mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Mega Bezel V1.12.0_2023-03-11
Changes: * Improved Performance * Fixed a performance issue where we were rendering more than we needed to * This should increase performance across most presets * Fixed color rainbowing in reflection for Guest-Advanced and LCD-GRID * Updated to crt-guest-advanced-2023-03-11-release1 * Updated GDV-MINI from @ROBMARK85's request
This commit is contained in:
parent
8b35477a93
commit
6fdb0796b4
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@ -186,7 +186,8 @@ filter_linear33 = true
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float_framebuffer33 = "true"
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alias33 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader34 = ../../../shaders/base/post-crt-prep-glass.slang
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@ -167,7 +167,8 @@ filter_linear29 = true
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float_framebuffer29 = "true"
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alias29 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader30 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -155,7 +155,8 @@ filter_linear27 = true
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float_framebuffer27 = "true"
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alias27 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader28 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -167,7 +167,8 @@ filter_linear29 = true
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float_framebuffer29 = "true"
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alias29 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader30 = ../../../shaders/base/post-crt-prep-glass.slang
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@ -155,7 +155,8 @@ filter_linear27 = true
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float_framebuffer27 = "true"
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alias27 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader28 = ../../../shaders/base/post-crt-prep-glass.slang
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@ -167,7 +167,8 @@ filter_linear29 = true
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float_framebuffer29 = "true"
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alias29 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader30 = ../../../shaders/base/post-crt-prep-no-reflect.slang
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@ -155,7 +155,8 @@ filter_linear27 = true
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float_framebuffer27 = "true"
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alias27 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader28 = ../../../shaders/base/post-crt-prep-no-reflect.slang
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@ -133,7 +133,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-glass.slang
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@ -107,7 +107,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-glass.slang
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@ -133,7 +133,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -107,7 +107,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -133,7 +133,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-no-reflect.slang
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@ -107,7 +107,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-no-reflect.slang
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@ -98,7 +98,7 @@ alias14 = "LinearizePass"
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shader15 = ../../../shaders/base/delinearize.slang
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float_framebuffer15 = "true"
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shader16 = ../../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
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shader16 = ../../../shaders/lcd-cgwg/hsm-lcd-grid-v2-no-reflect.slang
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filter_linear16 = "false"
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scale_type16 = "viewport"
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scale16 = "1.0"
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@ -133,7 +133,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-no-reflect.slang
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@ -107,7 +107,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-no-reflect.slang
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@ -115,7 +115,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-potato.slang
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@ -89,7 +89,8 @@ filter_linear12 = true
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float_framebuffer12 = "true"
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alias12 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader13 = ../../../shaders/base/post-crt-prep-potato.slang
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@ -95,7 +95,7 @@ alias13 = "LinearizePass"
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shader14 = ../../../shaders/base/delinearize.slang
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float_framebuffer14 = "true"
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shader15 = ../../../shaders/lcd-cgwg/hsm-lcd-grid-v2.slang
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shader15 = ../../../shaders/lcd-cgwg/hsm-lcd-grid-v2-potato.slang
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filter_linear15 = "false"
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scale_type15 = "viewport"
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scale15 = "1.0"
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@ -134,7 +134,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -134,7 +134,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -134,7 +134,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -134,7 +134,8 @@ filter_linear20 = true
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float_framebuffer20 = "true"
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alias20 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader21 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -108,7 +108,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -108,7 +108,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -108,7 +108,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -108,7 +108,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -108,7 +108,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -108,7 +108,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-image-layers.slang
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@ -116,7 +116,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-potato.slang
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@ -116,7 +116,8 @@ filter_linear16 = true
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float_framebuffer16 = "true"
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alias16 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader17 = ../../../shaders/base/post-crt-prep-potato.slang
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@ -84,7 +84,8 @@ filter_linear11 = true
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float_framebuffer11 = "true"
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alias11 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader12 = ../../../shaders/base/post-crt-prep-potato.slang
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@ -84,7 +84,8 @@ filter_linear11 = true
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float_framebuffer11 = "true"
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alias11 = "CRTPass"
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g_sat = 0.15
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g_sat = 0.25
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g_lum = 0.15
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g_gamma_out = 2.45
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shader12 = ../../../shaders/base/post-crt-prep-potato.slang
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@ -3,7 +3,7 @@ Mega Bezel Shader Readme
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------------------------------------------------------------------------------------------------------------
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![Mega Bezel Logo](MegaBezelLogo.png)
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**Version V1.11.0_2023-02-25**
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**Version V1.12.0_2023-03-11**
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----------------------------------------
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----------------------------------------
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@ -1,27 +1,22 @@
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![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png)
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Mega Bezel is updated to V1.11.0_2023-02-25
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Mega Bezel is updated to V1.12.0_2023-03-11
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Changes:
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* Guest Advanced updated to crt-guest-advanced-2023-02-25-release1
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* Improvements to the new Magic Glow feature
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* Turn Magic Glow on and Increase the Glow amount to see the effect
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* New Slot Mask Mitigation option to reduce moire
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* Added/Restored Guest's Raster Bloom as well as Overscan control
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* Updated Comments in presets to use # instead of // as per @hunterk's request
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* Added rotation option for Rotate CRT Tube:
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* -1 = 90 Degrees Clockwise (or 270 Counter Clockwise)
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* 0 = No Rotation
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* 1 = 90 Degrees Counter Clockwise
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* Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future
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* Fixed a performance issue where we were rendering more than we needed to
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* This should increase performance across most presets
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* Fixed color rainbowing in reflection for Guest-Advanced and LCD-GRID
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* Updated to crt-guest-advanced-2023-03-11-release1
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* Updated GDV-MINI from @ROBMARK85's request
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----------------------------------------------------
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--- TODO ---------------------------------------
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----------------------------------------------------
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* Update Guest to latest
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* Check on Afterglow for BiRaitBec
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* Add Curvature to EasyMode for lasly
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* Rotate Texture Parameters
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* Rotate Image Layers with Parameters
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* Update Megatron
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* Add Passthrough Preset, no crt shader
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* Add AbsoluteMax as a scaling type
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@ -285,7 +285,7 @@ vec4 HHLP_GetBilinearTextureSample(sampler2D in_sampler, vec2 in_coord, vec4 in_
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bool HHLP_IsOutsideCoordSpace(vec2 in_coord)
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{
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return (abs(in_coord.x - 0.5) > 0.51 && abs(in_coord.y - 0.5) > 0.51);
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return (abs(in_coord.x - 0.5) > 0.501 || abs(in_coord.y - 0.5) > 0.501);
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}
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float rand(vec2 co, float size){
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@ -23,7 +23,7 @@
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*/
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// Screen Scale Required Parameters
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#pragma parameter HSM_MEGA_BEZEL_TITLE "[ --- HSM MEGA BEZEL V1.11.0_2023-02-25 --- ]" 0 0 0.001 0.001
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#pragma parameter HSM_MEGA_BEZEL_TITLE "[ --- HSM MEGA BEZEL V1.12.0_2023-03-11 --- ]" 0 0 0.001 0.001
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#pragma parameter HSM_RESOLUTION_DEBUG_ON " Show Resolution Info" 0 0 1 1
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float HSM_RESOLUTION_DEBUG_ON = global.HSM_RESOLUTION_DEBUG_ON;
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@ -362,7 +362,7 @@ void main()
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SCREEN_ASPECT,
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bezel_outside_flat_coord,
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frame_outside_flat_coord);
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cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
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cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5;
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#endif
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if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
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@ -569,11 +569,11 @@ float DrawResolutions(vec2 uv, vec2 viewport_size, vec2 screen_size, vec4 screen
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print_pos.x = margin;
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print_pos.y += STRHEIGHT(1);
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// Text Version V1.11.0_2023-02-25
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// Text Version V1.12.0_2023-03-11
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// Version
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_1 _per _1 _1 _per _0 _spc
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_1 _per _1 _2 _per _0 _spc
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// Date
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_2 _0 _2 _3 _dsh _0 _2 _dsh _2 _5
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_2 _0 _2 _3 _dsh _0 _3 _dsh _1 _1
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// Title ----------------------------------------------------------
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print_pos.x = margin;
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@ -25,8 +25,6 @@ layout(push_constant) uniform Push
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
|
||||
float brightboost;
|
||||
float saturation;
|
||||
float scanline;
|
||||
|
@ -39,48 +37,61 @@ layout(push_constant) uniform Push
|
|||
float maskDark;
|
||||
float maskLight;
|
||||
float CGWG;
|
||||
// float warpX;
|
||||
// float warpY;
|
||||
// float gamma_out;
|
||||
// float vignette;
|
||||
} params;
|
||||
|
||||
// Parameter lines go here:
|
||||
#pragma parameter GDVMINI_X_EMPTY_LINE " " 0 0 0.001 0.001
|
||||
#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
|
||||
|
||||
#pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05
|
||||
#pragma parameter brightboost " Bright boost -- brightboost" 1.0 0.5 2.0 0.05
|
||||
#define brightboost params.brightboost
|
||||
|
||||
#pragma parameter saturation " Saturation adjustment -- saturation" 1.1 0.1 2.0 0.05
|
||||
#pragma parameter saturation " Saturation adjustment -- saturation" 1.0 0.0 2.0 0.05
|
||||
#define saturation params.saturation
|
||||
|
||||
#pragma parameter scanline " Scanline Adjust -- scanline" 8 1 12 1
|
||||
#pragma parameter scanline " Scanline Adjust -- scanline" 8.0 1.0 12.0 1.0
|
||||
#define scanline params.scanline
|
||||
|
||||
#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3 0.05
|
||||
#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3.0 0.05
|
||||
#define beam_min params.beam_min
|
||||
|
||||
#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3 0.05
|
||||
#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3.0 0.05
|
||||
#define beam_max params.beam_max
|
||||
|
||||
#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2 1 5 0.05
|
||||
#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2.0 1.0 5.0 0.05
|
||||
#define h_sharp params.h_sharp
|
||||
|
||||
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0
|
||||
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 10.0 1.0
|
||||
#define shadowMask params.shadowMask
|
||||
|
||||
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 0 0 2.0 1.0
|
||||
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 0.0 0.0 2.0 1.0
|
||||
#define masksize params.masksize
|
||||
|
||||
#pragma parameter mcut " Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05
|
||||
#pragma parameter mcut " Mask 5-7-10 cutoff -- mcut" 0.2 0.0 0.5 0.05
|
||||
#define mcut params.mcut
|
||||
|
||||
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2 0.1
|
||||
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.1
|
||||
#define maskDark params.maskDark
|
||||
|
||||
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1
|
||||
#define maskLight params.maskLight
|
||||
|
||||
#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0 1 0.1
|
||||
#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0.0 1.0 0.1
|
||||
#define CGWG params.CGWG
|
||||
|
||||
// #pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
|
||||
// #define warpX params.warpX
|
||||
|
||||
// #pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
|
||||
// #define warpY params.warpY
|
||||
|
||||
// #pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
|
||||
// #define vignette params.vignette
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
|
@ -152,9 +163,9 @@ vec3 Mask(vec2 pos, vec3 c)
|
|||
|
||||
pos.x = fract(pos.x/3.0);
|
||||
|
||||
if (pos.x < 0.333) mask.r = maskLight;
|
||||
if (pos.x < 0.333) mask.b = maskLight;
|
||||
else if (pos.x < 0.666) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
else mask.r = maskLight;
|
||||
|
||||
mask*=line;
|
||||
}
|
||||
|
@ -164,9 +175,9 @@ vec3 Mask(vec2 pos, vec3 c)
|
|||
{
|
||||
pos.x = fract(pos.x/3.0);
|
||||
|
||||
if (pos.x < 0.333) mask.r = maskLight;
|
||||
if (pos.x < 0.333) mask.b = maskLight;
|
||||
else if (pos.x < 0.666) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
else mask.r = maskLight;
|
||||
}
|
||||
|
||||
// Stretched VGA style shadow mask (same as prior shaders).
|
||||
|
@ -175,9 +186,9 @@ vec3 Mask(vec2 pos, vec3 c)
|
|||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x/6.0);
|
||||
|
||||
if (pos.x < 0.333) mask.r = maskLight;
|
||||
if (pos.x < 0.333) mask.b = maskLight;
|
||||
else if (pos.x < 0.666) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
else mask.r = maskLight;
|
||||
}
|
||||
|
||||
// VGA style shadow mask.
|
||||
|
@ -187,9 +198,9 @@ vec3 Mask(vec2 pos, vec3 c)
|
|||
pos.x += pos.y*3.0;
|
||||
pos.x = fract(pos.x/6.0);
|
||||
|
||||
if (pos.x < 0.333) mask.r = maskLight;
|
||||
if (pos.x < 0.333) mask.b = maskLight;
|
||||
else if (pos.x < 0.666) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
else mask.r = maskLight;
|
||||
}
|
||||
|
||||
// Alternate mask 5
|
||||
|
@ -246,9 +257,92 @@ vec3 Mask(vec2 pos, vec3 c)
|
|||
else mask.g = maskLight;
|
||||
mask*=line;
|
||||
}
|
||||
|
||||
else if (shadowMask == 9.0)
|
||||
{
|
||||
vec3 Mask = vec3(maskDark);
|
||||
|
||||
float bright = maskLight;
|
||||
float left = 0.0;
|
||||
|
||||
|
||||
if (fract(pos.x/6.0) < 0.5)
|
||||
left = 1.0;
|
||||
|
||||
|
||||
float m = fract(pos.x/3.0);
|
||||
|
||||
if (m < 0.3333) Mask.b = 0.9;
|
||||
else if (m < 0.6666) Mask.g = 0.9;
|
||||
else Mask.r = 0.9;
|
||||
|
||||
if (mod(pos.y,2.0)==1.0 && left == 1.0 || mod(pos.y,2.0)==0.0 && left == 0.0 ) Mask*=bright;
|
||||
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (shadowMask == 10.0)
|
||||
{
|
||||
vec3 Mask = vec3(maskDark);
|
||||
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 = 1.0;
|
||||
|
||||
float m = fract(pos.x/3.0);
|
||||
float y = fract(pos.y/2.0);
|
||||
|
||||
if (m > 0.3333) {Mask.r = 1.0; Mask.b = 1.0;}
|
||||
else if (m > 0.6666) Mask.g = 1.0;
|
||||
else Mask = vec3(mcut);
|
||||
if (m>0.333) Mask*=line;
|
||||
return Mask;
|
||||
}
|
||||
return mask;
|
||||
}
|
||||
|
||||
/* HSM Removed
|
||||
mat3 vign( float l )
|
||||
{
|
||||
vec2 vpos = vTexCoord;
|
||||
|
||||
vpos *= 1.0 - vpos.xy;
|
||||
float vig = vpos.x * vpos.y * 40.0;
|
||||
vig = min(pow(vig, 0.2), 1.0);
|
||||
if (vignette == 0.0) vig=1.0;
|
||||
|
||||
return mat3(vig, 0, 0,
|
||||
0, vig, 0,
|
||||
0, 0, vig);
|
||||
|
||||
}
|
||||
|
||||
// Distortion of scanlines, and end of screen alpha.
|
||||
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);
|
||||
return pos*0.5 + 0.5;
|
||||
}
|
||||
*/
|
||||
|
||||
vec3 saturationFunction (vec3 textureColor)
|
||||
{
|
||||
float lum=length(textureColor.rgb)*0.5775;
|
||||
|
||||
vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
|
||||
if (lum<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
|
||||
|
||||
float luminance = dot(textureColor.rgb, luminanceWeighting);
|
||||
vec3 greyScaleColor = vec3(luminance);
|
||||
|
||||
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, saturation));
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// HSM Added
|
||||
|
@ -268,7 +362,7 @@ void main()
|
|||
SCREEN_ASPECT,
|
||||
bezel_outside_flat_coord,
|
||||
frame_outside_flat_coord);
|
||||
cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -312,15 +406,18 @@ void main()
|
|||
|
||||
vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
|
||||
|
||||
color*=brightboost;
|
||||
color = min(color, 1.0);
|
||||
color = color * Mask(vTexCoord * global.OutputSize.xy, color);
|
||||
float lum = color.r*0.3+color.g*0.6+color.b*0.1;
|
||||
|
||||
// Apply difference between GAMMA_INPUT and HSM_GAMMA_OUT_CRT
|
||||
color = pow(color, vec3(GAMMA_INPUT / HSM_GAMMA_OUT_CRT) + 0.05);
|
||||
color*= mix(1.0,brightboost,lum);
|
||||
|
||||
float l = length(color);
|
||||
color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l;
|
||||
color = saturationFunction(color);
|
||||
|
||||
// HSM Removed
|
||||
// color*= vign(lum);
|
||||
|
||||
FragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
|
|
@ -255,7 +255,7 @@ void main()
|
|||
SCREEN_ASPECT,
|
||||
bezel_outside_flat_coord,
|
||||
frame_outside_flat_coord);
|
||||
cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
|
@ -273,7 +273,7 @@ void main()
|
|||
SCREEN_ASPECT,
|
||||
bezel_outside_flat_coord,
|
||||
frame_outside_flat_coord);
|
||||
cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -643,8 +643,23 @@ if (abs(vertmask) > 0.025)
|
|||
USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x;
|
||||
float hsm_no_scanlines = HSM_INTERLACE_MODE < 0 && HSM_INTERLACE_TRIGGER_RES <= scan_res ? 1 : no_scanlines;
|
||||
|
||||
// HSM Added
|
||||
float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9);
|
||||
bool is_inside_screen = screen_mask > 0.001;
|
||||
|
||||
// if (is_inside_screen)
|
||||
color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, hsm_no_scanlines);
|
||||
|
||||
// TODO this bit was to remove scanlines outside of the screen,
|
||||
// but it has a problem when scangamma is used, so is disabled for now
|
||||
// else
|
||||
// {
|
||||
// color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/(w1+w2);
|
||||
// vec3 color_no_scanline = gc(color1) + gc(color2);
|
||||
// color = mix(color, color_no_scanline, hsm_no_scanlines);
|
||||
// }
|
||||
// End HSM Addition
|
||||
|
||||
if (abs(rolling_scan) > 0.005)
|
||||
{
|
||||
wt1 = st1(f);
|
||||
|
|
|
@ -163,14 +163,14 @@
|
|||
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels -- slotmask1" 0.0 0.0 1.0 0.05
|
||||
#define slotmask1 global.slotmask1
|
||||
|
||||
#pragma parameter slotwidth " Slot Mask Width -- slotwidth" 2.0 1.0 8.0 1.0
|
||||
#pragma parameter slotwidth " Slot Mask Width -- slotwidth" 2.0 1.0 16.0 1.0
|
||||
#define slotwidth global.slotwidth // Slot Mask Width
|
||||
|
||||
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1... -- double_slot" 1.0 1.0 4.0 1.0
|
||||
#define double_slot global.double_slot // Slot Mask Height
|
||||
|
||||
#pragma parameter slotms " Slot Mask Size - Auto | 2K | 4k -- slotms" 1.0 0.0 4.0 1.0
|
||||
#define slotms global.slotms // Slot Mask Size
|
||||
#pragma parameter slotms " Slot Mask Thickness - Auto | 2K | 4k -- slotms" 1.0 0.0 4.0 1.0
|
||||
#define slotms global.slotms // Slot Mask Thickness
|
||||
|
||||
#pragma parameter mclip " Keep Mask Effect with Clipping -- mclip" 0.0 0.0 1.0 0.05
|
||||
#define mclip global.mclip
|
||||
|
@ -231,6 +231,15 @@
|
|||
|
||||
// #pragma parameter post_br " Post CRT Brightness" 1.0 0.25 5.0 0.01
|
||||
|
||||
#define red vec3(1, 0, 0)
|
||||
#define green vec3(0, 1, 0)
|
||||
#define blue vec3(0, 0, 1)
|
||||
#define magenta vec3(1, 0, 1)
|
||||
#define yellow vec3(1, 1, 0)
|
||||
#define cyan vec3(0, 1, 1)
|
||||
#define white vec3(1, 1, 1)
|
||||
#define black vec3(0, 0, 0)
|
||||
|
||||
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||||
#define TEX0 vTexCoord
|
||||
|
||||
|
@ -283,7 +292,7 @@ float HSM_GetAutoScaledMaskSize(float in_masksize)
|
|||
|
||||
// Shadow mask (1-4 from PD CRT Lottes shader).
|
||||
|
||||
vec3 Mask(vec2 pos, float mx, float mb)
|
||||
vec3 Mask(vec2 pos, float mx, float mb, inout float mask_average_luma)
|
||||
{
|
||||
// HSM Added
|
||||
float final_mask_size = HSM_GetAutoScaledMaskSize(masksize);
|
||||
|
@ -310,6 +319,7 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
*/
|
||||
|
||||
vec3 mask = vec3(maskDark, maskDark, maskDark);
|
||||
vec3 mask_average = vec3(maskDark, maskDark, maskDark);
|
||||
vec3 one = vec3(1.0);
|
||||
|
||||
// brightness correcture masks 5-12
|
||||
|
@ -322,6 +332,9 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
if (shadowMask == -1.0)
|
||||
{
|
||||
mask = vec3(1.0);
|
||||
mask_average = vec3(1.0);
|
||||
mask_average_luma = 1;
|
||||
return mask;
|
||||
}
|
||||
|
||||
// Phosphor.
|
||||
|
@ -330,6 +343,9 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
pos.x = fract(pos.x*0.5);
|
||||
if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
|
||||
else { mask.r = mc; mask.g = 1.0; mask.b = mc; }
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black + white + white + vec3(1, mc, 1) + vec3(mc, 1, mc)) / 5;
|
||||
}
|
||||
|
||||
// Very compressed TV style shadow mask.
|
||||
|
@ -350,6 +366,14 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else mask.b = maskLight;
|
||||
|
||||
mask*=line;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (
|
||||
vec3(maskLight, mask_average.g, mask_average.b) +
|
||||
vec3(mask_average.r, maskLight, mask_average.b) +
|
||||
vec3(mask_average.r, mask_average.g, maskLight))
|
||||
/ 3;
|
||||
mask_average *= (maskDark * 2 + maskLight) / 3.0;
|
||||
}
|
||||
|
||||
// Aperture-grille.
|
||||
|
@ -360,6 +384,13 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
if (pos.x < 0.5) mask.r = maskLight;
|
||||
else if (pos.x < 1.5) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black +
|
||||
vec3(maskLight, mask_average.g, mask_average.b) +
|
||||
vec3(mask_average.r, maskLight, mask_average.b) +
|
||||
vec3(mask_average.r, mask_average.g, maskLight))
|
||||
/ 4;
|
||||
}
|
||||
|
||||
// Stretched VGA style shadow mask (same as prior shaders).
|
||||
|
@ -371,6 +402,14 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
if (pos.x < 0.3) mask.r = maskLight;
|
||||
else if (pos.x < 0.6) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black +
|
||||
white +
|
||||
vec3(maskLight, mask_average.g, mask_average.b) +
|
||||
vec3(mask_average.r, maskLight, mask_average.b) +
|
||||
vec3(mask_average.r, mask_average.g, maskLight))
|
||||
/ 5;
|
||||
}
|
||||
|
||||
// VGA style shadow mask.
|
||||
|
@ -383,6 +422,14 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
if (pos.x < 0.3) mask.r = maskLight;
|
||||
else if (pos.x < 0.6) mask.g = maskLight;
|
||||
else mask.b = maskLight;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black +
|
||||
white +
|
||||
vec3(maskLight, mask_average.g, mask_average.b) +
|
||||
vec3(mask_average.r, maskLight, mask_average.b) +
|
||||
vec3(mask_average.r, mask_average.g, maskLight))
|
||||
/ 5;
|
||||
}
|
||||
|
||||
// Trinitron mask 5
|
||||
|
@ -396,6 +443,10 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
}
|
||||
else mask.g = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (magenta + green) / 2;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// Trinitron mask 6
|
||||
|
@ -407,6 +458,10 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 1.5) mask.g = 1.0;
|
||||
else mask.b = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (red + green + blue) / 3;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// BW Trinitron mask 7
|
||||
|
@ -419,6 +474,10 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
}
|
||||
else mask = 1.0.xxx;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black + white) / 2;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// BW Trinitron mask 8
|
||||
|
@ -430,6 +489,10 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 0.6) mask = 1.0.xxx;
|
||||
else mask = 1.0.xxx;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black + white + white) / 3.0;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// Magenta - Green - Black mask
|
||||
|
@ -441,6 +504,10 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 0.6) mask.rb = 1.0.xx;
|
||||
else mask.g = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black + black + magenta + green) / 4.0;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// RGBX
|
||||
|
@ -453,6 +520,11 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 0.7) mask.g = 1.0;
|
||||
else mask.b = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
// mask_average = (black + red + green + blue) / 4.0;
|
||||
mask_average = (red + green + blue) / 4.0;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// 4k mask
|
||||
|
@ -465,6 +537,10 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 0.7) mask.gb = 1.0.xx;
|
||||
else mask.b = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (red + yellow + cyan + blue) / 4.0;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// RRGGBBX mask
|
||||
|
@ -477,6 +553,11 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 4.5) mask.g = 1.0;
|
||||
else mask.b = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
// mask_average = (black + red * red + green * green + blue + blue) / 7.0;
|
||||
mask_average = (red * red + green * green + blue + blue) / 6.0;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// 4k mask
|
||||
|
@ -491,12 +572,41 @@ vec3 Mask(vec2 pos, float mx, float mb)
|
|||
else if (pos.x < 4.5) mask.gb = 1.0.xx;
|
||||
else mask.b = 1.0;
|
||||
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
|
||||
// HSM Added
|
||||
mask_average = (black + red + yellow + white + cyan + blue) / 6.0;
|
||||
mask_average = clamp(mix( mix(one, mask_average, mcut), mix(one, mask_average, maskstr), mx), 0.0, 1.0) * dark_compensate;
|
||||
}
|
||||
|
||||
// HSM Added
|
||||
float maskmin_average = min(min(mask_average.r, mask_average.g), mask_average.b);
|
||||
mask_average = (mask_average - maskmin_average) * (1.0 + (maskboost - 1.0) * mb) + maskmin_average;
|
||||
mask_average_luma = dot(mask_average.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
float maskmin = min(min(mask.r,mask.g),mask.b);
|
||||
return (mask - maskmin) * (1.0 + (maskboost-1.0)*mb) + maskmin;
|
||||
}
|
||||
|
||||
// TODO need to instead just have a extra parameter to the mask functions to give the average back
|
||||
|
||||
// HSM Added
|
||||
// vec3 HSM_MaskAverage(vec2 start_pos, float mx, float mb)
|
||||
// {
|
||||
// int sample_count = 32;
|
||||
|
||||
// vec3 mask_sum = vec3(0);
|
||||
|
||||
// for(int i=0; i <= sample_count; i++)
|
||||
// {
|
||||
// for(int j=0; j <= sample_count; j++)
|
||||
// {
|
||||
// mask_sum += Mask(start_pos + vec2(i, j), mx, mb);
|
||||
// }
|
||||
// }
|
||||
|
||||
// return vec3((mask_sum.r + mask_sum.g + mask_sum.b) / 3.0) / float(sample_count * sample_count);
|
||||
// }
|
||||
|
||||
float SlotMask(vec2 pos, float m)
|
||||
{
|
||||
if ((slotmask + slotmask1) == 0.0) return 1.0;
|
||||
|
@ -506,7 +616,7 @@ float SlotMask(vec2 pos, float m)
|
|||
// HSM Added
|
||||
float final_mask_size = HSM_GetAutoScaledMaskSize(slotms);
|
||||
|
||||
pos = floor(pos / final_mask_size);
|
||||
pos.y = floor(pos.y / final_mask_size);
|
||||
// End HSM Added
|
||||
|
||||
/* HSM Removed
|
||||
|
@ -524,6 +634,16 @@ float SlotMask(vec2 pos, float m)
|
|||
}
|
||||
}
|
||||
|
||||
// HSM Added
|
||||
float HSM_SlotMaskAverage(vec2 start_pos, float m)
|
||||
{
|
||||
float slot_dark = mix(1.0 - slotmask1, 1.0 - slotmask, m);
|
||||
float slot = (slotwidth * 1 + 2 * slot_dark +
|
||||
double_slot * 1 + 2 * slot_dark) /
|
||||
(slotwidth + 2 + double_slot + 2);
|
||||
return slot;
|
||||
}
|
||||
|
||||
/* HSM Removed
|
||||
vec2 Warp(vec2 pos)
|
||||
{
|
||||
|
@ -723,11 +843,11 @@ void main()
|
|||
BEZEL_OUTSIDE_COORD,
|
||||
BEZEL_OUTSIDE_CURVED_COORD,
|
||||
FRAME_OUTSIDE_CURVED_COORD);
|
||||
cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
|
||||
cache_bounds_coord = (BEZEL_OUTSIDE_COORD - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
if (cache_bounds_coord.x < -0.01 || cache_bounds_coord.x > 1.01 || cache_bounds_coord.y < -0.01 || cache_bounds_coord.y > 1.01)
|
||||
if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
|
||||
{
|
||||
FragColor = vec4(0);
|
||||
return;
|
||||
|
@ -806,7 +926,10 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
|
|||
*/
|
||||
|
||||
// HSM Added
|
||||
if (GDV_DECONVERGENCE_ON > 0.5 && ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2))
|
||||
float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 0.999 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9);
|
||||
bool is_inside_screen = screen_mask > 0.001;
|
||||
|
||||
if (is_inside_screen && GDV_DECONVERGENCE_ON > 0.5 && ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2))
|
||||
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
|
||||
|
||||
float cm = igc(max(max(color.r,color.g),color.b));
|
||||
|
@ -847,7 +970,15 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
|
|||
|
||||
float smask = SlotMask(maskcoord, mx);
|
||||
smask = clamp(smask + mix(smask_mit, 0.0, min(w3, sqrt(max(max(orig1.r,orig1.g),orig1.b)))), 0.0, 1.0);
|
||||
cmask*= Mask(maskcoord, mx, mb);
|
||||
float mask_average_luma = 0;
|
||||
cmask*= Mask(maskcoord, mx, mb, mask_average_luma);
|
||||
|
||||
if (!is_inside_screen)
|
||||
{
|
||||
smask = HSM_SlotMaskAverage(vec2(0.5), mx);
|
||||
smask = clamp(smask + mix(smask_mit, 0.0, min(w3, sqrt(max(max(orig1.r,orig1.g),orig1.b)))), 0.0, 1.0);
|
||||
cmask = vec3(mask_average_luma);
|
||||
}
|
||||
|
||||
if (mask_layout > 0.5) cmask = cmask.rbg;
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
crt-guest-advanced-2023-02-25-release1
|
||||
crt-guest-advanced-2023-03-11-release1
|
|
@ -201,7 +201,7 @@ void main()
|
|||
BEZEL_OUTSIDE_COORD,
|
||||
BEZEL_OUTSIDE_CURVED_COORD,
|
||||
FRAME_OUTSIDE_CURVED_COORD);
|
||||
cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
|
||||
cache_bounds_coord = (BEZEL_OUTSIDE_COORD - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
|
@ -0,0 +1,6 @@
|
|||
#version 450
|
||||
|
||||
#define IS_NO_REFLECT_PRESET
|
||||
#include "../base/common/globals-and-screen-scale-params.inc"
|
||||
#include "../base/common/common-functions.inc"
|
||||
#include "hsm-lcd-grid-v2.inc"
|
|
@ -0,0 +1,5 @@
|
|||
#version 450
|
||||
|
||||
#include "../base/common/globals-and-potato-params.inc"
|
||||
#include "../base/common/common-functions.inc"
|
||||
#include "hsm-crt-guest-advanced.inc"
|
|
@ -106,28 +106,34 @@ void main()
|
|||
|
||||
vec2 cache_bounds_coord = SCREEN_COORD;
|
||||
|
||||
// // If it's the potato preset render the whole frame
|
||||
// #ifndef IS_POTATO_PRESET
|
||||
// #ifndef IS_NO_REFLECT_PRESET
|
||||
// vec2 bezel_outside_flat_coord;
|
||||
// vec2 frame_outside_flat_coord;
|
||||
// HSM_GetSimpleBezelCoords(TUBE_DIFFUSE_COORD,
|
||||
// TUBE_DIFFUSE_SCALE,
|
||||
// TUBE_SCALE,
|
||||
// SCREEN_ASPECT,
|
||||
// bezel_outside_flat_coord,
|
||||
// frame_outside_flat_coord);
|
||||
// cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
// #endif
|
||||
// #endif
|
||||
// If it's the potato preset render the whole frame
|
||||
#ifndef IS_POTATO_PRESET
|
||||
#ifndef IS_NO_REFLECT_PRESET
|
||||
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
|
||||
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
|
||||
TUBE_DIFFUSE_SCALE,
|
||||
TUBE_SCALE,
|
||||
SCREEN_ASPECT,
|
||||
false,
|
||||
BEZEL_OUTSIDE_SCALE,
|
||||
BEZEL_OUTSIDE_COORD,
|
||||
BEZEL_OUTSIDE_CURVED_COORD,
|
||||
FRAME_OUTSIDE_CURVED_COORD);
|
||||
cache_bounds_coord = (BEZEL_OUTSIDE_COORD - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
|
||||
// {
|
||||
// FragColor = vec4(0);
|
||||
// return;
|
||||
// }
|
||||
if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
|
||||
{
|
||||
FragColor = vec4(0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
|
||||
|
||||
// HSM Added
|
||||
float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 1.00 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9);
|
||||
|
||||
vec2 curved_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord);
|
||||
vec2 texelSize = 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT;
|
||||
// End Addition
|
||||
|
@ -169,9 +175,11 @@ void main()
|
|||
|
||||
vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
|
||||
|
||||
averageColor = mat3(cred, cgreen, cblue) * averageColor;
|
||||
|
||||
// HSM Added
|
||||
vec3 source_color = texture(Source, curved_coord).rgb;
|
||||
vec3 averageColorOutsideScreen = mix(mat3(cred, cgreen, cblue) * source_color, source_color, 0.75);
|
||||
averageColor = mix(averageColorOutsideScreen, averageColor, screen_mask);
|
||||
|
||||
FragColor = vec4(averageColor, 1);
|
||||
FragColor = pow(FragColor, vec4(1 / (HSM_GAMMA_OUT_CRT / DEFAULT_SRGB_GAMMA)));
|
||||
}
|
||||
|
|
|
@ -2,4 +2,6 @@
|
|||
|
||||
#include "../base/common/globals-and-screen-scale-params.inc"
|
||||
#include "../base/common/common-functions.inc"
|
||||
#include "../base/common/params-2-bezel.inc"
|
||||
#include "../base/common/common-functions-bezel.inc"
|
||||
#include "hsm-lcd-grid-v2.inc"
|
|
@ -1164,7 +1164,7 @@ void main()
|
|||
SCREEN_ASPECT,
|
||||
bezel_outside_flat_coord,
|
||||
frame_outside_flat_coord);
|
||||
cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
cache_bounds_coord = (bezel_outside_flat_coord - 0.5) * 0.9 + 0.5;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in a new issue