = (sin(y*1.57079632679)+1.0)*0.5; + return mix(x, y, params.contr); +} + void main() { vec4 imgColor = COMPAT_TEXTURE(StockPass, vTexCoord.xy); @@ -202,9 +251,14 @@ void main() float l = length(aftglow.rgb); aftglow.rgb = AS*w*normalize(pow(aftglow.rgb + 0.01, vec3(sat)))*l; + float bp = w * BP/255.0; + + if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0); + + imgColor.rgb = min(imgColor.rgb, 1.0); vec3 color = imgColor.rgb; - + if (int(TNTC) == 0) { color.rgb = imgColor.rgb; @@ -247,10 +301,6 @@ void main() res = mix(color1, color2, f); } - if (imgColor.r == 0.0) res.r = 0.0; - if (imgColor.g == 0.0) res.g = 0.0; - if (imgColor.b == 0.0) res.b = 0.0; - res.rgb = fix_lut (res.rgb, imgColor.rgb); color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0)); @@ -261,10 +311,11 @@ void main() float p; mat3 m_out; - if (CS == 0.0) { p = 2.4; m_out = ToSRGB; } else - if (CS == 1.0) { p = 2.6; m_out = ToDCI; } else - if (CS == 2.0) { p = 2.2; m_out = ToAdobe;} else - if (CS == 3.0) { p = 2.4; m_out = ToREC; } + if (CS == 0.0) { p = 2.2; m_out = ToSRGB; } else + if (CS == 1.0) { p = 2.2; m_out = ToModern; } else + if (CS == 2.0) { p = 2.6; m_out = ToDCI; } else + if (CS == 3.0) { p = 2.2; m_out = ToAdobe; } else + if (CS == 4.0) { p = 2.4; m_out = ToREC; } color = pow(c, vec3(p)); @@ -286,11 +337,13 @@ void main() if (CP == -1.0) color = c; - vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color); - float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + vec3 scolor1 = plant(pow(color, vec3(wp_saturation)), max(max(color.r,color.g),color.b)); + float luma = dot(color, vec3(0.299, 0.587, 0.114)); vec3 scolor2 = mix(vec3(luma), color, wp_saturation); color = (wp_saturation > 1.0) ? scolor1 : scolor2; - + + color = plant(color, contrast(max(max(color.r,color.g),color.b))); + p = 2.2; color = pow(color, vec3(p)); @@ -309,8 +362,13 @@ void main() color = mix(color, comp, m); color = pow(max(color, 0.0), vec3(1.0/p)); + + if (BP > -0.5) color = color + aftglow.rgb + bp; else + { + color = max(color + BP/255.0, 0.0) / (1.0 + BP/255.0*step(- BP/255.0, max(max(color.r,color.g),color.b))) + aftglow.rgb; + } - color = color + aftglow.rgb; + color = min(color * params.pre_bb, 1.0); - FragColor = vec4(color, 1.0); + FragColor = vec4(color, vignette(vTexCoord.xy)); } \ No newline at end of file diff --git a/crt/shaders/guest/linearize.slang b/crt/shaders/guest/hd/stock.slang similarity index 56% rename from crt/shaders/guest/linearize.slang rename to crt/shaders/guest/hd/stock.slang index ca8c99d..bf3cf6b 100644 --- a/crt/shaders/guest/linearize.slang +++ b/crt/shaders/guest/hd/stock.slang @@ -2,12 +2,12 @@ layout(push_constant) uniform Push { - float GAMMA_INPUT; + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; } params; -#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 -#define GAMMA_INPUT params.GAMMA_INPUT - layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -27,13 +27,9 @@ void main() #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D AfterglowPass; - - -#define COMPAT_TEXTURE(c,d) texture(c,d) +layout(set = 0, binding = 2) uniform sampler2D Source; void main() { - float gamma_in = 1.0/GAMMA_INPUT; - FragColor = vec4(pow(vec3(COMPAT_TEXTURE(AfterglowPass, vTexCoord)), vec3(GAMMA_INPUT)), gamma_in); + FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0); } \ No newline at end of file diff --git a/crt/shaders/guest/lut/README b/crt/shaders/guest/lut/README deleted file mode 100644 index 35c3fb0..0000000 --- a/crt/shaders/guest/lut/README +++ /dev/null @@ -1 +0,0 @@ -LUT's kindly provided by torridgristle. \ No newline at end of file diff --git a/crt/shaders/guest/lut/custom_lut.png b/crt/shaders/guest/lut/custom_lut.png deleted file mode 100644 index 97dd8d1..0000000 Binary files a/crt/shaders/guest/lut/custom_lut.png and /dev/null differ diff --git a/crt/shaders/guest/lut/lut.slang b/crt/shaders/guest/lut/lut.slang deleted file mode 100644 index 1a30a34..0000000 --- a/crt/shaders/guest/lut/lut.slang +++ /dev/null @@ -1,112 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - float TNTC; -} params; - -#pragma parameter TNTC "LUT Colors" 0.0 0.0 3.0 1.0 -#define TNTC params.TNTC - -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; -layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1; -layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; -layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3; - -#define LUT_Size 32.0 -#define COMPAT_TEXTURE(c,d) texture(c,d) - -const mat3 D65_to_XYZ = mat3 ( - 0.4306190, 0.2220379, 0.0201853, - 0.3415419, 0.7066384, 0.1295504, - 0.1783091, 0.0713236, 0.9390944); - -const mat3 XYZ_to_D50 = mat3 ( - 2.9603944, -0.9787684, 0.0844874, - -1.4678519, 1.9161415, -0.2545973, - -0.4685105, 0.0334540, 1.4216174); - - -// This shouldn't be necessary but it seems some undefined values can -// creep in and each GPU vendor handles that differently. This keeps -// all values within a safe range -vec4 mixfix(vec4 a, vec4 b, float c) -{ - return (a.z < 1.0) ? mix(a, b, c) : a; -} - -void main() -{ - vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy); - if (int(TNTC) == 0) - { - FragColor = imgColor; - return; - } - else - { - float red = ( imgColor.r * (LUT_Size - 1.0) + 0.499999 ) / (LUT_Size * LUT_Size); - float green = ( imgColor.g * (LUT_Size - 1.0) + 0.499999 ) / LUT_Size; - float blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; - float blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; - float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); - vec4 color1, color2, res; - if (int(TNTC) == 1) - { - color1 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue1, green )); - color2 = COMPAT_TEXTURE( SamplerLUT1, vec2( blue2, green )); - res = mixfix(color1, color2, mixer); - float mx = max(res.r,max(res.g,res.b)); - float l = mix(length(imgColor.rgb), length(res.rgb), max(mx-0.5,0.0)); - res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.02),0.0,1.0)); - res.rgb = normalize(res.rgb+1e-10)*l; - vec3 cooler = D65_to_XYZ*res.rgb; - cooler = XYZ_to_D50*cooler; - res.rgb = mix(res.rgb, cooler, 0.25); - } - else if (int(TNTC) == 2) - { - color1 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue1, green )); - color2 = COMPAT_TEXTURE( SamplerLUT2, vec2( blue2, green )); - res = mixfix(color1, color2, mixer); - float l = mix(length(imgColor.rgb), length(res.rgb), 0.4); - res.rgb = normalize(res.rgb + 1e-10)*l; - } - else if (int(TNTC) == 3) - { - color1 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue1, green )); - color2 = COMPAT_TEXTURE( SamplerLUT3, vec2( blue2, green )); - res = mixfix(color1, color2, mixer); - res.rgb = pow(res.rgb, vec3(1.0/1.20)); - float mx = max(res.r,max(res.g,res.b)); - res.rgb = mix(imgColor.rgb, res.rgb, clamp(25.0*(mx-0.05),0.0,1.0)); - float l = length(imgColor.rgb); - res.rgb = normalize(res.rgb + 1e-10)*l; - } - - FragColor = vec4(mix(imgColor.rgb, res.rgb, min(TNTC,1.0)),1.0); - } -} diff --git a/crt/shaders/guest/lut/other1.png b/crt/shaders/guest/lut/other1.png deleted file mode 100644 index dc09353..0000000 Binary files a/crt/shaders/guest/lut/other1.png and /dev/null differ diff --git a/crt/shaders/guest/lut/sony_trinitron1.png b/crt/shaders/guest/lut/sony_trinitron1.png deleted file mode 100644 index bf1fb5b..0000000 Binary files a/crt/shaders/guest/lut/sony_trinitron1.png and /dev/null differ diff --git a/crt/shaders/guest/lut/sony_trinitron2.png b/crt/shaders/guest/lut/sony_trinitron2.png deleted file mode 100644 index b4422ba..0000000 Binary files a/crt/shaders/guest/lut/sony_trinitron2.png and /dev/null differ diff --git a/presets/crt-guest-advanced-ntsc.slangp b/presets/crt-guest-advanced-ntsc.slangp deleted file mode 100644 index a112977..0000000 --- a/presets/crt-guest-advanced-ntsc.slangp +++ /dev/null @@ -1,134 +0,0 @@ -shaders = 17 - -shader0 = ../stock.slang -filter_linear0 = false -scale_type0 = source -scale0 = 1.0 - -shader1 = ../stock.slang -filter_linear1 = false -scale_type1 = source -scale1 = 1.0 -alias1 = StockPass - -shader2 = ../crt/shaders/guest/advanced/afterglow0.slang -filter_linear2 = true -scale_type2 = source -scale2 = 1.0 -alias2 = AfterglowPass - -shader3 = ../crt/shaders/guest/advanced/pre-shaders-afterglow.slang -filter_linear3 = true -scale_type3 = source -scale3 = 1.0 -alias3 = PrePass0 - -textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4" -SamplerLUT1 = ../crt/shaders/guest/advanced/lut/trinitron-lut.png -SamplerLUT1_linear = true -SamplerLUT2 = ../crt/shaders/guest/advanced/lut/inv-trinitron-lut.png -SamplerLUT2_linear = true -SamplerLUT3 = ../crt/shaders/guest/advanced/lut/nec-lut.png -SamplerLUT3_linear = true -SamplerLUT4 = ../crt/shaders/guest/advanced/lut/ntsc-lut.png -SamplerLUT4_linear = true - -# custom ntsc shaders - -shader4 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang -shader5 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang - -filter_linear4 = false -filter_linear5 = true - -scale_type_x4 = source -scale_type_y4 = source -scale_x4 = 4.0 -scale_y4 = 1.0 -frame_count_mod4 = 2 -float_framebuffer4 = true - -scale_type5 = source -scale_x5 = 0.5 -scale_y5 = 1.0 - -shader6 = ../crt/shaders/guest/advanced/custom-fast-sharpen.slang -filter_linear6 = true -scale_type6 = source -scale_x6 = 1.0 -scale_y6 = 1.0 -alias6 = NtscPass - -shader7 = ../crt/shaders/guest/advanced/convert-ntsc.slang -filter_linear7 = true -scale_type7 = source -scale_x7 = 0.5 -scale_y7 = 1.0 - -shader8 = ../stock.slang -filter_linear8 = true -scale_type8 = source -scale_x8 = 1.0 -scale_y8 = 1.0 -alias8 = PrePass -mipmap_input8 = true - -shader9 = ../crt/shaders/guest/advanced/avg-lum-ntsc.slang -filter_linear9 = true -scale_type9 = source -scale9 = 1.0 -mipmap_input9 = true -alias9 = AvgLumPass - -shader10 = ../crt/shaders/guest/advanced/linearize-ntsc.slang -filter_linear10 = true -scale_type10 = source -scale10 = 1.0 -alias10 = LinearizePass -float_framebuffer10 = true - -shader11 = ../crt/shaders/guest/advanced/gaussian_horizontal.slang -filter_linear11 = true -scale_type_x11 = absolute -scale_x11 = 640.0 -scale_type_y11 = source -scale_y11 = 1.0 -float_framebuffer11 = true - -shader12 = ../crt/shaders/guest/advanced/gaussian_vertical.slang -filter_linear12 = true -scale_type_x12 = absolute -scale_x12 = 640.0 -scale_type_y12 = absolute -scale_y12 = 480.0 -float_framebuffer12 = true -alias12 = GlowPass - -shader13 = ../crt/shaders/guest/advanced/bloom_horizontal.slang -filter_linear13 = true -scale_type_x13 = absolute -scale_x13 = 640.0 -scale_type_y13 = absolute -scale_y13 = 480.0 -float_framebuffer13 = true - -shader14 = ../crt/shaders/guest/advanced/bloom_vertical.slang -filter_linear14 = true -scale_type_x14 = absolute -scale_x14 = 640.0 -scale_type_y14 = absolute -scale_y14 = 480.0 -float_framebuffer14 = true -alias14 = BloomPass - -shader15 = ../crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang -filter_linear15 = true -scale_type15 = viewport -scale_x15 = 1.0 -scale_y15 = 1.0 - -shader16 = ../crt/shaders/guest/advanced/deconvergence.slang -filter_linear16 = true -scale_type16 = viewport -scale_x16 = 1.0 -scale_y16 = 1.0 diff --git a/crt/crt-lottes-multipass-interlaced-glow.slangp b/presets/crt-lottes-multipass-interlaced-glow.slangp similarity index 100% rename from crt/crt-lottes-multipass-interlaced-glow.slangp rename to presets/crt-lottes-multipass-interlaced-glow.slangp