diff --git a/crt/shaders/crt-pocket.slang b/crt/shaders/crt-pocket.slang index 42e094d..0f16a6e 100644 --- a/crt/shaders/crt-pocket.slang +++ b/crt/shaders/crt-pocket.slang @@ -1,96 +1,90 @@ #version 450 - layout(push_constant) uniform Push { - - float SHARPNESSX,SHARPNESSY,WARPX,WARPY,CORNER_ROUND,BORDER,SHADOWMASK,MASKLOW,MASKHIGH,DOTMASK_STRENGTH, -MASKDARK,MASKLIGHT,GAMMAIN,GAMMAOUT,SAT,SCANLOW,SCANHIGH,MINSCAN,VIGNETTE,VPOWER,VSTR,TEMP,SEGA, -BLACK,GLOW,SIZE,quality,nois,BGR,INTERLACE; -} params; - -// Parameter lines go here: -#pragma parameter SHARPNESSX " Horizontal Sharpness" 0.25 0.0 1.0 0.05 -#pragma parameter SHARPNESSY " Vertical Sharpness" 0.7 0.0 1.0 0.05 -#pragma parameter WARPX "Curvature Horizontal" 0.03 0.0 0.2 0.01 -#pragma parameter WARPY "Curvature Vertical" 0.05 0.0 0.2 0.01 -#pragma parameter CORNER_ROUND "Corner Roundness" 0.02 0.005 0.2 0.01 -#pragma parameter BORDER "Border Smoothness" 400.0 100.0 1000.0 25.0 -#pragma parameter INTERLACE "Interlace On/Off" 1.0 0.0 1.0 1.0 -#pragma parameter SCANLOW " Scanline Low Brightness" 0.15 0.01 1.0 0.05 -#pragma parameter SCANHIGH " Scanline High Brightness" 0.20 0.01 1.0 0.05 -#pragma parameter MINSCAN " Scanline Min Brightness" 0.04 0.01 1.0 0.01 -#pragma parameter SHADOWMASK "Mask Type, CGWG, Lottes 1-4" 5.0 -1.0 5.0 1.0 -#pragma parameter BGR "RGB/BGR subpixels" 1.0 0.0 1.0 1.0 -#pragma parameter MASKLOW "Mask Strength Low" 1.0 0.0 1.0 0.05 -#pragma parameter MASKHIGH "Mask Strength High" 0.75 0.0 1.0 0.05 -#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.05 -#pragma parameter MASKDARK "Lottes Mask Dark" 0.5 0.0 2.0 0.1 -#pragma parameter MASKLIGHT "Lottes Mask Light" 1.5 0.0 2.0 0.1 -#pragma parameter GAMMAIN " Gamma In" 2.4 1.0 4.0 0.05 -#pragma parameter GAMMAOUT " Gamma Out" 2.25 1.0 4.0 0.05 -#pragma parameter BLACK " Black Level" 0.0 -0.20 0.20 0.01 -#pragma parameter TEMP " Color Temperature in Kelvins" 9311.0 1031.0 12047.0 72.0 -#pragma parameter SAT " Saturation" 1.0 0.0 2.0 0.01 -#pragma parameter SEGA " SEGA Lum Fix" 0.0 0.0 1.0 1.0 -#pragma parameter GLOW " Glow Strength" 0.12 0.0 1.0 0.01 -#pragma parameter quality " Glow Size" 1.0 0.0 1.5 0.05 -#pragma parameter VIGNETTE "Vignette On/Off" 1.0 0.0 1.0 1.0 -#pragma parameter VPOWER "Vignette Power" 0.1 0.0 1.0 0.01 -#pragma parameter VSTR "Vignette Strength" 45.0 0.0 50.0 1.0 -#pragma parameter nois "Noise strength" 0.4 0.0 1.0 0.01 - -#define SHARPNESSX params.SHARPNESSX -#define SHARPNESSY params.SHARPNESSY -#define WARPX params.WARPX -#define WARPY params.WARPY -#define CORNER_ROUND params.CORNER_ROUND -#define BORDER params.BORDER -#define SHADOWMASK params.SHADOWMASK -#define MASKLOW params.MASKLOW -#define MASKHIGH params.MASKHIGH -#define DOTMASK_STRENGTH params.DOTMASK_STRENGTH -#define MASKDARK params.MASKDARK -#define MASKLIGHT params.MASKLIGHT -#define GAMMAIN params.GAMMAIN -#define GAMMAOUT params.GAMMAOUT -#define SAT params.SAT -#define SCANLOW params.SCANLOW -#define SCANHIGH params.SCANHIGH -#define MINSCAN params.MINSCAN -#define VIGNETTE params.VIGNETTE -#define VPOWER params.VPOWER -#define VSTR params.VSTR -#define TEMP params.TEMP -#define SEGA params.SEGA -#define BLACK params.BLACK -#define GLOW params.GLOW -#define SIZE params.SIZE -#define quality params.quality -#define nois params.nois -#define BGR params.BGR -#define INTERLACE params.INTERLACE - - -#define CURVATURE -#define PI 3.141592654 + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float gammain,gammaout,warpX,warpY,vignette,vign,corners,beam1,beam2, + scanline1,scanline2,interlace,progress,boost1,boost2,sat,flick; + } params; layout(std140, set = 0, binding = 0) uniform UBO { - vec4 SourceSize; - vec4 OriginalSize; - vec4 OutputSize; - uint FrameCount; - mat4 MVP; + mat4 MVP; + float DOTMASK_STRENGTH,maskDark,maskLight,shadowMask,bgr,maskl,maskh,gl, + ntsc,TEMP; } global; -#define SourceSize global.SourceSize -#define OriginalSize global.OriginalSize -#define OutputSize global.OutputSize -#define mod_factor vTexCoord.x * OutputSize.x/OriginalSize.x*SourceSize.x -#define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy) -#define filterWidth (OriginalSize.y / OutputSize.y) / 3.0 - +#pragma parameter warpX "Curvature X" 0.03 0.00 0.20 0.01 +#define warpX params.warpX +#pragma parameter warpY "Curvature Y" 0.05 0.00 0.20 0.01 +#define warpY params.warpY +#pragma parameter corners "Corners cut On/Off" 1.0 0.0 1.0 1.0 +#define corners params.corners +#pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0 +#define vignette params.vignette +#pragma parameter vign "Vignette Strength" 0.10 0.0 0.50 0.01 +#define vign params.vign +#pragma parameter shadowMask "Mask Style 0:cgwg,1-4:Lottes,5:Sin" 1.0 0.0 5.0 1.0 +#define shadowMask global.shadowMask +#pragma parameter maskl "Mask Low" 0.9 0.0 1.0 0.05 +#define maskl global.maskl +#pragma parameter maskh "Mask High" 0.6 0.0 1.0 0.05 +#define maskh global.maskh +#pragma parameter bgr "RGB/BGR subpixels" 1.0 0.0 1.0 1.0 +#define bgr global.bgr +#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.7 0.0 1.0 0.05 +#define DOTMASK_STRENGTH global.DOTMASK_STRENGTH +#pragma parameter maskDark "Lottes maskDark" 0.3 0.0 2.0 0.1 +#define maskDark global.maskDark +#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1 +#define maskLight global.maskLight +#pragma parameter interlace "Interlace On/Off" 1.0 0.0 1.0 1.0 +#define interlace params.interlace +#pragma parameter progress "Force 240p" 0.0 0.0 1.0 1.0 +#define progress params.progress +#pragma parameter flick "Flicker Strength" 4.0 0.0 10.0 0.1 +#define flick params.flick +#pragma parameter beam1 "Scanline Beam Low" 6.0 1.0 15.0 0.5 +#define beam1 params.beam1 +#pragma parameter beam2 "Scanline Beam High" 8.0 1.0 15.0 0.5 +#define beam2 params.beam2 +#pragma parameter scanline1 "Scanline Low" 1.35 0.5 3.0 0.05 +#define scanline1 params.scanline1 +#pragma parameter scanline2 "Scanline High" 1.05 0.5 3.0 0.05 +#define scanline2 params.scanline2 +#pragma parameter ntsc "NTSC Colors" 1.0 0.0 1.0 1.0 +#define ntsc global.ntsc +#pragma parameter TEMP "Color Temperature in Kelvins" 8591.0 1031.0 12047.0 72.0 +#define TEMP global.TEMP +#pragma parameter gammain "Gamma In" 2.45 1.0 4.0 0.05 +#define gammain params.gammain +#pragma parameter gammaout "Gamma Out" 2.25 1.0 4.0 0.05 +#define gammaout params.gammaout +#pragma parameter sat "Saturation" 1.0 0.0 2.0 0.01 +#define sat params.sat +#pragma parameter boost1 "Boost Dark Colors" 1.45 1.0 2.0 0.05 +#define boost1 params.boost1 +#pragma parameter boost2 "Boost Bright Colors" 1.25 1.0 2.0 0.05 +#define boost2 params.boost2 +#pragma parameter gl "Glow Strength" 0.15 0.0 1.0 0.01 +#define gl global.gl + + +#define pi 3.141592 +#define SourceSize params.SourceSize +#define OutputSize params.OutputSize +#define FrameCount params.FrameCount +#define OriginalSize params.OriginalSize +#define timer float(FrameCount*2.0) +#define flicker sin(timer)*flick/1000.0 +#define mod_factor vTexCoord.x * SourceSize.x * OutputSize.x / SourceSize.x + + + + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; @@ -98,160 +92,248 @@ layout(location = 0) out vec2 vTexCoord; void main() { - gl_Position = global.MVP * Position; - vTexCoord = TexCoord * 1.0001; + 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 = 1) uniform sampler2D Source; +layout(set = 0, binding = 2) uniform sampler2D Source; -#define iTimer (float(global.FrameCount) / 60.0) + +vec3 Mask(vec2 pos){ + vec3 mask=vec3(maskDark,maskDark,maskDark); + if (shadowMask == 0.0) +{ + float mask = 1.0 - DOTMASK_STRENGTH; + //Output pixels are alternately tinted green and magenta + vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0), + vec3(mask, 1.0, mask), + floor(mod(mod_factor, 2.0))); + return dotMaskWeights; +} + +// Very compressed TV style shadow mask. + else if (shadowMask == 1.0) { + float line=maskLight; + float odd=0.0; + if(fract(pos.x/6.0)<0.5)odd=1.0; + if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; + pos.x=fract(pos.x/3.0); + + if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; + else if(pos.x<0.666)mask.g=maskLight; + else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; + mask*=line; + } + +// Aperture-grille. + else if (shadowMask == 2.0) { + pos.x=fract(pos.x/3.0); + + if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; + else if(pos.x<0.666)mask.g=maskLight; + else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; + } + +// Stretched VGA style shadow mask (same as prior shaders). + else if (shadowMask == 3.0) { + pos.x+=pos.y*3.0; + pos.x=fract(pos.x/6.0); + + if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; + else if(pos.x<0.666)mask.g=maskLight; + else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; + } + +// VGA style shadow mask. + else if (shadowMask == 4.0) { + pos.xy=floor(pos.xy*vec2(1.0,0.5)); + pos.x+=pos.y*3.0; + pos.x=fract(pos.x/6.0); + + if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; + else if(pos.x<0.666)mask.g=maskLight; + else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; + } + + else if (shadowMask == 5.0) + { + float MaskR = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.00000+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5; + float MaskG = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*1.33333+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5; + float MaskB = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.66667+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5; + + vec3 Mask; bgr == 1.0? Mask = vec3(MaskB,MaskG,MaskR) : Mask = vec3(MaskR,MaskG,MaskB) ; + + Mask = min(Mask*2.0,1.0); + + return vec3(Mask); +} + + return mask; +} -vec2 curve(vec2 pos) + +//Lanczos filter +float sinc(float x) +{ + return sin(x * pi) / (x * pi); +} + +float lanczosWeight(float d, float n) +{ + return (d == 0.0) ? (1.0) : (d*d < n*n ? sinc(d) * sinc(d / n) : 0.0); +} + +vec3 Lanczos3(vec2 uv, vec2 InvResolution) +{ + vec2 center = uv - (mod(uv / InvResolution, 1.0)-0.5) * InvResolution;// texel center + vec2 offset = (uv - center)/InvResolution;// relevant texel position in the range -0.5~+0.5 + + vec3 col = vec3(0.0); + float weight = 0.0; + //loop + for(int x = -2; x < 3; x++) + { + for(int y = -1; y < 2; y++) + { + + float wx = lanczosWeight(float(x)-offset.x, 2.0); + float wy = lanczosWeight(float(y)-offset.y, 1.0); + float w = wx * wy; + + col += w * texture(Source, center + vec2(x,y) * InvResolution).rgb; + weight += w; + } + } + col /= weight; + + return col; +} + +// Distortion of scanlines +vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; - pos *= vec2(1.0 + (pos.y*pos.y)*WARPX, - 1.0 + (pos.x*pos.x)*WARPY); - + pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); return pos*0.5 + 0.5; } -float corner(vec2 coord) +//Vignette +mat3 vignet() { - coord *= scale.xy; - coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); - coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x); - vec2 cdist = vec2(CORNER_ROUND); - coord = (cdist - min(coord,cdist)); - float dist = sqrt(dot(coord,coord)); - return clamp((cdist.x-dist)*BORDER,0.0, 1.0); -} + vec2 vpos = vTexCoord; - - -float CalcScanLineWeight(float dist, float scan) -{ - return max(1.0-dist*dist/scan, MINSCAN); -} - -float ScanLine(float dy, float l) -{ - float scan = mix(SCANLOW, SCANHIGH, l); - float scanLineWeight = CalcScanLineWeight(dy, scan); - scanLineWeight += CalcScanLineWeight(dy-filterWidth, scan); - scanLineWeight += CalcScanLineWeight(dy+filterWidth, scan); - scanLineWeight *= 0.3333333; - return scanLineWeight; -} - - -// Shadow mask. -vec3 Mask(vec2 pos) -{ - vec3 mask = vec3(MASKDARK, MASKDARK, MASKDARK); - - // Very compressed TV style shadow mask. - if (SHADOWMASK == 1.0) - { - float line = MASKLIGHT; - float odd = 0.0; - - if (fract(pos.x/6.0) < 0.5) - odd = 1.0; - if (fract((pos.y + odd)/2.0) < 0.5) - line = MASKDARK; - - pos.x = fract(pos.x/3.0); - - if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; - else if (pos.x < 0.666) mask.g = MASKLIGHT; - else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT; - mask*=line; - } - - // Aperture-grille. - else if (SHADOWMASK == 2.0) - { - pos.x = fract(pos.x/3.0); - - if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; - else if (pos.x < 0.666) mask.g = MASKLIGHT; - else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT; - } - - // Stretched VGA style shadow mask (same as prior shaders). - else if (SHADOWMASK == 3.0) - { - pos.x += pos.y*3.0; - pos.x = fract(pos.x/6.0); - - if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; - else if (pos.x < 0.666) mask.g = MASKLIGHT; - else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT; - } - - // VGA style shadow mask. - else if (SHADOWMASK == 4.0) - { - pos.xy = floor(pos.xy*vec2(1.0, 0.5)); - pos.x += pos.y*3.0; - pos.x = fract(pos.x/6.0); - - if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; - else if (pos.x < 0.666) mask.g = MASKLIGHT; - else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT; - } - else if (SHADOWMASK == 5.0) - { - float line = MASKLIGHT; - float odd = 0.0; - - if (fract(pos.x/4.0) < 0.5) - odd = 1.0; - if (fract((pos.y + odd)/2.0) < 0.5) - line = MASKDARK; - - pos.x = fract(pos.x/2.0); - - if (pos.x < 0.5) {mask.r = MASKLIGHT; mask.b = MASKLIGHT;} - else mask.g = MASKLIGHT; - mask*=line; - } - - - - else if (SHADOWMASK == -1.0) mask = vec3(1.0); - return mask; -} - -mat3 vign() -{ - vec2 vpos = vTexCoord * SourceSize.xy/OriginalSize.xy; - vpos *= 1.0 - vpos; - - float vig = vpos.x * vpos.y * VSTR; - - vig = min(pow(vig, VPOWER), 1.0); - - if (VIGNETTE == 0.0) vig=1.0; + vpos *= 1.0 - vpos.xy; + float vig = vpos.x * vpos.y * 50.0; + vig = min(pow(vig, vign), 1.0); + if (vignette == 0.0) vig=1.0; return mat3(vig, 0, 0, 0, vig, 0, 0, 0, vig); } +float sw(float y, float l) +{ + float scan = mix(beam1, beam2, y); + float tmp = mix(scanline1, scanline2, l); + float ex = y*tmp; + return exp2(-scan*ex*ex); +} + + +vec3 glow(vec2 pos) +{ + vec3 col = vec3(0.0); + float x = SourceSize.z; + float y = SourceSize.w; + float w1 = 0.15; + float w2 = 0.05; + col += w1*texture(Source,pos+vec2(x,0.0)).rgb; + col += w1*texture(Source,pos+vec2(x,y)).rgb; + col += w1*texture(Source,pos+vec2(x,-y)).rgb; + col += w1*texture(Source,pos+vec2(-x,0.0)).rgb; + col += w1*texture(Source,pos+vec2(-x,y)).rgb; + col += w1*texture(Source,pos+vec2(-x,-y)).rgb; + col += w1*texture(Source,pos+vec2(0.0,y)).rgb; + col += w1*texture(Source,pos+vec2(0.0,-y)).rgb; + + col += w2*texture(Source,pos+vec2(2.0*x,0.0)).rgb; + col += w2*texture(Source,pos+vec2(2.0*x,y)).rgb; + col += w2*texture(Source,pos+vec2(2.0*x,-y)).rgb; + col += w2*texture(Source,pos+vec2(-2.0*x,0.0)).rgb; + col += w2*texture(Source,pos+vec2(-2.0*x,y)).rgb; + col += w2*texture(Source,pos+vec2(-2.0*x,-y)).rgb; + col += w1*texture(Source,pos+vec2(0.0,2.0*y)).rgb; + col += w1*texture(Source,pos+vec2(0.0,-2.0*y)).rgb; + return col*gl; +} + +vec3 DecodeGamma(vec3 color, float gamma) +{ + color = clamp(color, 0.0, 1.0); + color.r = (color.r <= 0.00313066844250063) ? + color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; + color.g = (color.g <= 0.00313066844250063) ? + color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; + color.b = (color.b <= 0.00313066844250063) ? + color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; + + return color; +} + + + + +vec3 RGBtoXYZ(vec3 RGB) +{ + const mat3x3 m = mat3x3( + 0.6068909, 0.1735011, 0.2003480, + 0.2989164, 0.5865990, 0.1144845, + 0.0000000, 0.0660957, 1.1162243); + return RGB * m; +} + + vec3 NTSC(vec3 c) + { + vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding + return RGBtoXYZ(v); + } + +vec3 XYZtoSRGB(vec3 XYZ) +{ + const mat3x3 m = mat3x3( + 3.2404542,-1.5371385,-0.4985314, + -0.9692660, 1.8760108, 0.0415560, + 0.0556434,-0.2040259, 1.0572252); + return XYZ * m; +} + +vec3 sRGB(vec3 c) + { + vec3 v = XYZtoSRGB(c); + v = DecodeGamma(v, 2.4); //Companding + + return v; + } + + +// NTSC RGB to sRGB +vec3 NTSCtoSRGB( vec3 c ) + { + return sRGB(NTSC( c )); + } + float saturate(float v) { return clamp(v, 0.0, 1.0); } -// https://www.shadertoy.com/view/lsSXW1 -vec3 ColorTemperatureToRGB(float temperatureInKelvins) +vec3 ColorTemp(float temperatureInKelvins) { vec3 retColor; temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0; @@ -278,112 +360,49 @@ vec3 ColorTemperatureToRGB(float temperatureInKelvins) return retColor; } - -vec3 glow0 (vec2 uv) -{ - vec3 sum = vec3(0.0); - float x = uv.x; - float y = uv.y; - float xx = SourceSize.z*quality; - float yy = SourceSize.w*quality; - - sum += texture(Source, vec2(x-xx,y)).rgb*0.1; - sum += texture(Source,vec2(x-xx,y-yy)).rgb*0.1; - sum += texture(Source,vec2(x,y-yy)).rgb*0.1; - sum += texture(Source,vec2(x+xx,y-yy)).rgb*0.1; - sum += texture(Source,vec2(x+xx,y)).rgb*0.1; - sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1; - sum += texture(Source,vec2(x, y-yy)).rgb*0.1; - sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1; - - sum += texture(Source,vec2(x-2.0*xx,y)).rgb*0.05; - sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05; - sum += texture(Source,vec2(x-xx,y-2.0*yy)).rgb*0.05; - sum += texture(Source,vec2(x,y-2.0*yy)).rgb*0.05; - sum += texture(Source,vec2(x+xx,y-2.0*yy)).rgb*0.05; - sum += texture(Source,vec2(x+2.0*xx,y-yy)).rgb*0.05; - sum += texture(Source,vec2(x+2.0*xx,y)).rgb*0.05; - sum += texture(Source,vec2(x+2.0*xx,y+yy)).rgb*0.05; - sum += texture(Source,vec2(x+xx,y+2.0*yy)).rgb*0.05; - sum += texture(Source,vec2(x,y+2.0*yy)).rgb*0.05; - sum += texture(Source,vec2(x-xx,y+2.0*yy)).rgb*0.05; - sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05; - - return sum * GLOW; -} - -float noise(vec2 co) -{ -return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); -} - void main() { + vec2 pos = Warp(vTexCoord); + vec2 uv = pos * vec2(0.5, 2.0); + vec2 InvResolution = SourceSize.zw; -// FILTER - vec2 stepxy = SourceSize.zw; - if (OriginalSize.y > 400.0 && INTERLACE == 0.0) stepxy.y *=2.0; + float f = fract(pos.y*SourceSize.y)+0.5; + float f2 = fract(pos.y*SourceSize.y); + +//handle interlacing +if (OriginalSize.y > 400.0 && interlace == 1.0) + { + f = fract(pos.y*SourceSize.y/2.0)+0.5; + f2 = fract(pos.y*SourceSize.y/2.0); + sin(timer) > 0.0 ? f=f : f=f2; + } +if (OriginalSize.y > 400.0 && interlace == 0.0 && progress == 1.0) + { + f = fract(pos.y*SourceSize.y/2.0)+0.5; + } - vec2 texCoord = curve(vTexCoord.xy*(SourceSize.xy/OriginalSize.xy))*(OriginalSize.xy/SourceSize.xy.xy); - vec2 pos = texCoord.xy + stepxy * 0.5; - vec2 OGL2Pos = texCoord * SourceSize.xy; - vec2 pC4 = floor(OGL2Pos) + 0.5; - vec2 coord = pC4 / SourceSize.xy; - vec2 f = fract(pos / stepxy); - if (OriginalSize.y > 400.0 && INTERLACE == 1.0) f = vec2(1.0); - else if (OriginalSize.y > 400.0 && INTERLACE == 0.0) f; + vec3 res = Lanczos3(pos,InvResolution); + if (ntsc == 1.0) res = NTSCtoSRGB(res); + res *= ColorTemp(TEMP); - float x = mix(texCoord.x,coord.x,SHARPNESSX); - float y = mix(texCoord.y,coord.y,SHARPNESSY); - vec4 color = texture(Source,vec2(x,y)); + float lumscan = max(max(res.r,res.g),res.b); + float lumsat = dot(vec3(0.22,0.7,0.08),res); + res = pow(res,vec3(gammain)); + res = res*sw(f,lumscan) + res*sw(1.0-f,lumscan)+ res*sw(1.0+f,lumscan); + float msk = mix(maskl,maskh,lumscan); + res *= mix(vec3(1.0),Mask(floor(vTexCoord.xy * OutputSize.xy + vec2(0.5))),msk); - float lum2 = dot(color.rgb,vec3(0.29,0.60,0.11)); + res *= mix(boost1,boost2,lumsat); + res = pow(res,vec3(1.0/gammaout)); + res *= vignet(); + res += flicker; -//gamma in - color = pow(color, vec4(GAMMAIN)); - -//Color temp - color.rgb *= ColorTemperatureToRGB(TEMP); - - float lum = max(max(color.r,color.g),color.b); -// noise - color.rgb *= mix(1.0 + noise(texCoord)*nois,1.0,lum); -//scanlines -float ss = ScanLine(f.y, lum)+ScanLine(1.0-f.y, lum); - color *= ss; -//mask - float mask = 1.0 - DOTMASK_STRENGTH; - vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0), - vec3(mask, 1.0, mask), - floor(mod(mod_factor, 2.0))); - float msk = mix(MASKLOW,MASKHIGH,lum2); + vec2 corn = min(pos,vec2(1.0)-pos); // This is used to mask corners + corn.x = 0.0001/corn.x; + res +=glow(pos); + if (corners == 1.0 && corn.y <= corn.x || corn.x < 0.0001 ) res = vec3(0.0); + res = mix(vec3(lumsat),res,sat); - if (SHADOWMASK == 0.0) - { - color.rgb *= mix(vec3(1.0),dotMaskWeights, msk); - } - else - { - - color.rgb *= mix(vec3(1.0),Mask(floor(1.000001 * vTexCoord.xy*OutputSize.xy + vec2(0.5,0.5))), msk); - } - -//gamma out - color = pow(color, vec4(1.0/GAMMAOUT)); -//glow - color.rgb += glow0(pos); -//saturation - color.rgb = mix(vec3(lum2)*ss,color.rgb, SAT); -//black level - color.rgb -= vec3(BLACK); - color.rgb *= vec3(1.0)/vec3(1.0-BLACK); -//corner - color *= corner(texCoord); - - if (SEGA == 1.0) color.rgb *= 1.0625; - -// vignette - color.rgb *= vign(); - FragColor = color; -} \ No newline at end of file + FragColor = vec4(res,1.0); +}