add D65/D93 switching to royale-kurozumi

This commit is contained in:
hunterk 2019-09-25 19:37:14 -05:00
parent f46f8e515d
commit 4ca30e989e
3 changed files with 87 additions and 6 deletions

View file

@ -22,7 +22,7 @@ shaders = "13"
# 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;SamplerLUT"
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"
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
@ -47,12 +47,14 @@ mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with m
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
SamplerLUT = "../reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png"
SamplerLUT_linear = true
SamplerLUT1 = "../reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png"
SamplerLUT1_linear = true
SamplerLUT2 = "../reshade/shaders/LUT/Kurozumi_64_D93_Rec601.png"
SamplerLUT2_linear = true
# Pass0: LUT to correct screen colors.
# Digital Displays different color coordinates for primaries than CRTs (Rec709 vs Rec601).
shader0 = "../reshade/shaders/LUT/LUT.slang"
shader0 = "../reshade/shaders/LUT/multiLUT.slang"
# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
@ -209,7 +211,7 @@ scale_type12 = "viewport"
mipmap_input12 = "true"
texture_wrap_mode12 = "clamp_to_edge"
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"
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"
crt_gamma = "2.400000"
lcd_gamma = "2.400000"
levels_contrast = "0.740000"
@ -255,4 +257,3 @@ border_darkness = "0.000000"
border_compress = "2.500000"
interlace_bff = "0.000000"
interlace_1080i = "0.000000"
LUT_Size = "64.0"

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@ -0,0 +1,80 @@
#version 450
// A version of the LUT shader that loads 2 LUTs.
// For use with Kurozumi's 64-bit colorspace LUTs.
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LUT_selector_param;
} params;
#pragma parameter LUT_selector_param "Color Temp (1=D65, 2=D93)" 1.0 1.0 2.0 1.0
//#pragma parameter LUT_Size1 "LUT Size 1" 16.0 1.0 64.0 1.0
//#pragma parameter LUT_Size2 "LUT Size 2" 16.0 1.0 64.0 1.0
const float LUT_Size1 = 64.0;
const float LUT_Size2 = 64.0; // hardcode these for Kurozumi's LUTs
int LUT_selector = int(params.LUT_selector_param);
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;
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
// This shouldn't be necessary but it seems some undefined values can
// creep in and each GPU vendor handles that differently. This keeps
// all values within a safe range
vec4 mixfix(vec4 a, vec4 b, float c)
{
return (a.z < 1.0) ? mix(a, b, c) : a;
}
void main()
{
vec4 imgColor = texture(Source, vTexCoord.xy);
vec4 color1, color2 = vec4(0.,0.,0.,0.);
float red, green, blue1, blue2, mixer = 0.0;
if(LUT_selector == 1)
{
red = ( imgColor.r * (LUT_Size1 - 1.0) + 0.4999 ) / (LUT_Size1 * LUT_Size1);
green = ( imgColor.g * (LUT_Size1 - 1.0) + 0.4999 ) / LUT_Size1;
blue1 = (floor( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
blue2 = (ceil( imgColor.b * (LUT_Size1 - 1.0) ) / LUT_Size1) + red;
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
color1 = texture( SamplerLUT1, vec2( blue1, green ));
color2 = texture( SamplerLUT1, vec2( blue2, green ));
}
if(LUT_selector == 2)
{
red = ( imgColor.r * (LUT_Size2 - 1.0) + 0.4999 ) / (LUT_Size2 * LUT_Size2);
green = ( imgColor.g * (LUT_Size2 - 1.0) + 0.4999 ) / LUT_Size2;
blue1 = (floor( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
blue2 = (ceil( imgColor.b * (LUT_Size2 - 1.0) ) / LUT_Size2) + red;
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
color1 = texture( SamplerLUT2, vec2( blue1, green ));
color2 = texture( SamplerLUT2, vec2( blue2, green ));
}
FragColor = mixfix(color1, color2, mixer);
}