improvements/additions (#388)

* improvements/additions

* improvements/additions
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metallic77 2023-04-16 17:36:08 +03:00 committed by GitHub
parent b9b21e61b1
commit 34852ceca5
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 32 additions and 33 deletions

View file

@ -24,13 +24,3 @@ luma_preserve = "0.000000"
wp_red = "0.150000"
wp_green = "-0.150000"
wp_blue = "0.300000"
gamma_out_red = "2.800000"
gamma_out_green = "2.200000"
brightboost = "1.500000"
sat = "1.400000"
glow = "0.200000"
scanline = "10.000000"
beam_min = "1.500000"
h_sharp = "2.500000"
shadowMask = "11.000000"
maskDark = "0.200000"

View file

@ -51,6 +51,7 @@ layout(push_constant) uniform Push
float G;
float B;
float green_boost;
float thres;
} params;
// Parameter lines go here:
@ -59,52 +60,55 @@ layout(push_constant) uniform Push
#pragma parameter gamma_out_red "Gamma out Red" 2.5 1.0 4.0 0.1
#define gamma_out_red params.gamma_out_red
#pragma parameter gamma_out_green "Gamma out Green" 2.5 1.0 4.0 0.1
#pragma parameter gamma_out_green "Gamma out Green" 1.9 1.0 4.0 0.1
#define gamma_out_green params.gamma_out_green
#pragma parameter gamma_out_blue "Gamma out Blue" 2.5 1.0 4.0 0.1
#pragma parameter gamma_out_blue "Gamma out Blue" 2.2 1.0 4.0 0.1
#define gamma_out_blue params.gamma_out_blue
#pragma parameter green_boost "Green Boost" 1.2 1.0 2.0 0.02
#define green_boost params.green_boost
#pragma parameter brightboost "Bright boost" 1.0 0.5 2.0 0.05
#pragma parameter brightboost "Bright boost" 1.2 0.5 2.0 0.05
#define brightboost params.brightboost
#pragma parameter sat "Saturation adjustment" 1.0 0.0 2.0 0.05
#pragma parameter sat "Saturation adjustment" 1.2 0.0 2.0 0.05
#define sat params.sat
#pragma parameter glow "Glow Strength" 0.25 0.0 1.0 0.01
#pragma parameter glow "Glow Strength" 0.2 0.0 1.0 0.01
#define glow params.glow
#pragma parameter scanline "Scanline Adjust" 8.0 1.0 15.0 1.0
#pragma parameter scanline "Scanline Adjust" 10.0 1.0 15.0 1.0
#define scanline params.scanline
#pragma parameter beam_min "Scanline Dark" 1.7 0.5 3.0 0.05
#pragma parameter beam_min "Scanline Dark" 1.5 0.5 3.0 0.05
#define beam_min params.beam_min
#pragma parameter beam_max "Scanline Bright" 2.1 0.5 3.0 0.05
#pragma parameter beam_max "Scanline Bright" 2.0 0.5 3.0 0.05
#define beam_max params.beam_max
#pragma parameter h_sharp "Horizontal Sharpness" 2.0 1.0 5.0 0.05
#pragma parameter h_sharp "Horizontal Sharpness" 2.5 1.0 5.0 0.05
#define h_sharp params.h_sharp
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 11.0 1.0
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 11.0 -1.0 11.0 1.0
#define shadowMask params.shadowMask
#pragma parameter thres "Mask Effect Threshold" 0.4 0.0 0.9 0.02
#define thres params.thres
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
#define masksize params.masksize
#pragma parameter mcut "Mask 5-7-10 cutoff" 0.2 0.0 0.5 0.05
#define mcut params.mcut
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#pragma parameter maskDark "Lottes maskDark" 0.0 0.0 2.0 0.1
#define maskDark params.maskDark
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
#define maskLight params.maskLight
#pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1
#pragma parameter CGWG "CGWG Mask Str." 1.0 0.0 1.0 0.1
#define CGWG params.CGWG
#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
@ -395,8 +399,8 @@ vec3 saturation (vec3 textureColor)
float luminance = dot(textureColor.rgb, luminanceWeighting);
vec3 greyScaleColor = vec3(luminance);
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, sat));
return res;
vec3 color1 = vec3(mix(greyScaleColor, textureColor.rgb, sat));
return color1;
}
vec3 glow0 (vec2 texcoord, vec3 col)
@ -449,10 +453,10 @@ void main()
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
// Reading the texels
vec3 ul = texture(Source, pC4 ).xyz; ul*=ul;
vec3 ur = texture(Source, pC4 + dx).xyz; ur*=ur;
vec3 dl = texture(Source, pC4 + dy).xyz; dl*=dl;
vec3 dr = texture(Source, pC4 + ps).xyz; dr*=dr;
vec3 ul = texture(Source, pC4 ).xyz;
vec3 ur = texture(Source, pC4 + dx).xyz;
vec3 dl = texture(Source, pC4 + dy).xyz;
vec3 dr = texture(Source, pC4 + ps).xyz;
float lx = fp.x; lx = pow(lx, h_sharp);
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
@ -460,20 +464,25 @@ void main()
vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
// calculating scanlines
float f = fp.y;
float luma1 = length(color1)*0.57735;
float luma2 = length(color2)*0.57735;
float luma1 = color1.r*0.3+color1.g*0.6+color1.b*0.1;
float luma2 = color2.r*0.3+color2.g*0.6+color2.b*0.1;
color1 = (2.0*pow(color1,vec3(2.9))) - pow(color1,vec3(3.8));
color2 = (2.0*pow(color2,vec3(2.9))) - pow(color2,vec3(3.8));
color1 = color1 * mix(Mask(vTexCoord * global.OutputSize.xy, color1),vec3(1.0),luma1*thres);
color2 = color2 * mix(Mask(vTexCoord * global.OutputSize.xy, color2),vec3(1.0),luma2*thres);
vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
vec4 OriginalSize = global.OriginalSize;
if (OriginalSize.y >= 400.0) {color = (color1 + color2)/2.0;}
color = min(color, 1.0);
color = color * Mask(vTexCoord * global.OutputSize.xy, color);
float lum = color.r*0.3+color.g*0.6+color.b*0.1;
color = pow(color, vec3(1.0/gamma_out_red,1.0,1.0));