update snes-hires-blend to match glsl; make image-adjustment play nicer with others

This commit is contained in:
hunterk 2018-02-14 10:44:24 -06:00
parent fa0b02bf66
commit 75090978fb
2 changed files with 83 additions and 69 deletions

View file

@ -1,5 +1,13 @@
#version 450 #version 450
/*
SNES Hires Blend Fix
by OV2, Sp00kyFox, hunterk
Filter: Nearest
Scale: 1x
The original shader has the problem that it blends every horizontal pair of adjacent pixels where it should only blend pairwise disjointed pixel pairs instead.
*/
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
vec4 SourceSize; vec4 SourceSize;
@ -26,7 +34,7 @@ void main()
vec2 ps = params.SourceSize.zw; vec2 ps = params.SourceSize.zw;
float dx = ps.x; float dx = ps.x;
float dy = ps.y; float dy = ps.y;
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // L, C, R t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R
} }
#pragma stage fragment #pragma stage fragment
@ -37,14 +45,20 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
// pixel location
float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
// reading the texels
vec3 l = texture(Source, t1.xw).xyz;
vec3 c = texture(Source, t1.yw).xyz; vec3 c = texture(Source, t1.yw).xyz;
vec3 r = texture(Source, t1.zw).xyz; vec3 final;
if (params.SourceSize.x < 500.0) final = c;
else
{
// pixel location
float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
// output // reading the texels
FragColor = vec4((params.SourceSize.x > 500) ? (fp == 0 ? mix(c,r,0.5) : mix(c,l,0.5)) : c, 1.0); vec3 l = texture(Source, t1.xw).xyz;
vec3 r = texture(Source, t1.zw).xyz;
// output
final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5));
}
FragColor = vec4(final, 1.0);
} }

View file

@ -4,59 +4,59 @@ layout(push_constant) uniform Push
{ {
vec4 SourceSize; vec4 SourceSize;
uint FrameCount; uint FrameCount;
float target_gamma; float ia_target_gamma;
float monitor_gamma; float ia_monitor_gamma;
float overscan_percent_x; float ia_overscan_percent_x;
float overscan_percent_y; float ia_overscan_percent_y;
float saturation; float ia_saturation;
float contrast; float ia_contrast;
float luminance; float ia_luminance;
float black_level; float ia_black_level;
float bright_boost; float ia_bright_boost;
float R; float ia_R;
float G; float ia_G;
float B; float ia_B;
float ZOOM; float ia_ZOOM;
float XPOS; float ia_XPOS;
float YPOS; float ia_YPOS;
float TOPMASK; float ia_TOPMASK;
float BOTMASK; float ia_BOTMASK;
float LMASK; float ia_LMASK;
float RMASK; float ia_RMASK;
float GRAIN_STR; float ia_GRAIN_STR;
float SHARPEN; float ia_SHARPEN;
} registers; } registers;
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
float FLIP_HORZ; float ia_FLIP_HORZ;
float FLIP_VERT; float ia_FLIP_VERT;
} global; } global;
#pragma parameter target_gamma "Target Gamma" 2.2 0.1 5.0 0.1 #pragma parameter ia_target_gamma "Target Gamma" 2.2 0.1 5.0 0.1
#pragma parameter monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1 #pragma parameter ia_monitor_gamma "Monitor Gamma" 2.2 0.1 5.0 0.1
#pragma parameter overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0 #pragma parameter ia_overscan_percent_x "Horizontal Overscan %" 0.0 -25.0 25.0 1.0
#pragma parameter overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0 #pragma parameter ia_overscan_percent_y "Vertical Overscan %" 0.0 -25.0 25.0 1.0
#pragma parameter saturation "Saturation" 1.0 0.0 5.0 0.1 #pragma parameter ia_saturation "Saturation" 1.0 0.0 5.0 0.1
#pragma parameter contrast "Contrast" 1.0 0.0 10.0 0.05 #pragma parameter ia_contrast "Contrast" 1.0 0.0 10.0 0.05
#pragma parameter luminance "Luminance" 1.0 0.0 2.0 0.1 #pragma parameter ia_luminance "Luminance" 1.0 0.0 2.0 0.1
#pragma parameter black_level "Black Level" 0.00 -0.30 0.30 0.01 #pragma parameter ia_black_level "Black Level" 0.00 -0.30 0.30 0.01
#pragma parameter bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.05 #pragma parameter ia_bright_boost "Brightness Boost" 0.0 -1.0 1.0 0.05
#pragma parameter R "Red Channel" 1.0 0.0 2.0 0.05 #pragma parameter ia_R "Red Channel" 1.0 0.0 2.0 0.05
#pragma parameter G "Green Channel" 1.0 0.0 2.0 0.05 #pragma parameter ia_G "Green Channel" 1.0 0.0 2.0 0.05
#pragma parameter B "Blue Channel" 1.0 0.0 2.0 0.05 #pragma parameter ia_B "Blue Channel" 1.0 0.0 2.0 0.05
#pragma parameter ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01 #pragma parameter ia_ZOOM "Zoom Factor" 1.0 0.0 4.0 0.01
#pragma parameter XPOS "X Modifier" 0.0 -2.0 2.0 0.005 #pragma parameter ia_XPOS "X Modifier" 0.0 -2.0 2.0 0.005
#pragma parameter YPOS "Y Modifier" 0.0 -2.0 2.0 0.005 #pragma parameter ia_YPOS "Y Modifier" 0.0 -2.0 2.0 0.005
#pragma parameter TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025 #pragma parameter ia_TOPMASK "Overscan Mask Top" 0.0 0.0 1.0 0.0025
#pragma parameter BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025 #pragma parameter ia_BOTMASK "Overscan Mask Bottom" 0.0 0.0 1.0 0.0025
#pragma parameter LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025 #pragma parameter ia_LMASK "Overscan Mask Left" 0.0 0.0 1.0 0.0025
#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025 #pragma parameter ia_RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0 #pragma parameter ia_GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05 #pragma parameter ia_SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
#pragma parameter FLIP_HORZ "Flip Horiz Axis" 0.0 0.0 1.0 1.0 #pragma parameter ia_FLIP_HORZ "Flip Horiz Axis" 0.0 0.0 1.0 1.0
#pragma parameter FLIP_VERT "Flip Vert Axis" 0.0 0.0 1.0 1.0 #pragma parameter ia_FLIP_VERT "Flip Vert Axis" 0.0 0.0 1.0 1.0
// Image Adjustment // Image Adjustment
// Author: hunterk // Author: hunterk
@ -91,12 +91,12 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
vec4 flip_pos = Position; vec4 flip_pos = Position;
if (global.FLIP_HORZ > 0.5) flip_pos.x = 1.0 - flip_pos.x; if (global.ia_FLIP_HORZ > 0.5) flip_pos.x = 1.0 - flip_pos.x;
if (global.FLIP_VERT > 0.5) flip_pos.y = 1.0 - flip_pos.y; if (global.ia_FLIP_VERT > 0.5) flip_pos.y = 1.0 - flip_pos.y;
gl_Position = global.MVP * flip_pos; gl_Position = global.MVP * flip_pos;
vec2 shift = vec2(0.5); vec2 shift = vec2(0.5);
vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift; vec2 overscan_coord = ((TexCoord - shift) / registers.ia_ZOOM) * (1.0 - vec2(registers.ia_overscan_percent_x / 100.0, registers.ia_overscan_percent_y / 100.0)) + shift;
vTexCoord = overscan_coord + vec2(registers.XPOS, registers.YPOS); vTexCoord = overscan_coord + vec2(registers.ia_XPOS, registers.ia_YPOS);
} }
#pragma stage fragment #pragma stage fragment
@ -106,29 +106,29 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
vec3 film_grain = filmGrain(vTexCoord, registers.GRAIN_STR); vec3 film_grain = filmGrain(vTexCoord, registers.ia_GRAIN_STR);
vec3 res = texture(Source, vTexCoord).rgb; // sample the texture vec3 res = texture(Source, vTexCoord).rgb; // sample the texture
res = mix(res, sharp(Source, vTexCoord), registers.SHARPEN) + film_grain; // add film grain and sharpness res = mix(res, sharp(Source, vTexCoord), registers.ia_SHARPEN) + film_grain; // add film grain and sharpness
vec3 gamma = vec3(registers.monitor_gamma / registers.target_gamma); // set up ratio of display's gamma vs desired gamma vec3 gamma = vec3(registers.ia_monitor_gamma / registers.ia_target_gamma); // set up ratio of display's gamma vs desired gamma
//saturation and luminance //saturation and luminance
vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.saturation, registers.luminance)), 0.0, 1.0); vec3 satColor = clamp(HSVtoRGB(RGBtoHSV(res) * vec3(1.0, registers.ia_saturation, registers.ia_luminance)), 0.0, 1.0);
//contrast and brightness //contrast and brightness
vec3 conColor = clamp((satColor - 0.5) * registers.contrast + 0.5 + registers.bright_boost, 0.0, 1.0); vec3 conColor = clamp((satColor - 0.5) * registers.ia_contrast + 0.5 + registers.ia_bright_boost, 0.0, 1.0);
conColor -= vec3(registers.black_level); // apply black level conColor -= vec3(registers.ia_black_level); // apply black level
conColor *= (vec3(1.0) / vec3(1.0-registers.black_level)); conColor *= (vec3(1.0) / vec3(1.0-registers.ia_black_level));
conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction conColor = pow(conColor, 1.0 / vec3(gamma)); // Apply gamma correction
conColor *= vec3(registers.R, registers.G, registers.B); conColor *= vec3(registers.ia_R, registers.ia_G, registers.ia_B);
//overscan mask //overscan mask
if (vTexCoord.y > registers.TOPMASK && vTexCoord.y < (1.0 - registers.BOTMASK)) if (vTexCoord.y > registers.ia_TOPMASK && vTexCoord.y < (1.0 - registers.ia_BOTMASK))
conColor = conColor; conColor = conColor;
else else
conColor = vec3(0.0); conColor = vec3(0.0);
if (vTexCoord.x > registers.LMASK && vTexCoord.x < (1.0 - registers.RMASK)) if (vTexCoord.x > registers.ia_LMASK && vTexCoord.x < (1.0 - registers.ia_RMASK))
conColor = conColor; conColor = conColor;
else else
conColor = vec3(0.0); conColor = vec3(0.0);