From 380204890cd62fb5144ce45c32ec4847991a86d7 Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 30 Aug 2022 22:21:39 -0500 Subject: [PATCH 1/5] make LUT shaders automatically set color depth --- reshade/shaders/LUT/LUT.slang | 12 +++++------ reshade/shaders/LUT/multiLUT.slang | 32 +++++++++++------------------- 2 files changed, 17 insertions(+), 27 deletions(-) diff --git a/reshade/shaders/LUT/LUT.slang b/reshade/shaders/LUT/LUT.slang index 708224a..38b0403 100755 --- a/reshade/shaders/LUT/LUT.slang +++ b/reshade/shaders/LUT/LUT.slang @@ -6,11 +6,8 @@ layout(push_constant) uniform Push vec4 OriginalSize; vec4 OutputSize; uint FrameCount; - float LUT_Size; } params; -#pragma parameter LUT_Size "LUT Size" 16.0 1.0 64.0 1.0 - layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -43,11 +40,12 @@ vec4 mixfix(vec4 a, vec4 b, float c) void main() { + vec2 LUT_Size = textureSize(SamplerLUT, 0); vec4 imgColor = texture(Source, vTexCoord.xy); - float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.4999 ) / (params.LUT_Size * params.LUT_Size); - float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.4999 ) / params.LUT_Size; - float blue1 = (floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red; - float blue2 = (ceil( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size) + red; + float red = ( imgColor.r * (LUT_Size.y - 1.0) + 0.4999 ) / (LUT_Size.y * LUT_Size.y); + float green = ( imgColor.g * (LUT_Size.y - 1.0) + 0.4999 ) / LUT_Size.y; + float blue1 = (floor( imgColor.b * (LUT_Size.y - 1.0) ) / LUT_Size.y) + red; + float blue2 = (ceil( imgColor.b * (LUT_Size.y - 1.0) ) / LUT_Size.y) + red; float mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); vec4 color1 = texture( SamplerLUT, vec2( blue1, green )); vec4 color2 = texture( SamplerLUT, vec2( blue2, green )); diff --git a/reshade/shaders/LUT/multiLUT.slang b/reshade/shaders/LUT/multiLUT.slang index 44ef9de..462f64f 100755 --- a/reshade/shaders/LUT/multiLUT.slang +++ b/reshade/shaders/LUT/multiLUT.slang @@ -1,7 +1,6 @@ #version 450 // A version of the LUT shader that loads 2 LUTs. -// For use with Kurozumi's 64-bit colorspace LUTs. layout(push_constant) uniform Push { @@ -12,12 +11,7 @@ layout(push_constant) uniform Push float LUT_selector_param; } params; -#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0 -//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0 -//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0 -const float LUT_Size1 = 64.0; -const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs - +#pragma parameter LUT_selector_param "LUT Selector" 1.0 1.0 2.0 1.0 int LUT_selector = int(params.LUT_selector_param); layout(std140, set = 0, binding = 0) uniform UBO @@ -53,26 +47,24 @@ vec4 mixfix(vec4 a, vec4 b, float c) void main() { + float LUT_Size = mix(textureSize(SamplerLUT1, 0).y, textureSize(SamplerLUT2, 0).y, params.LUT_selector_param - 1.0); vec4 imgColor = texture(Source, vTexCoord.xy); vec4 color1, color2 = vec4(0.,0.,0.,0.); float red, green, blue1, blue2, mixer = 0.0; + + red = ( imgColor.r * (LUT_Size - 1.0) + 0.4999 ) / (LUT_Size * LUT_Size); + green = ( imgColor.g * (LUT_Size - 1.0) + 0.4999 ) / LUT_Size; + blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; + blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red; + mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); + if(LUT_selector == 1) { - red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1); - green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1; - blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red; - blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red; - mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); - color1 = texture( SamplerLUT1, vec2( blue1, green )); - color2 = texture( SamplerLUT1, vec2( blue2, green )); + color1 = texture( SamplerLUT1, vec2( blue1, green )); + color2 = texture( SamplerLUT1, vec2( blue2, green )); } - if(LUT_selector == 2) + else { - red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2); - green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2; - blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red; - blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red; - mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0); color1 = texture( SamplerLUT2, vec2( blue1, green )); color2 = texture( SamplerLUT2, vec2( blue2, green )); } From 22c21cc56e14992b1c3e0198579113b67515a5e9 Mon Sep 17 00:00:00 2001 From: Hyllian Date: Fri, 2 Sep 2022 16:41:05 -0300 Subject: [PATCH 2/5] Add Chckerboard-Dedither shader - Smooths checkerboard dithering. --- dithering/checkerboard-dedither.slangp | 20 +++ .../checkerboard-dedither-pass1.slang | 112 ++++++++++++++++ .../checkerboard-dedither-pass2.slang | 122 ++++++++++++++++++ .../checkerboard-dedither-pass3.slang | 121 +++++++++++++++++ .../checkerboard-dedither/linearize.slang | 41 ++++++ 5 files changed, 416 insertions(+) create mode 100644 dithering/checkerboard-dedither.slangp create mode 100644 dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang create mode 100644 dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang create mode 100644 dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang create mode 100644 dithering/shaders/checkerboard-dedither/linearize.slang diff --git a/dithering/checkerboard-dedither.slangp b/dithering/checkerboard-dedither.slangp new file mode 100644 index 0000000..9f0d2bd --- /dev/null +++ b/dithering/checkerboard-dedither.slangp @@ -0,0 +1,20 @@ +shaders = 4 + +shader0 = shaders/checkerboard-dedither/linearize.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 +alias0 = LinearGamma + +shader1 = shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 + +shader2 = shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 + +shader3 = shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang +filter_linear3 = false diff --git a/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang b/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang new file mode 100644 index 0000000..18fbd0a --- /dev/null +++ b/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang @@ -0,0 +1,112 @@ +#version 450 + +/* + Checkerboard Dedither - pass1 + + 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CD_BLEND_OPTION; + float CD_BLEND_LEVEL; +} params; + +#pragma parameter CB-DEDITHER "[CHECKERBOARD-DEDITHER PARAMS]" 0.0 0.0 0.0 0.0 +#pragma parameter CD_BLEND_OPTION " [ OFF | ON ]" 1.0 0.0 1.0 1.0 +#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1 + +#define CD_BLEND_OPTION params.CD_BLEND_OPTION +#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL + +const vec3 Y = vec3( 0.299, 0.587, 0.114); + +vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));} +vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));} + +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() +{ + vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; + vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; + + // Reading the texels. + vec3 C = texture(Source, vTexCoord ).xyz; + vec3 L = texture(Source, vTexCoord -dx).xyz; + vec3 R = texture(Source, vTexCoord +dx).xyz; + vec3 U = texture(Source, vTexCoord -dy).xyz; + vec3 D = texture(Source, vTexCoord +dy).xyz; + vec3 UL = texture(Source, vTexCoord -dx -dy).xyz; + vec3 UR = texture(Source, vTexCoord +dx -dy).xyz; + vec3 DL = texture(Source, vTexCoord -dx +dy).xyz; + vec3 DR = texture(Source, vTexCoord +dx +dy).xyz; + + vec3 color = C; + + // Get min/max samples + vec3 min_sample = min_s(C, L, R); + vec3 max_sample = max_s(C, L, R); + + float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y); + + diff *= (1.0 - CD_BLEND_LEVEL); + + if (CD_BLEND_OPTION == 1) + { + min_sample = max(min_sample, min_s(C, U, D)); + max_sample = min(max_sample, max_s(C, U, D)); + + color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D); + } + + color = clamp(color, min_sample, max_sample); + + float luma_diff = abs(dot(C, Y)-dot(color, Y)); + + FragColor = vec4(color, luma_diff); +} diff --git a/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang b/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang new file mode 100644 index 0000000..5118023 --- /dev/null +++ b/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang @@ -0,0 +1,122 @@ +#version 450 + +/* + Checkerboard Dedither - pass2 + + 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CD_BLEND_LEVEL; +} params; + +#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1 + +#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL + +const float Delta = 0.000000001; +const vec3 Y = vec3( 0.299, 0.587, 0.114); + +vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));} +vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));} + +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 LinearGamma; + +void main() +{ + vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; + vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; + + // Reading the texels. + vec4 C = texture(Source, vTexCoord ); + vec4 L = texture(Source, vTexCoord -dx ); + vec4 R = texture(Source, vTexCoord +dx ); + vec4 U = texture(Source, vTexCoord -dy); + vec4 D = texture(Source, vTexCoord +dy); + vec4 UL = texture(Source, vTexCoord -dx -dy); + vec4 UR = texture(Source, vTexCoord +dx -dy); + vec4 DL = texture(Source, vTexCoord -dx +dy); + vec4 DR = texture(Source, vTexCoord +dx +dy); + + vec3 color = C.rgb; + + vec3 oriC = texture(LinearGamma, vTexCoord ).rgb; + vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb; + vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb; + vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb; + vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb; + + float count1 = 0.0; + float count2 = 0.0; + + float diff = (1.0 - CD_BLEND_LEVEL); + +// UL U UR +// L C R +// DL D DR + + count1 += (step(Delta, L.a*D.a*R.a)); + count1 += (step(Delta, L.a*U.a*R.a)); + count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a)); + + count2 += (step(Delta, U.a*L.a*D.a)); + count2 += (step(Delta, U.a*R.a*D.a)); + count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a)); + + if ((count1 * count2) > 0.0) + color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD); + else if (count1 > 0.0) + color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR); + else if (count2 > 0.0) + color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD); + + float luma_diff = abs(dot(oriC, Y)-dot(color, Y)); + + FragColor = vec4(color, luma_diff); +} diff --git a/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang b/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang new file mode 100644 index 0000000..3e3f035 --- /dev/null +++ b/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang @@ -0,0 +1,121 @@ +#version 450 + +/* + Checkerboard Dedither - pass3 + + 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + +*/ + + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float CD_HUD_DETAILS; + float CD_ADJUST_VIEW; +} params; + +#pragma parameter CD_HUD_DETAILS " Details Threshold" 1.0 0.0 5.0 1.0 +#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0 + +#define CD_HUD_DETAILS params.CD_HUD_DETAILS +#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW + +#define GAMMA_EXP 2.0 +#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP)) + +const float Delta = 0.000000001; +const vec3 Y = vec3( 0.299, 0.587, 0.114); + +vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));} +vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));} + +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 LinearGamma; + +void main() +{ + vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; + vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; + + // Reading the texels. + vec4 C = texture(Source, vTexCoord ); + vec4 L = texture(Source, vTexCoord -dx ); + vec4 R = texture(Source, vTexCoord +dx ); + vec4 U = texture(Source, vTexCoord -dy); + vec4 D = texture(Source, vTexCoord +dy); + vec4 UL = texture(Source, vTexCoord -dx -dy); + vec4 UR = texture(Source, vTexCoord +dx -dy); + vec4 DL = texture(Source, vTexCoord -dx +dy); + vec4 DR = texture(Source, vTexCoord +dx +dy); + + vec3 color = C.rgb; + + vec3 oriC = texture(LinearGamma, vTexCoord ).rgb; + + float count = 0.0; + float count2 = 0.0; + +// UL U UR +// L C R +// DL D DR + + count += step(Delta, L.a); + count += step(Delta, R.a); + count += step(Delta, U.a); + count += step(Delta, D.a); + count += step(Delta, UL.a*UR.a*DL.a*DR.a); + + count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a)); + + if ((count < CD_HUD_DETAILS) && (count2 < 1.0)) + color = oriC; + + float luma_diff = abs(dot(oriC, Y)-dot(color, Y)); + + color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW); + + FragColor = vec4(GAMMA_OUT(color), 1.0); +} diff --git a/dithering/shaders/checkerboard-dedither/linearize.slang b/dithering/shaders/checkerboard-dedither/linearize.slang new file mode 100644 index 0000000..03fe5fc --- /dev/null +++ b/dithering/shaders/checkerboard-dedither/linearize.slang @@ -0,0 +1,41 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float InputGamma; +} params; + + +#define InputGamma 2.0 + +#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) + +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() +{ + FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0); +} From ded96dc20d179df18f7a35a0762e606cb6673cd0 Mon Sep 17 00:00:00 2001 From: hunterk Date: Sat, 3 Sep 2022 09:42:34 -0500 Subject: [PATCH 3/5] fix broken paths in crt-lottes-multipass-interlaced-glow --- .../crt-lottes-multipass-interlaced-glow.slangp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/presets/crt-lottes-multipass-interlaced-glow.slangp b/presets/crt-lottes-multipass-interlaced-glow.slangp index dc205a3..3328a58 100644 --- a/presets/crt-lottes-multipass-interlaced-glow.slangp +++ b/presets/crt-lottes-multipass-interlaced-glow.slangp @@ -1,6 +1,6 @@ shaders = 10 -shader0 = shaders/glow-trails/glow-trails0.slang +shader0 = ../crt/shaders/glow-trails/glow-trails0.slang filter_linear0 = false scale_type0 = source scale0 = 1.0 @@ -18,33 +18,33 @@ scale_type2 = "source" scale2 = "1.0" srgb_framebuffer2 = "true" -shader3 = shaders/glow-trails/glow-trails1.slang +shader3 = ../crt/shaders/glow-trails/glow-trails1.slang -shader4 = shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang +shader4 = ../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang srgb_framebuffer4 = true alias4 = "ORIG_LINEARIZED" -shader5 = "shaders/crt-easymode-halation/blur_horiz.slang" +shader5 = "../crt/shaders/crt-easymode-halation/blur_horiz.slang" filter_linear5 = "true" scale_type5 = "source" scale5 = "1.0" srgb_framebuffer5 = "true" -shader6 = "shaders/crt-easymode-halation/blur_vert.slang" +shader6 = "../crt/shaders/crt-easymode-halation/blur_vert.slang" alias6 = "GlowPass" filter_linear6 = "true" scale_type6 = "source" scale6 = "1.0" srgb_framebuffer6 = "true" -shader7 = "shaders/crt-easymode-halation/threshold.slang" +shader7 = "../crt/shaders/crt-easymode-halation/threshold.slang" srgb_framebuffer7 = "true" -shader8 = "shaders/crt-lottes-multipass/bloompass-glow.slang" +shader8 = "../crt/shaders/crt-lottes-multipass/bloompass-glow.slang" filter_linear8 = "true" alias8 = BloomPass -shader9 = "shaders/crt-lottes-multipass/scanpass-glow.slang" +shader9 = "../crt/shaders/crt-lottes-multipass/scanpass-glow.slang" filter_linear9 = "true" parameters = "mixfactor;threshold;trail_bright;glowFactor;DIFFUSION;maskLight;maskDark;warpX" From ffaf9fe8b7025d860bf0c3f2d8466796884c64e3 Mon Sep 17 00:00:00 2001 From: Hyllian Date: Sat, 3 Sep 2022 13:32:42 -0300 Subject: [PATCH 4/5] Update crt-hyllian and variants - Fix sinc vertical scanlines; - Add curvature-ntsc and dedither presets; - Some param tweaks. --- crt/crt-hyllian-curvature-ntsc.slangp | 101 +++++++++++++++ crt/crt-hyllian-dedither.slangp | 96 ++++++++++++++ crt/crt-hyllian-glow.slangp | 22 ++-- crt/crt-hyllian-sinc-glow.slangp | 18 +-- .../hyllian/crt-hyllian-curvature.slang | 12 +- crt/shaders/hyllian/crt-hyllian-sinc.slang | 121 ++++++++++-------- crt/shaders/hyllian/crt-hyllian.slang | 6 +- 7 files changed, 295 insertions(+), 81 deletions(-) create mode 100644 crt/crt-hyllian-curvature-ntsc.slangp create mode 100644 crt/crt-hyllian-dedither.slangp diff --git a/crt/crt-hyllian-curvature-ntsc.slangp b/crt/crt-hyllian-curvature-ntsc.slangp new file mode 100644 index 0000000..46c0870 --- /dev/null +++ b/crt/crt-hyllian-curvature-ntsc.slangp @@ -0,0 +1,101 @@ +shaders = "7" +shader0 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang" +filter_linear0 = "false" +wrap_mode0 = "clamp_to_border" +frame_count_mod0 = "2" +mipmap_input0 = "false" +alias0 = "" +float_framebuffer0 = "true" +srgb_framebuffer0 = "false" +scale_type_x0 = "source" +scale_x0 = "4.000000" +scale_type_y0 = "source" +scale_y0 = "1.000000" +shader1 = "../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang" +filter_linear1 = "false" +wrap_mode1 = "clamp_to_border" +mipmap_input1 = "false" +alias1 = "" +float_framebuffer1 = "false" +srgb_framebuffer1 = "true" +scale_type_x1 = "source" +scale_x1 = "0.500000" +scale_type_y1 = "source" +scale_y1 = "1.000000" +shader2 = "../crt/shaders/hyllian/crt-hyllian-curvature.slang" +filter_linear2 = "false" +wrap_mode2 = "clamp_to_border" +mipmap_input2 = "false" +alias2 = "CRTPass" +float_framebuffer2 = "false" +srgb_framebuffer2 = "true" +scale_type_x2 = "viewport" +scale_x2 = "1.000000" +scale_type_y2 = "viewport" +scale_y2 = "1.000000" +shader3 = "../crt/shaders/glow/threshold.slang" +filter_linear3 = "false" +wrap_mode3 = "clamp_to_border" +mipmap_input3 = "false" +alias3 = "" +float_framebuffer3 = "false" +srgb_framebuffer3 = "true" +shader4 = "../crt/shaders/glow/blur_horiz.slang" +filter_linear4 = "true" +wrap_mode4 = "clamp_to_border" +mipmap_input4 = "true" +alias4 = "" +float_framebuffer4 = "false" +srgb_framebuffer4 = "true" +scale_type_x4 = "viewport" +scale_x4 = "0.200000" +scale_type_y4 = "viewport" +scale_y4 = "0.200000" +shader5 = "../crt/shaders/glow/blur_vert.slang" +filter_linear5 = "true" +wrap_mode5 = "clamp_to_border" +mipmap_input5 = "false" +alias5 = "" +float_framebuffer5 = "false" +srgb_framebuffer5 = "true" +shader6 = "../crt/shaders/glow/resolve.slang" +filter_linear6 = "true" +wrap_mode6 = "clamp_to_border" +mipmap_input6 = "false" +alias6 = "" +float_framebuffer6 = "false" +srgb_framebuffer6 = "false" +parameters = "linearize;quality;ntsc_sat;BEAM_PROFILE;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;PHOSPHOR_LAYOUT;MASK_INTENSITY;CRT_ANTI_RINGING;InputGamma;OutputGamma;VSCANLINES;CRT_CURVATURE;CRT_warpX;CRT_warpY;CRT_cornersize;CRT_cornersmooth;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight" +BEAM_PROFILE = "0.000000" +HFILTER_PROFILE = "1.000000" +BEAM_MIN_WIDTH = "1.000000" +BEAM_MAX_WIDTH = "1.000000" +SCANLINES_STRENGTH = "0.580000" +COLOR_BOOST = "1.200000" +PHOSPHOR_LAYOUT = "4.000000" +MASK_INTENSITY = "0.700000" +CRT_ANTI_RINGING = "1.000000" +InputGamma = "1.000000" +OutputGamma = "1.000000" +VSCANLINES = "0.000000" +CRT_CURVATURE = "1.000000" +CRT_warpX = "0.010000" +CRT_warpY = "0.020000" +CRT_cornersize = "0.010000" +CRT_cornersmooth = "280.000000" +GLOW_WHITEPOINT = "0.900000" +GLOW_ROLLOFF = "3.000000" +BLOOM_STRENGTH = "0.100000" +OUTPUT_GAMMA = "2.200000" +CURVATURE = "0.000000" +warpX = "0.031000" +warpY = "0.041000" +cornersize = "0.010000" +cornersmooth = "1000.000000" +noise_amt = "1.000000" +shadowMask = "0.000000" +maskDark = "0.500000" +maskLight = "1.500000" +linearize = "1.0" +quality = "0.0" +ntsc_sat = "1.2" diff --git a/crt/crt-hyllian-dedither.slangp b/crt/crt-hyllian-dedither.slangp new file mode 100644 index 0000000..5de8c9e --- /dev/null +++ b/crt/crt-hyllian-dedither.slangp @@ -0,0 +1,96 @@ +shaders = "9" + +shader0 = "../crt/shaders/glow/linearize.slang" +filter_linear0 = "false" +wrap_mode0 = "clamp_to_border" +mipmap_input0 = "false" +alias0 = "LinearGamma" +float_framebuffer0 = "false" +srgb_framebuffer0 = "true" + + +shader1 = ../dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 + +shader2 = ../dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 + +shader3 = ../dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 + +shader4 = "shaders/hyllian/crt-hyllian.slang" +filter_linear4 = "false" +wrap_mode4 = "clamp_to_border" +mipmap_input4 = "false" +alias4 = "CRTPass" +float_framebuffer4 = "false" +srgb_framebuffer4 = "true" +scale_type_x4 = "viewport" +scale_x4 = "1.000000" +scale_type_y4 = "viewport" +scale_y4 = "1.000000" +shader5 = "../crt/shaders/glow/threshold.slang" +filter_linear5 = "false" +wrap_mode5 = "clamp_to_border" +mipmap_input5 = "false" +alias5 = "" +float_framebuffer5 = "false" +srgb_framebuffer5 = "true" +shader6 = "../crt/shaders/glow/blur_horiz.slang" +filter_linear6 = "true" +wrap_mode6 = "clamp_to_border" +mipmap_input6 = "true" +alias6 = "" +float_framebuffer6 = "false" +srgb_framebuffer6 = "true" +scale_type_x6 = "viewport" +scale_x6 = "0.200000" +scale_type_y6 = "viewport" +scale_y6 = "0.200000" +shader7 = "../crt/shaders/glow/blur_vert.slang" +filter_linear7 = "true" +wrap_mode7 = "clamp_to_border" +mipmap_input7 = "false" +alias7 = "" +float_framebuffer7 = "false" +srgb_framebuffer7 = "true" +shader8 = "../crt/shaders/glow/resolve.slang" +filter_linear8 = "true" +wrap_mode8 = "clamp_to_border" +mipmap_input8 = "false" +alias8 = "" +float_framebuffer8 = "false" +srgb_framebuffer8 = "false" +parameters = "CD_HUD_DETAILS;INPUT_GAMMA;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;SHARPNESS_HACK;PHOSPHOR_LAYOUT;MASK_INTENSITY;InputGamma;OutputGamma;VSCANLINES;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight" +CD_HUD_DETAILS = "5.0" +INPUT_GAMMA = "2.000000" +HFILTER_PROFILE = "0.000000" +BEAM_MIN_WIDTH = "1.000000" +BEAM_MAX_WIDTH = "1.000000" +SCANLINES_STRENGTH = "0.580000" +COLOR_BOOST = "1.300000" +SHARPNESS_HACK = "1.000000" +PHOSPHOR_LAYOUT = "4.000000" +MASK_INTENSITY = "0.700000" +InputGamma = "2.400000" +OutputGamma = "1.000000" +VSCANLINES = "0.000000" +GLOW_WHITEPOINT = "0.900000" +GLOW_ROLLOFF = "3.000000" +BLOOM_STRENGTH = "0.100000" +OUTPUT_GAMMA = "2.200000" +CURVATURE = "0.000000" +warpX = "0.010000" +warpY = "0.020000" +cornersize = "0.010000" +cornersmooth = "280.000000" +noise_amt = "1.000000" +shadowMask = "0.000000" +maskDark = "0.500000" +maskLight = "1.500000" diff --git a/crt/crt-hyllian-glow.slangp b/crt/crt-hyllian-glow.slangp index e462d58..e38fe19 100644 --- a/crt/crt-hyllian-glow.slangp +++ b/crt/crt-hyllian-glow.slangp @@ -53,26 +53,26 @@ parameters = "INPUT_GAMMA;BEAM_PROFILE;HFILTER_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_W INPUT_GAMMA = "2.400000" BEAM_PROFILE = "0.000000" HFILTER_PROFILE = "0.000000" -BEAM_MIN_WIDTH = "0.900000" -BEAM_MAX_WIDTH = "0.900000" -SCANLINES_STRENGTH = "0.500000" -COLOR_BOOST = "1.200000" +BEAM_MIN_WIDTH = "1.000000" +BEAM_MAX_WIDTH = "1.000000" +SCANLINES_STRENGTH = "0.580000" +COLOR_BOOST = "1.350000" SHARPNESS_HACK = "1.000000" -PHOSPHOR_LAYOUT = "12.000000" +PHOSPHOR_LAYOUT = "4.000000" MASK_INTENSITY = "0.700000" CRT_ANTI_RINGING = "1.000000" InputGamma = "1.000000" OutputGamma = "1.000000" VSCANLINES = "0.000000" -GLOW_WHITEPOINT = "0.500000" -GLOW_ROLLOFF = "1.200000" +GLOW_WHITEPOINT = "0.900000" +GLOW_ROLLOFF = "3.000000" BLOOM_STRENGTH = "0.100000" OUTPUT_GAMMA = "2.200000" CURVATURE = "0.000000" -warpX = "0.031000" -warpY = "0.031000" -cornersize = "0.030000" -cornersmooth = "1000.000000" +warpX = "0.010000" +warpY = "0.020000" +cornersize = "0.010000" +cornersmooth = "280.000000" noise_amt = "1.000000" shadowMask = "0.000000" maskDark = "0.500000" diff --git a/crt/crt-hyllian-sinc-glow.slangp b/crt/crt-hyllian-sinc-glow.slangp index 7e113cc..9986688 100644 --- a/crt/crt-hyllian-sinc-glow.slangp +++ b/crt/crt-hyllian-sinc-glow.slangp @@ -52,25 +52,25 @@ srgb_framebuffer5 = "false" parameters = "INPUT_GAMMA;BEAM_PROFILE;BEAM_MIN_WIDTH;BEAM_MAX_WIDTH;SCANLINES_STRENGTH;COLOR_BOOST;HFILTER_SHARPNESS;PHOSPHOR_LAYOUT;MASK_INTENSITY;CRT_ANTI_RINGING;InputGamma;OutputGamma;VSCANLINES;GLOW_WHITEPOINT;GLOW_ROLLOFF;BLOOM_STRENGTH;OUTPUT_GAMMA;CURVATURE;warpX;warpY;cornersize;cornersmooth;noise_amt;shadowMask;maskDark;maskLight" INPUT_GAMMA = "2.400000" BEAM_PROFILE = "0'.000000" -BEAM_MIN_WIDTH = "0.860000" +BEAM_MIN_WIDTH = "1.000000" BEAM_MAX_WIDTH = "1.000000" SCANLINES_STRENGTH = "0.720000" -COLOR_BOOST = "1.250000" +COLOR_BOOST = "1.350000" PHOSPHOR_LAYOUT = "4.000000" -MASK_INTENSITY = "0.500000" +MASK_INTENSITY = "0.700000" CRT_ANTI_RINGING = "1.000000" InputGamma = "1.000000" OutputGamma = "1.000000" VSCANLINES = "0.000000" -GLOW_WHITEPOINT = "0.500000" -GLOW_ROLLOFF = "1.200000" +GLOW_WHITEPOINT = "0.900000" +GLOW_ROLLOFF = "3.000000" BLOOM_STRENGTH = "0.100000" OUTPUT_GAMMA = "2.200000" CURVATURE = "0.000000" -warpX = "0.031000" -warpY = "0.031000" -cornersize = "0.030000" -cornersmooth = "1000.000000" +warpX = "0.010000" +warpY = "0.020000" +cornersize = "0.010000" +cornersmooth = "280.000000" noise_amt = "1.000000" shadowMask = "0.000000" maskDark = "0.500000" diff --git a/crt/shaders/hyllian/crt-hyllian-curvature.slang b/crt/shaders/hyllian/crt-hyllian-curvature.slang index 7540f37..8e2bd39 100644 --- a/crt/shaders/hyllian/crt-hyllian-curvature.slang +++ b/crt/shaders/hyllian/crt-hyllian-curvature.slang @@ -27,22 +27,22 @@ layout(push_constant) uniform Push #pragma parameter HFILTER_PROFILE " HORIZONTAL FILTER PROFILE [ HERMITE | CATMULL-ROM ]" 0.0 0.0 1.0 1.0 #pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 1.0 0.0 1.0 0.01 #pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.01 -#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.01 -#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.70 1.0 2.0 0.05 +#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.01 +#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.60 1.0 2.0 0.05 #pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0 #pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0 -#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.5 0.0 1.0 0.1 +#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1 #pragma parameter CRT_ANTI_RINGING " ANTI RINGING" 1.0 0.0 1.0 0.2 #pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1 #pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1 #pragma parameter VSCANLINES " VERTICAL SCANLINES [ OFF | ON ]" 0.0 0.0 1.0 1.0 #pragma parameter CRT_CURVATURE "CRT-Curvature" 1.0 0.0 1.0 1.0 -#pragma parameter CRT_warpX "CRT-Curvature X-Axis" 0.031 0.0 0.125 0.01 -#pragma parameter CRT_warpY "CRT-Curvature Y-Axis" 0.041 0.0 0.125 0.01 +#pragma parameter CRT_warpX "CRT-Curvature X-Axis" 0.010 0.0 0.125 0.01 +#pragma parameter CRT_warpY "CRT-Curvature Y-Axis" 0.020 0.0 0.125 0.01 vec2 CRT_Distortion = vec2(param.CRT_warpX, param.CRT_warpY) * 15.; #pragma parameter CRT_cornersize "CRT-Corner Size" 0.01 0.001 1.0 0.005 #define cornersize param.CRT_cornersize -#pragma parameter CRT_cornersmooth "CRT-Corner Smoothness" 1000.0 80.0 2000.0 100.0 +#pragma parameter CRT_cornersmooth "CRT-Corner Smoothness" 280.0 80.0 2080.0 100.0 #define cornersmooth param.CRT_cornersmooth layout(std140, set = 0, binding = 0) uniform UBO diff --git a/crt/shaders/hyllian/crt-hyllian-sinc.slang b/crt/shaders/hyllian/crt-hyllian-sinc.slang index 1c55892..81ec060 100644 --- a/crt/shaders/hyllian/crt-hyllian-sinc.slang +++ b/crt/shaders/hyllian/crt-hyllian-sinc.slang @@ -2,33 +2,34 @@ layout(push_constant) uniform Push { - float BEAM_PROFILE; -// float HFILTER_PROFILE; float BEAM_MIN_WIDTH; float BEAM_MAX_WIDTH; float SCANLINES_STRENGTH; float COLOR_BOOST; - float HFILTER_SHARPNESS; + float SHARPNESS_HACK; float PHOSPHOR_LAYOUT; float MASK_INTENSITY; - float CRT_ANTI_RINGING; float InputGamma; float OutputGamma; float VSCANLINES; + float CRT_ANTI_RINGING; } param; -#pragma parameter BEAM_PROFILE "BEAM PROFILE (BP)" 0.0 0.0 3.0 1.0 -#pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 0.86 0.0 1.0 0.02 -#pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.02 -#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.02 -#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.25 1.0 2.0 0.05 -#pragma parameter HFILTER_SHARPNESS " Custom [If HFP=0.00] SHARPNESS" 1.0 0.0 1.0 0.02 -#pragma parameter PHOSPHOR_LAYOUT "PHOSPHOR LAYOUT" 4.0 0.0 19.0 1.0 -#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1 -#pragma parameter CRT_ANTI_RINGING "ANTI RINGING" 1.0 0.0 1.0 0.1 -#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1 -#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 5.0 0.1 -#pragma parameter VSCANLINES "SCANLINES DIRECTION" 0.0 0.0 1.0 1.0 +#pragma parameter CRT_HYLLIAN_SINC "[CRT-HYLLIAN-SINC PARAMS]" 0.0 0.0 0.0 0.0 +#pragma parameter BEAM_MIN_WIDTH " MIN BEAM WIDTH" 1.0 0.0 1.0 0.01 +#pragma parameter BEAM_MAX_WIDTH " MAX BEAM WIDTH" 1.0 0.0 1.0 0.01 +#pragma parameter SCANLINES_STRENGTH " SCANLINES STRENGTH" 0.67 0.0 1.0 0.01 +#pragma parameter COLOR_BOOST " COLOR BOOST" 1.35 1.0 2.0 0.05 +#pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0 +#pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0 +#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1 +#pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1 +#pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1 +#pragma parameter VSCANLINES " SCANLINES DIRECTION" 0.0 0.0 1.0 1.0 + +#pragma parameter CRT_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0 + +#define CRT_ANTI_RINGING param.CRT_ANTI_RINGING layout(std140, set = 0, binding = 0) uniform UBO { @@ -56,9 +57,9 @@ layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; /* - Hyllian's CRT Shader + Hyllian's CRT Shader - Sinc/Spline16 version - Copyright (C) 2011-2020 Hyllian - sergiogdb@gmail.com + Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal @@ -84,38 +85,52 @@ layout(set = 0, binding = 2) uniform sampler2D Source; #define GAMMA_IN(color) pow(color, vec3(param.InputGamma, param.InputGamma, param.InputGamma)) #define GAMMA_OUT(color) pow(color, vec3(1.0 / param.OutputGamma, 1.0 / param.OutputGamma, 1.0 / param.OutputGamma)) - -#define scanlines_strength (2.0*profile.x) -#define beam_min_width profile.y -#define beam_max_width profile.z -#define color_boost profile.w - -vec4 get_beam_profile() -{ - vec4 bp = vec4(param.SCANLINES_STRENGTH, param.BEAM_MIN_WIDTH, param.BEAM_MAX_WIDTH, param.COLOR_BOOST); - -if (param.BEAM_PROFILE == 1) bp = vec4(0.70, 0.58, 1.00, 1.25); -if (param.BEAM_PROFILE == 2) bp = vec4(0.70, 1.00, 1.00, 1.25); -if (param.BEAM_PROFILE == 3) bp = vec4(0.58, 1.00, 1.00, 1.25); - - return bp; -} - +#define scanlines_strength (2.0*param.SCANLINES_STRENGTH) +#define beam_min_width param.BEAM_MIN_WIDTH +#define beam_max_width param.BEAM_MAX_WIDTH +#define color_boost param.COLOR_BOOST #define pi 3.1415926535897932384626433832795 #define wa (0.5*pi) #define wb (pi) -vec4 resampler4(vec4 x) +//#define CRT_ANTI_RINGING 1.0 + +float weight(float x) { - vec4 res; - res.x = (x.x<=0.001) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x); - res.y = (x.y<=0.001) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y); - res.z = (x.z<=0.001) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z); - res.w = (x.w<=0.001) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w); - return res; + x = abs(x); + + if (x < 1.0) + { + return + ( + ((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0 + ); + } + else if ((x >= 1.0) && (x < 2.0)) + { + return + ( + (( -1.0 / 3.0 * (x - 1) + 4.0 / 5.0 ) * (x - 1) - 7.0 / 15.0 ) * (x - 1) + ); + } + else + { + return 0.0; + } } +vec4 weight4(float x) +{ + return vec4( + weight(x - 2.0), + weight(x - 1.0), + weight(x), + weight(x + 1.0) + ); +} + + vec3 resampler3(vec3 x) { vec3 res; @@ -127,16 +142,14 @@ vec3 resampler3(vec3 x) void main() { - vec4 profile = get_beam_profile(); - - vec2 TextureSize = vec2(global.SourceSize.x, global.SourceSize.y); + vec2 TextureSize = mix(vec2(global.SourceSize.x * param.SHARPNESS_HACK, global.SourceSize.y), vec2(global.SourceSize.x, global.SourceSize.y * param.SHARPNESS_HACK), param.VSCANLINES); vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), param.VSCANLINES); vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), param.VSCANLINES); vec2 pix_coord = vTexCoord*TextureSize + vec2(-0.5, 0.5); - vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.0, -0.5))/TextureSize, param.VSCANLINES); + vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/TextureSize, (floor(pix_coord) + vec2(1.5, -0.5))/TextureSize, param.VSCANLINES); vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), param.VSCANLINES); @@ -152,8 +165,10 @@ void main() mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03); mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13); - vec4 weights = resampler4(vec4(1.0+fp.x, fp.x, 1.0-fp.x, 2.0-fp.x)); + // Get weights for spline16 horizontal filter + vec4 weights = weight4(1.0 - fp.x); + // Spline16 horizontal filter vec3 color0 = (color_matrix0 * weights)/dot(weights, vec4(1.0)); vec3 color1 = (color_matrix1 * weights)/dot(weights, vec4(1.0)); @@ -166,24 +181,26 @@ void main() // Anti-ringing vec3 aux = color0; color0 = clamp(color0, min_sample0, max_sample0); - color0 = mix(aux, color0, param.CRT_ANTI_RINGING); + color0 = mix(aux, color0, CRT_ANTI_RINGING * step(0.0, (c00-c01)*(c02-c03))); aux = color1; color1 = clamp(color1, min_sample1, max_sample1); - color1 = mix(aux, color1, param.CRT_ANTI_RINGING); + color1 = mix(aux, color1, CRT_ANTI_RINGING * step(0.0, (c10-c11)*(c12-c13))); + // Apply scanlines. Sinc filter vertically. float pos0 = fp.y; float pos1 = 1 - fp.y; vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0); vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1); - vec3 d0 = clamp(scanlines_strength*pos0/(lum0+0.0000001), 0.0, 1.0); - vec3 d1 = clamp(scanlines_strength*pos1/(lum1+0.0000001), 0.0, 1.0); + vec3 d0 = clamp(scanlines_strength*pos0/(lum0*lum0+0.0000001), 0.0, 1.0); + vec3 d1 = clamp(scanlines_strength*pos1/(lum1*lum1+0.0000001), 0.0, 1.0); d0 = resampler3(d0); d1 = resampler3(d1); - vec3 color = color_boost*(color0*d0+color1*d1)/(wa*wb); + // Apply color enhancement, scanlines orientation, mask and gamma. + vec3 color = color_boost*(color0*d0+color1*d1)/(wa*wb); vec2 mask_coords = vTexCoord.xy * global.OutputSize.xy; diff --git a/crt/shaders/hyllian/crt-hyllian.slang b/crt/shaders/hyllian/crt-hyllian.slang index 2126909..c185d20 100644 --- a/crt/shaders/hyllian/crt-hyllian.slang +++ b/crt/shaders/hyllian/crt-hyllian.slang @@ -22,11 +22,11 @@ layout(push_constant) uniform Push #pragma parameter HFILTER_PROFILE " HORIZONTAL FILTER PROFILE [ HERMITE | CATMULL-ROM ]" 0.0 0.0 1.0 1.0 #pragma parameter BEAM_MIN_WIDTH " Custom [If BP=0.00] MIN BEAM WIDTH" 1.0 0.0 1.0 0.01 #pragma parameter BEAM_MAX_WIDTH " Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.01 -#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.72 0.0 1.0 0.01 -#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.70 1.0 2.0 0.05 +#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.01 +#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.30 1.0 2.0 0.05 #pragma parameter SHARPNESS_HACK " SHARPNESS_HACK" 1.0 1.0 4.0 1.0 #pragma parameter PHOSPHOR_LAYOUT " PHOSPHOR LAYOUT" 4.0 0.0 24.0 1.0 -#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.5 0.0 1.0 0.1 +#pragma parameter MASK_INTENSITY " MASK INTENSITY" 0.7 0.0 1.0 0.1 #pragma parameter CRT_ANTI_RINGING " ANTI RINGING" 1.0 0.0 1.0 0.2 #pragma parameter InputGamma " INPUT GAMMA" 2.4 0.0 5.0 0.1 #pragma parameter OutputGamma " OUTPUT GAMMA" 2.2 0.0 5.0 0.1 From 56618af7c08ae49b4f9a67e74f28606d853a4855 Mon Sep 17 00:00:00 2001 From: Hyllian Date: Sat, 3 Sep 2022 19:54:13 -0300 Subject: [PATCH 5/5] Fix gamma on crt-hyllian-curvature-ntsc preset --- crt/crt-hyllian-curvature-ntsc.slangp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/crt/crt-hyllian-curvature-ntsc.slangp b/crt/crt-hyllian-curvature-ntsc.slangp index 46c0870..545f5b9 100644 --- a/crt/crt-hyllian-curvature-ntsc.slangp +++ b/crt/crt-hyllian-curvature-ntsc.slangp @@ -75,8 +75,8 @@ COLOR_BOOST = "1.200000" PHOSPHOR_LAYOUT = "4.000000" MASK_INTENSITY = "0.700000" CRT_ANTI_RINGING = "1.000000" -InputGamma = "1.000000" -OutputGamma = "1.000000" +InputGamma = "2.000000" +OutputGamma = "2.000000" VSCANLINES = "0.000000" CRT_CURVATURE = "1.000000" CRT_warpX = "0.010000" @@ -88,10 +88,10 @@ GLOW_ROLLOFF = "3.000000" BLOOM_STRENGTH = "0.100000" OUTPUT_GAMMA = "2.200000" CURVATURE = "0.000000" -warpX = "0.031000" -warpY = "0.041000" +warpX = "0.010000" +warpY = "0.020000" cornersize = "0.010000" -cornersmooth = "1000.000000" +cornersmooth = "280.000000" noise_amt = "1.000000" shadowMask = "0.000000" maskDark = "0.500000"