fix pal-r57shell and remove unnecessary multipass version, add royale ntsc/pal presets

This commit is contained in:
hunterk 2018-05-02 14:26:13 -05:00
parent 40fbf187d9
commit 36db5c17cb
10 changed files with 1145 additions and 608 deletions

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# IMPORTANT:
# Shader passes need to know details about the image in the mask_texture LUT
# files, so set the following constants in user-cgp-constants.h accordingly:
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
# Shader passes also need to know certain scales set in this .slangp, but their
# compilation model doesn't currently allow the .slangp file to tell them. Make
# sure to set the following constants in user-cgp-constants.h accordingly too:
# 1.) bloom_approx_scale_x = scale_x2
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
# calculate scale_y5 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "14"
# NTSC Shader Passes
shader0 = "../ntsc/shaders/ntsc-pass1-composite-3phase.slang"
shader1 = "../ntsc/shaders/ntsc-pass2-3phase.slang"
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass2: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader2 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias2 = "ORIG_LINEARIZED"
filter_linear2 = "false"
scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
# Pass3: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader3 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias3 = "VERTICAL_SCANLINES"
filter_linear3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.0"
scale_type_y3 = "viewport"
scale_y3 = "1.0"
#float_framebuffer3 = "true"
srgb_framebuffer3 = "true"
# Pass4: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
# account for convergence offsets. We want to blur a predictable portion of the
# screen to match the phosphor bloom, and absolute scale works best for
# reliable results with a fixed-size bloom. Picking a scale is tricky:
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
# to blur high-res/interlaced sources but high enough that resampling
# doesn't smear low-res sources too much.
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
# the only noticeable visual difference is a larger halation spread (which
# may be a good thing for people who like to crank it up).
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:3 aspect ratio).
shader4 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias4 = "BLOOM_APPROX"
filter_linear4 = "true"
scale_type4 = "absolute"
scale_x4 = "320"
scale_y4 = "240"
srgb_framebuffer4 = "true"
# Pass5: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.slang"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.slang"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Lanczos-resize the phosphor mask vertically. Set the absolute
# scale_x7 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
# will blur, and smaller scales could get nasty. The vertical size must be
# based on the viewport size and calculated carefully to avoid artifacts later.
# First calculate the minimum number of mask tiles we need to draw.
# Since curvature is computed after the scanline masking pass:
# num_resized_mask_tiles = 2.0;
# If curvature were computed in the scanline masking pass (it's not):
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
# max_mask_tile_border = max_mask_texel_border/
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
# num_resized_mask_tiles = ~3.8
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
# to relate them to vertical resolution. The widest we expect is:
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
# The fewer triads we tile across the screen, the larger each triad will be as a
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
# triads we'll guarantee can be displayed on screen. We'll set this according
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
# min_allowed_viewport_triads
# scale_y7 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x8 = scale_y7
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y7 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
shader7 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear7 = "true"
scale_type_x7 = "absolute"
scale_x7 = "64"
scale_type_y7 = "viewport"
scale_y7 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Pass8: Lanczos-resize the phosphor mask horizontally. scale_x8 = scale_y7.
# TODO: Check again if the shaders actually require equal scales.
shader8 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias8 = "MASK_RESIZE"
filter_linear8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "0.0625"
scale_type_y8 = "source"
scale_y8 = "1.0"
#srgb_framebuffer8 = "false" # mask_texture is already assumed linear
# Pass9: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader9 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
alias9 = "MASKED_SCANLINES"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
#float_framebuffer9 = "true"
srgb_framebuffer9 = "true"
# Pass 10: Compute a brightpass. This will require reading the final mask.
shader10 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
alias10 = "BRIGHTPASS"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "viewport"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Pass 11: Blur the brightpass vertically
shader11 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear11 = "true" # This could just as easily be nearest neighbor.
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
# Pass 12: Blur the brightpass horizontally and combine it with the dimpass:
shader12 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear12 = "true"
scale_type12 = "source"
scale12 = "1.0"
srgb_framebuffer12 = "true"
# Pass 13: Compute curvature/AA:
shader13 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear13 = "true"
scale_type13 = "viewport"
mipmap_input13 = "true"
texture_wrap_mode13 = "clamp_to_edge"

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# IMPORTANT:
# Shader passes need to know details about the image in the mask_texture LUT
# files, so set the following constants in user-cgp-constants.h accordingly:
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
# Shader passes also need to know certain scales set in this .slangp, but their
# compilation model doesn't currently allow the .slangp file to tell them. Make
# sure to set the following constants in user-cgp-constants.h accordingly too:
# 1.) bloom_approx_scale_x = scale_x2
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
# calculate scale_y5 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "14"
# NTSC Shader Passes
shader0 = "../ntsc/shaders/ntsc-pass1-svideo-3phase.slang"
shader1 = "../ntsc/shaders/ntsc-pass2-3phase.slang"
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1536
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass2: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader2 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias2 = "ORIG_LINEARIZED"
filter_linear2 = "false"
scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
# Pass3: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader3 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias3 = "VERTICAL_SCANLINES"
filter_linear3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.0"
scale_type_y3 = "viewport"
scale_y3 = "1.0"
#float_framebuffer3 = "true"
srgb_framebuffer3 = "true"
# Pass4: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
# account for convergence offsets. We want to blur a predictable portion of the
# screen to match the phosphor bloom, and absolute scale works best for
# reliable results with a fixed-size bloom. Picking a scale is tricky:
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
# to blur high-res/interlaced sources but high enough that resampling
# doesn't smear low-res sources too much.
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
# the only noticeable visual difference is a larger halation spread (which
# may be a good thing for people who like to crank it up).
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:3 aspect ratio).
shader4 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias4 = "BLOOM_APPROX"
filter_linear4 = "true"
scale_type4 = "absolute"
scale_x4 = "320"
scale_y4 = "240"
srgb_framebuffer4 = "true"
# Pass5: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.slang"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.slang"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Lanczos-resize the phosphor mask vertically. Set the absolute
# scale_x7 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
# will blur, and smaller scales could get nasty. The vertical size must be
# based on the viewport size and calculated carefully to avoid artifacts later.
# First calculate the minimum number of mask tiles we need to draw.
# Since curvature is computed after the scanline masking pass:
# num_resized_mask_tiles = 2.0;
# If curvature were computed in the scanline masking pass (it's not):
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
# max_mask_tile_border = max_mask_texel_border/
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
# num_resized_mask_tiles = ~3.8
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
# to relate them to vertical resolution. The widest we expect is:
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
# The fewer triads we tile across the screen, the larger each triad will be as a
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
# triads we'll guarantee can be displayed on screen. We'll set this according
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
# min_allowed_viewport_triads
# scale_y7 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x8 = scale_y7
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y7 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
shader7 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear7 = "true"
scale_type_x7 = "absolute"
scale_x7 = "64"
scale_type_y7 = "viewport"
scale_y7 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Pass8: Lanczos-resize the phosphor mask horizontally. scale_x8 = scale_y7.
# TODO: Check again if the shaders actually require equal scales.
shader8 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias8 = "MASK_RESIZE"
filter_linear8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "0.0625"
scale_type_y8 = "source"
scale_y8 = "1.0"
#srgb_framebuffer8 = "false" # mask_texture is already assumed linear
# Pass9: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader9 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
alias9 = "MASKED_SCANLINES"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
#float_framebuffer9 = "true"
srgb_framebuffer9 = "true"
# Pass 10: Compute a brightpass. This will require reading the final mask.
shader10 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
alias10 = "BRIGHTPASS"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "viewport"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Pass 11: Blur the brightpass vertically
shader11 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear11 = "true" # This could just as easily be nearest neighbor.
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
# Pass 12: Blur the brightpass horizontally and combine it with the dimpass:
shader12 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear12 = "true"
scale_type12 = "source"
scale12 = "1.0"
srgb_framebuffer12 = "true"
# Pass 13: Compute curvature/AA:
shader13 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear13 = "true"
scale_type13 = "viewport"
mipmap_input13 = "true"
texture_wrap_mode13 = "clamp_to_edge"

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# IMPORTANT:
# Shader passes need to know details about the image in the mask_texture LUT
# files, so set the following constants in user-cgp-constants.h accordingly:
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
# Shader passes also need to know certain scales set in this .slangp, but their
# compilation model doesn't currently allow the .slangp file to tell them. Make
# sure to set the following constants in user-cgp-constants.h accordingly too:
# 1.) bloom_approx_scale_x = scale_x2
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
# calculate scale_y5 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "14"
# NTSC Shader Passes
shader0 = "../ntsc/shaders/ntsc-pass1-composite-2phase.slang"
shader1 = "../ntsc/shaders/ntsc-pass2-2phase.slang"
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1280
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass2: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader2 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias2 = "ORIG_LINEARIZED"
filter_linear2 = "false"
scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
# Pass3: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader3 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias3 = "VERTICAL_SCANLINES"
filter_linear3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.0"
scale_type_y3 = "viewport"
scale_y3 = "1.0"
#float_framebuffer3 = "true"
srgb_framebuffer3 = "true"
# Pass4: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
# account for convergence offsets. We want to blur a predictable portion of the
# screen to match the phosphor bloom, and absolute scale works best for
# reliable results with a fixed-size bloom. Picking a scale is tricky:
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
# to blur high-res/interlaced sources but high enough that resampling
# doesn't smear low-res sources too much.
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
# the only noticeable visual difference is a larger halation spread (which
# may be a good thing for people who like to crank it up).
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:3 aspect ratio).
shader4 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias4 = "BLOOM_APPROX"
filter_linear4 = "true"
scale_type4 = "absolute"
scale_x4 = "320"
scale_y4 = "240"
srgb_framebuffer4 = "true"
# Pass5: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.slang"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.slang"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Lanczos-resize the phosphor mask vertically. Set the absolute
# scale_x7 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
# will blur, and smaller scales could get nasty. The vertical size must be
# based on the viewport size and calculated carefully to avoid artifacts later.
# First calculate the minimum number of mask tiles we need to draw.
# Since curvature is computed after the scanline masking pass:
# num_resized_mask_tiles = 2.0;
# If curvature were computed in the scanline masking pass (it's not):
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
# max_mask_tile_border = max_mask_texel_border/
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
# num_resized_mask_tiles = ~3.8
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
# to relate them to vertical resolution. The widest we expect is:
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
# The fewer triads we tile across the screen, the larger each triad will be as a
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
# triads we'll guarantee can be displayed on screen. We'll set this according
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
# min_allowed_viewport_triads
# scale_y7 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x8 = scale_y7
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y7 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
shader7 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear7 = "true"
scale_type_x7 = "absolute"
scale_x7 = "64"
scale_type_y7 = "viewport"
scale_y7 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Pass8: Lanczos-resize the phosphor mask horizontally. scale_x8 = scale_y7.
# TODO: Check again if the shaders actually require equal scales.
shader8 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias8 = "MASK_RESIZE"
filter_linear8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "0.0625"
scale_type_y8 = "source"
scale_y8 = "1.0"
#srgb_framebuffer8 = "false" # mask_texture is already assumed linear
# Pass9: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader9 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
alias9 = "MASKED_SCANLINES"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
#float_framebuffer9 = "true"
srgb_framebuffer9 = "true"
# Pass 10: Compute a brightpass. This will require reading the final mask.
shader10 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
alias10 = "BRIGHTPASS"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "viewport"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Pass 11: Blur the brightpass vertically
shader11 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear11 = "true" # This could just as easily be nearest neighbor.
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
# Pass 12: Blur the brightpass horizontally and combine it with the dimpass:
shader12 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear12 = "true"
scale_type12 = "source"
scale12 = "1.0"
srgb_framebuffer12 = "true"
# Pass 13: Compute curvature/AA:
shader13 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear13 = "true"
scale_type13 = "viewport"
mipmap_input13 = "true"
texture_wrap_mode13 = "clamp_to_edge"

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# IMPORTANT:
# Shader passes need to know details about the image in the mask_texture LUT
# files, so set the following constants in user-cgp-constants.h accordingly:
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
# Shader passes also need to know certain scales set in this .slangp, but their
# compilation model doesn't currently allow the .slangp file to tell them. Make
# sure to set the following constants in user-cgp-constants.h accordingly too:
# 1.) bloom_approx_scale_x = scale_x2
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
# calculate scale_y5 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "14"
# NTSC Shader Passes
shader0 = "../ntsc/shaders/ntsc-pass1-svideo-2phase.slang"
shader1 = "../ntsc/shaders/ntsc-pass2-2phase.slang"
filter_linear0 = false
filter_linear1 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1920
scale_y0 = 1.0
frame_count_mod0 = 2
float_framebuffer0 = true
scale_type1 = source
scale_x1 = 0.5
scale_y1 = 1.0
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass2: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader2 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias2 = "ORIG_LINEARIZED"
filter_linear2 = "false"
scale_type2 = "source"
scale2 = "1.0"
srgb_framebuffer2 = "true"
# Pass3: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader3 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias3 = "VERTICAL_SCANLINES"
filter_linear3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.0"
scale_type_y3 = "viewport"
scale_y3 = "1.0"
#float_framebuffer3 = "true"
srgb_framebuffer3 = "true"
# Pass4: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
# account for convergence offsets. We want to blur a predictable portion of the
# screen to match the phosphor bloom, and absolute scale works best for
# reliable results with a fixed-size bloom. Picking a scale is tricky:
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
# to blur high-res/interlaced sources but high enough that resampling
# doesn't smear low-res sources too much.
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
# the only noticeable visual difference is a larger halation spread (which
# may be a good thing for people who like to crank it up).
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:3 aspect ratio).
shader4 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias4 = "BLOOM_APPROX"
filter_linear4 = "true"
scale_type4 = "absolute"
scale_x4 = "320"
scale_y4 = "240"
srgb_framebuffer4 = "true"
# Pass5: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader5 = "../blurs/blur9fast-vertical.slang"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader6 = "../blurs/blur9fast-horizontal.slang"
alias6 = "HALATION_BLUR"
filter_linear6 = "true"
scale_type6 = "source"
scale6 = "1.0"
srgb_framebuffer6 = "true"
# Pass7: Lanczos-resize the phosphor mask vertically. Set the absolute
# scale_x7 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
# will blur, and smaller scales could get nasty. The vertical size must be
# based on the viewport size and calculated carefully to avoid artifacts later.
# First calculate the minimum number of mask tiles we need to draw.
# Since curvature is computed after the scanline masking pass:
# num_resized_mask_tiles = 2.0;
# If curvature were computed in the scanline masking pass (it's not):
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
# max_mask_tile_border = max_mask_texel_border/
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
# num_resized_mask_tiles = ~3.8
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
# to relate them to vertical resolution. The widest we expect is:
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
# The fewer triads we tile across the screen, the larger each triad will be as a
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
# triads we'll guarantee can be displayed on screen. We'll set this according
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
# min_allowed_viewport_triads
# scale_y7 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x8 = scale_y7
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y7 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
shader7 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear7 = "true"
scale_type_x7 = "absolute"
scale_x7 = "64"
scale_type_y7 = "viewport"
scale_y7 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Pass8: Lanczos-resize the phosphor mask horizontally. scale_x8 = scale_y7.
# TODO: Check again if the shaders actually require equal scales.
shader8 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias8 = "MASK_RESIZE"
filter_linear8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "0.0625"
scale_type_y8 = "source"
scale_y8 = "1.0"
#srgb_framebuffer8 = "false" # mask_texture is already assumed linear
# Pass9: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader9 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
alias9 = "MASKED_SCANLINES"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
#float_framebuffer9 = "true"
srgb_framebuffer9 = "true"
# Pass 10: Compute a brightpass. This will require reading the final mask.
shader10 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
alias10 = "BRIGHTPASS"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "viewport"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Pass 11: Blur the brightpass vertically
shader11 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear11 = "true" # This could just as easily be nearest neighbor.
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
# Pass 12: Blur the brightpass horizontally and combine it with the dimpass:
shader12 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear12 = "true"
scale_type12 = "source"
scale12 = "1.0"
srgb_framebuffer12 = "true"
# Pass 13: Compute curvature/AA:
shader13 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear13 = "true"
scale_type13 = "viewport"
mipmap_input13 = "true"
texture_wrap_mode13 = "clamp_to_edge"

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# IMPORTANT:
# Shader passes need to know details about the image in the mask_texture LUT
# files, so set the following constants in user-cgp-constants.h accordingly:
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
# Shader passes also need to know certain scales set in this .slangp, but their
# compilation model doesn't currently allow the .slangp file to tell them. Make
# sure to set the following constants in user-cgp-constants.h accordingly too:
# 1.) bloom_approx_scale_x = scale_x3
# 2.) mask_resize_viewport_scale = float2(scale_x7, scale_y6)
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
# calculate scale_y5 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "13"
shader0 = "../pal/shaders/pal-r57shell.slang"
nes_lut = "../pal/resources/nes_lut.png"
nes_lut_linear = "false"
nes_lut_wrap_mode = "repeat"
nes_lut_mipmap = "false"
filter_linear0 = false
scale_type_x0 = absolute
scale_type_y0 = source
scale_x0 = 1024
scale_y0 = 1.0
frame_count_mod0 = 2
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "nes_lut;mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader1 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias1 = "ORIG_LINEARIZED"
filter_linear1 = "false"
scale_type1 = "source"
scale1 = "1.0"
srgb_framebuffer1 = "true"
# Pass2: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader2 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias2 = "VERTICAL_SCANLINES"
filter_linear2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.0"
scale_type_y2 = "viewport"
scale_y2 = "1.0"
#float_framebuffer2 = "true"
srgb_framebuffer2 = "true"
# Pass3: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
# account for convergence offsets. We want to blur a predictable portion of the
# screen to match the phosphor bloom, and absolute scale works best for
# reliable results with a fixed-size bloom. Picking a scale is tricky:
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
# to blur high-res/interlaced sources but high enough that resampling
# doesn't smear low-res sources too much.
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
# the only noticeable visual difference is a larger halation spread (which
# may be a good thing for people who like to crank it up).
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:3 aspect ratio).
shader3 = "shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias3 = "BLOOM_APPROX"
filter_linear3 = "true"
scale_type3 = "absolute"
scale_x3 = "320"
scale_y3 = "240"
srgb_framebuffer3 = "true"
# Pass4: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader4 = "../blurs/blur9fast-vertical.slang"
filter_linear4 = "true"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass5: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader5 = "../blurs/blur9fast-horizontal.slang"
alias5 = "HALATION_BLUR"
filter_linear5 = "true"
scale_type5 = "source"
scale5 = "1.0"
srgb_framebuffer5 = "true"
# Pass6: Lanczos-resize the phosphor mask vertically. Set the absolute
# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
# will blur, and smaller scales could get nasty. The vertical size must be
# based on the viewport size and calculated carefully to avoid artifacts later.
# First calculate the minimum number of mask tiles we need to draw.
# Since curvature is computed after the scanline masking pass:
# num_resized_mask_tiles = 2.0;
# If curvature were computed in the scanline masking pass (it's not):
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
# max_mask_tile_border = max_mask_texel_border/
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
# num_resized_mask_tiles = ~3.8
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
# to relate them to vertical resolution. The widest we expect is:
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
# The fewer triads we tile across the screen, the larger each triad will be as a
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
# triads we'll guarantee can be displayed on screen. We'll set this according
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
# min_allowed_viewport_triads
# scale_y6 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x7 = scale_y6
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y6 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
shader6 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear6 = "true"
scale_type_x6 = "absolute"
scale_x6 = "64"
scale_type_y6 = "viewport"
scale_y6 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
# Pass7: Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y6.
# TODO: Check again if the shaders actually require equal scales.
shader7 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias7 = "MASK_RESIZE"
filter_linear7 = "false"
scale_type_x7 = "viewport"
scale_x7 = "0.0625"
scale_type_y7 = "source"
scale_y7 = "1.0"
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
# Pass8: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader8 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
alias8 = "MASKED_SCANLINES"
filter_linear8 = "true" # This could just as easily be nearest neighbor.
scale_type8 = "viewport"
scale8 = "1.0"
#float_framebuffer8 = "true"
srgb_framebuffer8 = "true"
# Pass 9: Compute a brightpass. This will require reading the final mask.
shader9 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
alias9 = "BRIGHTPASS"
filter_linear9 = "true" # This could just as easily be nearest neighbor.
scale_type9 = "viewport"
scale9 = "1.0"
srgb_framebuffer9 = "true"
# Pass 10: Blur the brightpass vertically
shader10 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear10 = "true" # This could just as easily be nearest neighbor.
scale_type10 = "source"
scale10 = "1.0"
srgb_framebuffer10 = "true"
# Pass 11: Blur the brightpass horizontally and combine it with the dimpass:
shader11 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear11 = "true"
scale_type11 = "source"
scale11 = "1.0"
srgb_framebuffer11 = "true"
# Pass 12: Compute curvature/AA:
shader12 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear12 = "true"
scale_type12 = "viewport"
mipmap_input12 = "true"
texture_wrap_mode12 = "clamp_to_edge"

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@ -1,11 +0,0 @@
shaders = 2
shader0 = shaders/pal-r57shell-multipass0.slang
alias0 = Pass0
scale_type0 = source
scale0 = 2.0
shader1 = shaders/pal-r57shell-multipass1.slang
textures = "nes_lut"
nes_lut = resources/nes_lut.png

View file

@ -1,6 +1,21 @@
shaders = 1
shader0 = shaders/pal-r57shell.slang
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "ORIG_LINEARIZED"
float_framebuffer0 = "false"
srgb_framebuffer0 = "0"
scale_type_x0 = "viewport"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
textures = "nes_lut"
nes_lut = "resources/nes_lut.png"
nes_lut_linear = "false"
nes_lut_wrap_mode = "repeat"
nes_lut_mipmap = "false"
textures = "nes_lut"
nes_lut = resources/nes_lut.png

View file

@ -1,480 +0,0 @@
#version 450
// NES PAL composite signal simulation for RetroArch
// shader by r57shell
// thanks to feos & HardWareMan & NewRisingSun
// also TV subpixels and scanlines
// LICENSE: PUBLIC DOMAIN
// NOTE: for nice TV subpixels and scanlines I recommend to
// disable this features here and apply CRT-specialized shader.
// Quality considerations
// there are three main options:
// USE_RAW (R), USE_DELAY_LINE (D), USE_COLORIMETRY (C)
// here is table of quality in decreasing order:
// RDC, RD, RC, DC, D, C
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float Gamma;
float Brightness;
float Contrast;
float Saturation;
float HueShift;
float HueRotation;
float Ywidth;
float Uwidth;
float Vwidth;
float TV_Pixels;
float SizeX;
float SizeY;
float dark_scanline;
float Phase_Y;
float Phase_One;
float Phase_Two;
} params;
#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
#pragma parameter Saturation "PAL Saturation" 1.0 -1.0 2.0 0.03125
#pragma parameter HueShift "PAL Hue Shift" -2.5 -6.0 6.0 0.015625
#pragma parameter HueRotation "PAL Hue Rotation" 2.0 -5.0 5.0 0.015625
#pragma parameter Ywidth "PAL Y Width" 12.0 1.0 32.0 1.0
#pragma parameter Uwidth "PAL U Width" 23.0 1.0 32.0 1.0
#pragma parameter Vwidth "PAL V Width" 23.0 1.0 32.0 1.0
#pragma parameter SizeX "Active Width" 256.0 1.0 4096.0 1.0
#pragma parameter SizeY "Active Height" 240.0 1.0 4096.0 1.0
#pragma parameter TV_Pixels "PAL TV Pixels" 200.0 1.0 2400.0 1.0
#pragma parameter dark_scanline "PAL Scanline" 0.5 0.0 1.0 0.025
#pragma parameter Phase_Y "PAL Phase Y" 2.0 0.0 12.0 0.025
#pragma parameter Phase_One "PAL Phase One" 0.0 0.0 12.0 0.025
#pragma parameter Phase_Two "PAL Phase Two" 8.0 0.0 12.0 0.025
// compatibility macros
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac(c) fract(c)
#define saturate(c) clamp(c, 0.0, 1.0)
#define fmod(x,y) mod(x,y)
#define mul(x,y) (y*x)
#define float2x2 mat2
#define float3x3 mat3
#define float4x4 mat4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// TWEAKS start
// comment this to disable dynamic settings, and use static.
// if you unable to compile shader with dynamic settings,
// and you want to tune parameters in menu, then
// try to reduce somewhere below Mwidth from 32 to lower,
// or disable USE_DELAY_LINE or USE_RAW, or all at once.
#define PARAMETER_UNIFORM
// use delay line technique
// without delay line technique, color would interleave
// to avoid this, set HueRotation to zero.
#define USE_DELAY_LINE
// use this if you need to swap even/odd V sign.
// sign of V changes each scanline
// so if some scanline is positive, then next is negative
// and if you want to match picture
// to actual running PAL NES on TV
// you may want to have this option, to change signs
// if they don't match
//#define SWAP_VSIGN
// phase shift from frame to frame as NTSC NES does.
// but PAL NES doesn't
//#define ANIMATE_PHASE
// rough simulation of scanlines
// better if you use additional shader instead
// if you still use it, make sure that SizeY
// is at least twice lower than output height
//#define USE_SCANLINES
// this option changes active visible fields.
// this is not how actual NES works
// it does not alter fields.
//#define ANIMATE_SCANLINE
// simulate CRT TV subpixels
// better if you use CRT-specialized shader instead
//#define USE_SUBPIXELS
// to change gamma of virtual TV from 2.2 to something else
//#define USE_GAMMA
// use core size. for NES use this, for other cores turn off
// for other cores use "size" tweak.
//#define USE_CORE_SIZE
// use raw palette, turn it on if you
// have nestopia and having using raw palette
//#define USE_RAW
// use lookup texture, faster but less accuracy
// it's working only if USE_RAW enabled.
//#define USE_LUT
// compensate filter width
// it will make width of picture shorter
// to make picture right border visible
#define COMPENSATE_WIDTH
// use sampled version. it's much more slower version of shader.
// because it is computing x4 more values. NOT RECOMMENDED.
#define USE_SAMPLED
// this is using following matrixes.
// it provides more scientific approach
// by conversion into linear XYZ space
// and back to sRGB.
// it's using Gamma setting too.
// define USE_GAMMA is not required.
#define USE_COLORIMETRY
const float3x3 RGB_to_XYZ =
mat3(
0.4306190, 0.3415419, 0.1783091,
0.2220379, 0.7066384, 0.0713236,
0.0201853, 0.1295504, 0.9390944
);
const float3x3 XYZ_to_sRGB =
mat3(
3.2406, -1.5372, -0.4986,
-0.9689, 1.8758, 0.0415,
0.0557, -0.2040, 1.0570
);
// TWEAKS end
const float Mwidth = 24;
const int Ywidth_static = 1;
const int Uwidth_static = 1;
const int Vwidth_static = 1;
const float Contrast_static = 1.;
const float Saturation_static = 1.;
const float YUV_u = 0.492;
const float YUV_v = 0.877;
const mat3 RGB_to_YUV =
mat3(
float3( 0.299, 0.587, 0.114), //Y
float3(-0.299,-0.587, 0.886)*YUV_u, //B-Y
float3( 0.701,-0.587,-0.114)*YUV_v //R-Y
);
#ifdef USE_RAW
#ifndef USE_LUT
const float Voltage_0 = 0.518;
const float Voltage_1 = 1.962;
const float DeltaV = (Voltage_1-Voltage_0);
#else
const float Voltage_0 = 0.15103768593097774;
const float Voltage_1 = 1.;
float DeltaV = (Voltage_1-Voltage_0);
#endif
#else
const float DeltaV = 1.;
#endif
#ifdef USE_DELAY_LINE
const float comb_line = 1.;
#else
const float comb_line = 2.;
#endif
const double RGB_y = Contrast_static/Ywidth_static/DeltaV;
const double RGB_u = comb_line*Contrast_static*Saturation_static/YUV_u/Uwidth_static/DeltaV;
const double RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/Vwidth_static/DeltaV;
const mat3 YUV_to_RGB =
mat3(
float3(1., 1., 1.)*RGB_y,
float3(0., -0.114/0.587, 1.)*RGB_u,
float3(1., -0.299/0.587, 0.)*RGB_v
);
const float pi = 3.1415926535897932384626433832795;
#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 nes_lut;
#ifdef USE_RAW
bool InColorPhase(int color, float phase)
{
return fmod((color*2. + phase),24.) < 12.;
}
#ifndef USE_LUT
// from nesdev wiki page NTSC_video
float NTSCsignal(float3 pixel, float phase)
{
// Voltage levels, relative to synch voltage
const float black=.518, white=1.962, attenuation=.746,
levels[8] = {.350, .518, .962,1.550, // Signal low
1.094,1.506,1.962,1.962}; // Signal high
// Decode the NES color.
int color = int(pixel.r*15); // 0..15 "cccc"
int level = int(pixel.g*3); // 0..3 "ll"
int emphasis = int(pixel.b*7+0.1); // 0..7 "eee"
if (color > 13) { level = 1; } // For colors 14..15, level 1 is forced.
// The square wave for this color alternates between these two voltages:
float low = levels[0], high = levels[4];
if (level == 1) { low = levels[1], high = levels[5]; }
if (level == 2) { low = levels[2], high = levels[6]; }
if (level == 3) { low = levels[3], high = levels[7]; }
if(color == 0) { low = high; } // For color 0, only high level is emitted
if(color > 12) { high = low; } // For colors 13..15, only low level is emitted
// Generate the square wave
// When de-emphasis bits are set, some parts of the signal are attenuated:
float2 e = fmod(float2(emphasis), float2(2.,4.));
float signal = InColorPhase(color,phase) ? high : low;
if( ((e.x != 0) && InColorPhase(0,phase))
|| ((e.y-e.x != 0) && InColorPhase(4,phase))
|| ((emphasis-e.y != 0) && InColorPhase(8,phase)) )
return signal * attenuation;
else
return signal;
}
#else
float NTSCsignal(float3 pixel, float phase)
{
return texture(nes_lut,float2(dot(pixel,float3(
15.*(8.)/512.,
3.*(16.*8.)/512.,
7./512.)
) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
}
#endif
#endif
float sinn(float x)
{
return sin(/*fmod(x,24)*/x*(pi*2./24.));
}
float coss(float x)
{
return cos(/*fmod(x,24)*/x*(pi*2./24.));
}
float3 monitor(sampler2D tex, float2 p)
{
#ifdef PARAMETER_UNIFORM
const float2 size = float2(params.SizeX,params.SizeY);
#endif
// align vertical coord to center of texel
float2 uv = float2(
#ifdef COMPENSATE_WIDTH
p.x+p.x*(params.Ywidth/8.)/size.x,
#else
p.x,
#endif
(floor(p.y*params.SourceSize.y)+0.5)/params.SourceSize.y);
#ifdef USE_DELAY_LINE
float2 sh = (params.SourceSize.xy/params.SourceSize.xy/size)*float2(14./10.,-1.0);
#endif
float2 pc = uv*params.SourceSize.xy/params.SourceSize.xy*size*float2(10.,1.);
float alpha = dot(floor(float2(pc.x,pc.y)),float2(2.,params.Phase_Y*2.));
alpha += params.Phase_One*2.;
#ifdef ANIMATE_PHASE
if (fmod(params.FrameCount,2) > 1.)
alpha += (params.Phase_Two-params.Phase_One)*2.;
#endif
// 1/size.x of screen in uv coords = params.SourceSize.x/params.SourceSize.x/size.x;
// then 1/10*size.x of screen:
float ustep = params.SourceSize.x/params.SourceSize.x/size.x/10.;
float border = params.SourceSize.x/params.SourceSize.x;
float ss = 2.0;
#ifdef SWAP_VSIGN
#define PAL_SWITCH(A) A < 1.
#else
#define PAL_SWITCH(A) A > 1.
#endif
if (PAL_SWITCH(fmod(uv.y*params.SourceSize.y/params.SourceSize.y*size.y,2.0)))
{
// cos(pi-alpha) = -cos(alpha)
// sin(pi-alpha) = sin(alpha)
// pi - alpha
alpha = -alpha+12012.0;
ss = -2.0;
}
float ysum = 0., usum = 0., vsum = 0.;
for (int i=0; i<Mwidth; ++i)
{
float4 res = texture(tex, uv);
#ifdef USE_RAW
float sig = NTSCsignal(res.xyz,params.HueShift*2.+alpha-res.g*ss*params.HueRotation)-Voltage_0;
// outside of texture is 0,0,0 which is white instead of black
if (uv.x <= 0.0 || uv.x >= border)
sig = 0;
#ifdef USE_DELAY_LINE
float4 res1 = texture(tex, uv+sh);
float sig1 = NTSCsignal(res1.xyz,params.HueShift*2.+12012.0-alpha+res.g*ss*params.HueRotation)-Voltage_0;
if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
sig1 = 0;
#endif
#else
float3 yuv = mul(RGB_to_YUV, res.xyz);
const float a1 = alpha+(params.HueShift+2.5)*2.-yuv.x*ss*params.HueRotation;
float sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
#ifdef USE_DELAY_LINE
float4 res1 = texture(tex, uv+sh);
float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
const float a2 = (params.HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*params.HueRotation;
float sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
#endif
#endif
if (i < params.Ywidth)
ysum += sig;
#ifdef USE_DELAY_LINE
if (i < params.Uwidth)
usum += (sig+sig1)*sinn(alpha);
if (i < params.Vwidth)
vsum += (sig-sig1)*coss(alpha);
#else
if (i < params.Uwidth)
usum += sig*sinn(alpha);
if (i < params.Vwidth)
vsum += sig*coss(alpha);
#endif
alpha -= ss;
uv.x -= ustep;
}
#ifdef PARAMETER_UNIFORM
ysum *= params.Contrast/params.Ywidth;
usum *= params.Contrast*params.Saturation/params.Uwidth;
vsum *= params.Contrast*params.Saturation/params.Vwidth;
#endif
float3 rgb = mul(float3(ysum+params.Brightness*Ywidth_static,usum,vsum), YUV_to_RGB);
#if defined(USE_GAMMA) && !defined(USE_COLORIMETRY)
float3 rgb1 = saturate(rgb);
rgb = pow(rgb1, params.Gamma/2.2);
#endif
#ifdef USE_COLORIMETRY
float3 rgb1 = saturate(rgb);
rgb = pow(rgb1, float3(params.Gamma, params.Gamma, params.Gamma));
#endif
#if (defined(USE_SUBPIXELS) || defined(USE_SCANLINES))
float2 q = (p*params.SourceSize.xy/params.SourceSize.xy)*float2(params.TV_Pixels*3.,size.y*2.);
#endif
#ifdef USE_SCANLINES
float scanlines = size.y/params.OutputSize.x;
float top = fmod(q.y-0.5*scanlines*2.,2.);
float bottom = top+frac(scanlines)*2.;
float2 sw = saturate(min(float2(1.,2.),float2(bottom, bottom))
-max(float2(0.,1.),float2(top)))
+saturate(min(float2(3.,4.),float2(bottom, bottom))
-max(float2(2.,3.),float2(top)))
+floor(scanlines);
#ifdef ANIMATE_SCANLINE
#define SCANLINE_MUL (fmod(int(params.FrameCount),2)<1 \
? sw.x*params.dark_scanline+sw.y \
: sw.x+sw.y*params.dark_scanline)
#else
#define SCANLINE_MUL (sw.x*params.dark_scanline+sw.y)
#endif
rgb = rgb*SCANLINE_MUL/(sw.x+sw.y);
#endif
// size of pixel screen in texture coords:
//float output_pixel_size = params.SourceSize.x/(params.OutputSize.x*params.SourceSize.x);
// correctness check
//if (fmod(p.x*output_pixel_size,2.0) < 1.0)
// rgb = float3(0.,0.,0.);
#ifdef USE_SUBPIXELS
float pixels = params.TV_Pixels/params.OutputSize.x;
float left = fmod(q.x-0.5*pixels*3,3);
float right = left+frac(pixels)*3.;
float3 w = saturate(min(float3(1.,2.,3.),float3(right,right,right))
-max(float3(0.,1.,2.),float3(left,left,left)))
+saturate(min(float3(4.,5.,6.),float3(right,right,right))
-max(float3(3.,4.,5.),float3(left,left,left)))
+floor(pixels);
rgb = rgb*3.*w/(w.x+w.y+w.z);
#endif
#ifdef USE_COLORIMETRY
float3 xyz1 = mul(RGB_to_XYZ,rgb);
float3 srgb = saturate(mul(XYZ_to_sRGB,xyz1));
float3 a1 = 12.92*srgb;
float3 a2 = 1.055*pow(srgb,float3(1./2.4))-0.055;
float3 ssrgb;
ssrgb.x = (srgb.x<0.0031308?a1.x:a2.x);
ssrgb.y = (srgb.y<0.0031308?a1.y:a2.y);
ssrgb.z = (srgb.z<0.0031308?a1.z:a2.z);
return ssrgb;
#else
return rgb;
#endif
}
void main()
{
FragColor = vec4(monitor(Source, vTexCoord), 1.0);
}

View file

@ -1,107 +0,0 @@
#version 450
// NES PAL composite signal simulation for RetroArch
// shader by r57shell
// thanks to feos & HardWareMan & NewRisingSun
// also TV subpixels and scanlines
// LICENSE: PUBLIC DOMAIN
// NOTE: for nice TV subpixels and scanlines I recommend to
// disable this features here and apply CRT-specialized shader.
// Quality considerations
// there are three main options:
// USE_RAW (R), USE_DELAY_LINE (D), USE_COLORIMETRY (C)
// here is table of quality in decreasing order:
// RDC, RD, RC, DC, D, C
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
// compatibility macros
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define frac(c) fract(c)
#define saturate(c) clamp(c, 0.0, 1.0)
#define fmod(x,y) mod(x,y)
#define mul(x,y) (y*x)
#define float2x2 mat2
#define float3x3 mat3
#define float4x4 mat4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
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;
// pos (left corner, sample size)
float4 monitor_sample(float2 p, float2 sample_)
{
// linear interpolation was...
// now other thing.
// http://imgur.com/m8Z8trV
// AT LAST IT WORKS!!!!
// going to check in retroarch...
float2 size = params.SourceSize.xy;
float2 next = float2(.25,1.)/size;
float2 f = frac(float2(4.,1.)*size*p);
sample_ *= float2(4.,1.)*size;
float2 l;
float2 r;
if (f.x+sample_.x < 1.)
{
l.x = f.x+sample_.x;
r.x = 0.;
}
else
{
l.x = 1.-f.x;
r.x = min(1.,f.x+sample_.x-1.);
}
if (f.y+sample_.y < 1.)
{
l.y = f.y+sample_.y;
r.y = 0.;
}
else
{
l.y = 1.-f.y;
r.y = min(1.,f.y+sample_.y-1.);
}
float3 top = mix(texture(Source, p).rgb, texture(Source, p+float2(next.x,0.)).rgb, r.x/(l.x+r.x));
float3 bottom = mix(texture(Source, p+float2(0.,next.y)).rgb, texture(Source, p+next).rgb, r.x/(l.x+r.x));
return float4(mix(top,bottom, r.y/(l.y+r.y)),1.0);
}
void main()
{
FragColor = monitor_sample(vTexCoord, params.OutputSize.zw);
}

View file

@ -146,6 +146,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
//#define USE_SAMPLED
/*#ifndef PARAMETER_UNIFORM
// commented because parameters are always available in slang
// NTSC standard gamma = 2.2
// PAL standard gamma = 2.8
@ -271,11 +272,11 @@ const float comb_line = 1.;
const float comb_line = 2.;
#endif
const double RGB_y = Contrast_static/Ywidth_static/DeltaV;
const double RGB_u = comb_line*Contrast_static*Saturation_static/YUV_u/Uwidth_static/DeltaV;
const double RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/Vwidth_static/DeltaV;
float RGB_y = Contrast_static/Ywidth_static/DeltaV;
float RGB_u = comb_line*Contrast_static*Saturation_static/YUV_u/Uwidth_static/DeltaV;
float RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/Vwidth_static/DeltaV;
const mat3 YUV_to_RGB =
mat3 YUV_to_RGB =
mat3(
float3(1., 1., 1.)*RGB_y,
float3(0., -0.114/0.587, 1.)*RGB_u,
@ -312,7 +313,7 @@ bool InColorPhase(int color, float phase)
float NTSCsignal(float3 pixel, float phase)
{
// Voltage levels, relative to synch voltage
static const float black=.518, white=1.962, attenuation=.746,
const float black=.518, white=1.962, attenuation=.746,
levels[8] = {.350, .518, .962,1.550, // Signal low
1.094,1.506,1.962,1.962}; // Signal high
@ -482,7 +483,7 @@ float3 monitor(sampler2D tex, float2 p)
#endif
#ifdef USE_SCANLINES
float scanlines = size.y/params.OutputSize.x;
float scanlines = size.y * params.OutputSize.z;
float top = fmod(q.y-0.5*scanlines*2.,2.);
float bottom = top+frac(scanlines)*2.;
float2 sw = saturate(min(float2(1.,2.),float2(bottom, bottom))
@ -520,10 +521,10 @@ float3 monitor(sampler2D tex, float2 p)
// rgb = float3(0.,0.,0.);
#ifdef USE_SUBPIXELS
float pixels = params.TV_Pixels/params.OutputSize.x;
float left = fmod(q.x-0.5*pixels*3,3);
float pixels = params.TV_Pixels * params.OutputSize.z;
float left = fmod(q.x-0.5*pixels*3.,3.);
float right = left+frac(pixels)*3.;
float3 w = saturate(min(float3(1.,2.,3.),float3(rightright,right))
float3 w = saturate(min(float3(1.,2.,3.),float3(right,right,right))
-max(float3(0.,1.,2.),float3(left,left,left)))
+saturate(min(float3(4.,5.,6.),float3(right,right,right))
-max(float3(3.,4.,5.),float3(left,left,left)))
@ -587,6 +588,10 @@ float4 monitor_sample(sampler2D tex, float2 p, float2 sample_)
void main()
{
#ifdef USE_SAMPLED
FragColor = vec4(monitor_sample(Source, vTexCoord, params.OutputSize.zw).rgb, 1.0);
#else
FragColor = float4(monitor(Source, vTexCoord), 1.);
#endif
FragColor = vec4(monitor_sample(Source, vTexCoord, params.OutputSize.xy).rgb, 1.0);
}