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https://github.com/italicsjenga/slang-shaders.git
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add D65/D93 switching to royale-kurozumi
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@ -22,7 +22,7 @@ shaders = "13"
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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# non-mipmapped version and a large mipmapped version.
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# non-mipmapped version and a large mipmapped version.
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# TODO: Test masks in other directories.
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# TODO: Test masks in other directories.
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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;SamplerLUT"
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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;SamplerLUT1;SamplerLUT2"
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mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
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mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
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mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
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mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
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mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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@ -47,12 +47,14 @@ mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with m
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mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
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SamplerLUT = "../reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png"
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SamplerLUT1 = "../reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png"
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SamplerLUT_linear = true
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SamplerLUT1_linear = true
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SamplerLUT2 = "../reshade/shaders/LUT/Kurozumi_64_D93_Rec601.png"
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SamplerLUT2_linear = true
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# Pass0: LUT to correct screen colors.
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# Pass0: LUT to correct screen colors.
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# Digital Displays different color coordinates for primaries than CRTs (Rec709 vs Rec601).
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# Digital Displays different color coordinates for primaries than CRTs (Rec709 vs Rec601).
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shader0 = "../reshade/shaders/LUT/LUT.slang"
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shader0 = "../reshade/shaders/LUT/multiLUT.slang"
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# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
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# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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@ -209,7 +211,7 @@ scale_type12 = "viewport"
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mipmap_input12 = "true"
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mipmap_input12 = "true"
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texture_wrap_mode12 = "clamp_to_edge"
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texture_wrap_mode12 = "clamp_to_edge"
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parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i;LUT_Size"
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parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i"
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crt_gamma = "2.400000"
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crt_gamma = "2.400000"
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lcd_gamma = "2.400000"
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lcd_gamma = "2.400000"
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levels_contrast = "0.740000"
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levels_contrast = "0.740000"
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@ -255,4 +257,3 @@ border_darkness = "0.000000"
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border_compress = "2.500000"
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border_compress = "2.500000"
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interlace_bff = "0.000000"
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interlace_bff = "0.000000"
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interlace_1080i = "0.000000"
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interlace_1080i = "0.000000"
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LUT_Size = "64.0"
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BIN
reshade/shaders/LUT/Kurozumi_64_D93_Rec601.png
Normal file
BIN
reshade/shaders/LUT/Kurozumi_64_D93_Rec601.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 166 KiB |
80
reshade/shaders/LUT/multiLUT.slang
Executable file
80
reshade/shaders/LUT/multiLUT.slang
Executable file
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@ -0,0 +1,80 @@
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#version 450
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// A version of the LUT shader that loads 2 LUTs.
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// For use with Kurozumi's 64-bit colorspace LUTs.
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float LUT_selector_param;
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} params;
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#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0
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//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0
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//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0
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const float LUT_Size1 = 64.0;
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const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs
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int LUT_selector = int(params.LUT_selector_param);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
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layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
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// This shouldn't be necessary but it seems some undefined values can
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// creep in and each GPU vendor handles that differently. This keeps
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// all values within a safe range
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vec4 mixfix(vec4 a, vec4 b, float c)
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{
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return (a.z < 1.0) ? mix(a, b, c) : a;
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}
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void main()
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{
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vec4 imgColor = texture(Source, vTexCoord.xy);
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vec4 color1, color2 = vec4(0.,0.,0.,0.);
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float red, green, blue1, blue2, mixer = 0.0;
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if(LUT_selector == 1)
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{
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red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1);
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green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1;
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blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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color1 = texture( SamplerLUT1, vec2( blue1, green ));
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color2 = texture( SamplerLUT1, vec2( blue2, green ));
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}
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if(LUT_selector == 2)
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{
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red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2);
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green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2;
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blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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color1 = texture( SamplerLUT2, vec2( blue1, green ));
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color2 = texture( SamplerLUT2, vec2( blue2, green ));
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}
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FragColor = mixfix(color1, color2, mixer);
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}
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