From 360280c54b27e02f978f1dd91c8c07629d343e2b Mon Sep 17 00:00:00 2001 From: hunterk Date: Mon, 30 Dec 2019 13:21:47 -0600 Subject: [PATCH] update crt-guest-dr-venom to latest --- crt/shaders/guest/crt-guest-dr-venom.slang | 105 +++++++-------------- 1 file changed, 35 insertions(+), 70 deletions(-) diff --git a/crt/shaders/guest/crt-guest-dr-venom.slang b/crt/shaders/guest/crt-guest-dr-venom.slang index 875b2e7..5ca0aa0 100644 --- a/crt/shaders/guest/crt-guest-dr-venom.slang +++ b/crt/shaders/guest/crt-guest-dr-venom.slang @@ -25,9 +25,9 @@ layout(push_constant) uniform Push { - float TATE, IOS, OS, BLOOM, brightboost, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, - h_sharp, s_sharp, h_smart, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, - slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, GTW, gamma_out, spike; + 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; } params; #pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0 @@ -38,8 +38,10 @@ layout(push_constant) uniform Push #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" 1.35 0.50 2.00 0.01 +#pragma parameter brightboost "Bright Boost Dark Pixels" 1.40 0.50 2.00 0.025 #define brightboost params.brightboost // adjust brightness +#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.15 0.50 2.00 0.025 +#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" 8.0 1.0 15.0 1.0 @@ -50,14 +52,12 @@ layout(push_constant) uniform Push #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 beam_size "Increased bright scanline beam" 0.65 0.0 1.0 0.05 +#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 1.5 20.0 0.25 #define h_sharp params.h_sharp // pixel sharpness #pragma parameter s_sharp "Substractive sharpness" 0.05 0.0 0.20 0.01 #define s_sharp params.s_sharp // substractive sharpness -#pragma parameter h_smart "Smart Horizontal Smoothing" 0.0 0.0 1.0 0.1 -#define h_smart params.h_smart // smart horizontal smoothing #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 @@ -88,11 +88,9 @@ layout(push_constant) uniform Push #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 GTW "Gamma Tweak" 1.05 0.5 1.5 0.01 -#define GTW params.GTW // Gamma tweak #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 (0.0 - for speedup)" 1.0 0.0 2.0 0.2 +#pragma parameter spike "Scanline Spike Removal (0.0 - for speedup)" 1.25 0.0 2.0 0.25 #define spike params.spike #define COMPAT_TEXTURE(c,d) texture(c,d) @@ -328,10 +326,6 @@ float corner(vec2 coord) return clamp((cdist.x-dist)*bsize,0.0, 1.0); } -vec3 gamma_correct(vec3 color, vec3 tmp) -{ - return color*mix(GTW, 1.0, max(max(tmp.r,tmp.g),tmp.b)); -} void main() { @@ -379,46 +373,15 @@ void main() fpx = fp.y; } - bool sharp = (s_sharp > 0.0); - - - float hsharp_tl, hsharp_tr, hsharp_bl, hsharp_br, hsharp_tc, hsharp_bc; - - if (h_smart == 0.0) - { - hsharp_tl = h_sharp; hsharp_tr = h_sharp; hsharp_bl = h_sharp; hsharp_br = h_sharp; hsharp_tc = h_sharp; hsharp_bc = h_sharp; - } - else - { - // reading differences for smoothing - vec3 diffs_top = COMPAT_TEXTURE(PassPrev5Texture, pC4 ).xyz; - vec3 diffs_bot = COMPAT_TEXTURE(PassPrev5Texture, pC4 + offy).xyz; - - if(TATE > 0.5) - { - diffs_top.x = floor(10.0*diffs_top.z)*0.11111; diffs_top.y = fract(10.0*diffs_top.z)*1.11111; - diffs_bot.x = floor(10.0*diffs_bot.z)*0.11111; diffs_bot.y = fract(10.0*diffs_bot.z)*1.11111; - } - - float ls = mix (4.5, 2.25, h_smart); - hsharp_tl = mix(h_sharp, ls, diffs_top.x); - hsharp_tr = mix(h_sharp, ls, diffs_top.y); - hsharp_bl = mix(h_sharp, ls, diffs_bot.x); - hsharp_br = mix(h_sharp, ls, diffs_bot.y); - hsharp_tc = hsharp_tl; - hsharp_bc = hsharp_bl; - if (fpx == 0.5) { hsharp_tc = 0.5*(hsharp_tl + hsharp_tr); hsharp_bc = 0.5*(hsharp_bl + hsharp_br); } - if (fpx > 0.5) { hsharp_tc = hsharp_tr; hsharp_bc = hsharp_bl; } - } - - float wl2 = 1.5 + fpx; wl2*=wl2; float twl2 = exp2(-hsharp_tl*wl2); twl2 = max(twl2 - s_sharp, -twl2); float bwl2 = exp2(-hsharp_bl*wl2); bwl2 = max(bwl2 - s_sharp, -bwl2); - float wl1 = 0.5 + fpx; wl1*=wl1; float twl1 = exp2(-hsharp_tl*wl1); twl1 = max(twl1 - s_sharp, -0.4*s_sharp); float bwl1 = exp2(-hsharp_bl*wl1); bwl1 = max(bwl1 - s_sharp, -0.4*s_sharp); - float wct = 0.5 - fpx; wct*=wct; float twct = exp2(-hsharp_tc*wct); twct = max(twct - s_sharp, s_sharp); float bwct = exp2(-hsharp_bc*wct); bwct = max(bwct - s_sharp, s_sharp); - float wr1 = 1.5 - fpx; wr1*=wr1; float twr1 = exp2(-hsharp_tr*wr1); twr1 = max(twr1 - s_sharp, -0.4*s_sharp); float bwr1 = exp2(-hsharp_br*wr1); bwr1 = max(bwr1 - s_sharp, -0.4*s_sharp); - float wr2 = 2.5 - fpx; wr2*=wr2; float twr2 = exp2(-hsharp_tr*wr2); twr2 = max(twr2 - s_sharp, -twr2); float bwr2 = exp2(-hsharp_br*wr2); bwr2 = max(bwr2 - s_sharp, -bwr2); + float wl2 = 1.5 + fpx; wl2*=wl2; wl2 = exp2(-h_sharp*wl2); float twl2 = max(wl2 - s_sharp, -wl2); + float wl1 = 0.5 + fpx; wl1*=wl1; wl1 = exp2(-h_sharp*wl1); float twl1 = max(wl1 - s_sharp, -0.4*s_sharp); + float wct = 0.5 - fpx; wct*=wct; wct = exp2(-h_sharp*wct); float twct = max(wct - s_sharp, s_sharp); + float wr1 = 1.5 - fpx; wr1*=wr1; wr1 = exp2(-h_sharp*wr1); float twr1 = max(wr1 - s_sharp, -0.4*s_sharp); + float wr2 = 2.5 - fpx; wr2*=wr2; wr2 = exp2(-h_sharp*wr2); float twr2 = max(wr2 - s_sharp, -wr2); float wtt = 1.0/(twl2+twl1+twct+twr1+twr2); - float wtb = 1.0/(bwl2+bwl1+bwct+bwr1+bwr2); + float wt = 1.0/(wl2+wl1+wct+wr1+wr2); + bool sharp = (s_sharp > 0.0); vec3 l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz; vec3 l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz; @@ -440,33 +403,33 @@ void main() if (spike > 0.0) { - scolor1 = (sl2*twl2 + sl1*twl1 + sct*twct + sr1*twr1 + sr2*twr2)*wtt; - if (sharp) scolor1 = clamp(scolor1, min(min(sl1,sr1),sct), max(max(sl1,sr1),sct)); + scolor1 = (sl2*wl2 + sl1*wl1 + sct*wct + sr1*wr1 + sr2*wr2)*wt; scolor1 = pow(scolor1, gtmp); scolor1 = mix(color1, scolor1, spike); } - l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2 +offy).xyz; - l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx +offy).xyz; - ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offy).xyz; - r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx +offy).xyz; - r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2 +offy).xyz; + pC4+=offy; - sl2 = COMPAT_TEXTURE(Texture, pC4 -off2 +offy).xyz; - sl1 = COMPAT_TEXTURE(Texture, pC4 -offx +offy).xyz; - sct = COMPAT_TEXTURE(Texture, pC4 +offy).xyz; - sr1 = COMPAT_TEXTURE(Texture, pC4 +offx +offy).xyz; - sr2 = COMPAT_TEXTURE(Texture, pC4 +off2 +offy).xyz; + l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz; + l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz; + ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz; + r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz; + r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz; - vec3 color2 = (l2*bwl2 + l1*bwl1 + ct*bwct + r1*bwr1 + r2*bwr2)*wtb; + sl2 = COMPAT_TEXTURE(Texture, pC4 -off2).xyz; + sl1 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz; + sct = COMPAT_TEXTURE(Texture, pC4 ).xyz; + sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz; + sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz; + + vec3 color2 = (l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt; if (sharp) color2 = clamp(color2, min(min(l1,r1),ct), max(max(l1,r1),ct)); vec3 scolor2 = color2; if (spike > 0.0) { - scolor2 = (sl2*bwl2 + sl1*bwl1 + sct*bwct + sr1*bwr1 + sr2*bwr2)*wtb; - if (sharp) scolor2 = clamp(scolor2, min(min(sl1,sr1),sct), max(max(sl1,sr1),sct)); + scolor2 = (sl2*wl2 + sl1*wl1 + sct*wct + sr1*wr1 + sr2*wr2)*wt; scolor2 = pow(scolor2, gtmp); scolor2 = mix(color2, scolor2, spike); } @@ -505,7 +468,8 @@ void main() vec3 color = color1*w1 + color2*w2; - color*=brightboost; + ctmp = 0.5*(ctmp+tmp); + color*=mix(brightboost, brightboost1, max(max(ctmp.r,ctmp.g),ctmp.b)); color = min(color, 1.0); // Apply Mask @@ -521,7 +485,8 @@ void main() vec3 Bloom = COMPAT_TEXTURE(PassPrev2Texture, pos).xyz; color+=glow*Bloom; - + color = pow(color, vec3(1.0/gamma_out)); + FragColor = vec4(color*corner(pos0), 1.0); -} \ No newline at end of file +}