mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
massive overhaul of crt-royale and all associated shaders
This commit is contained in:
parent
44c0a731de
commit
760d334b53
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-horizontal.h"
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@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-horizontal.h"
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@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-horizontal.h"
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@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-horizontal.h"
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@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-vertical.h"
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@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-vertical.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-resize-horizontal.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-resize-horizontal.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-resize-horizontal.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-resize-horizontal.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-resize-vertical.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-resize-vertical.h"
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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87
blurs/blur12x12shared.slang
Normal file
87
blurs/blur12x12shared.slang
Normal file
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#version 450
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///////////////////////////////// MIT LICENSE ////////////////////////////////
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// Copyright (C) 2014 TroggleMonkey
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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// PASS SETTINGS:
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// gamma-management.h needs to know what kind of pipeline we're using and
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// what pass this is in that pipeline. This will become obsolete if/when we
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// can #define things like this in the .cgp preset file.
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//#define GAMMA_ENCODE_EVERY_FBO
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//#define FIRST_PASS
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//#define LAST_PASS
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//#define SIMULATE_CRT_ON_LCD
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//#define SIMULATE_GBA_ON_LCD
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//#define SIMULATE_LCD_ON_CRT
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//#define SIMULATE_GBA_ON_CRT
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// blur-functions.h needs to know our profile's capabilities:
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// 1.) DRIVERS_ALLOW_DERIVATIVES is mandatory for one-pass shared-sample blurs.
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// 2.) DRIVERS_ALLOW_TEX2DLOD is optional, but mipmapped blurs will have awful
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// artifacts without it due to funky texture sampling derivatives.
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#define DRIVERS_ALLOW_DERIVATIVES
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#define DRIVERS_ALLOW_TEX2DLOD
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-one-pass-shared-sample.h"
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#pragma stage fragment
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layout(location = 0) in vec4 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 2) in vec4 output_pixel_num;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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void main()
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{
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// Get the integer output pixel number from two origins (uv and screen):
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float4 output_pixel_num_integer = floor(output_pixel_num);
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// Get the fragment's position in the pixel quad and do a shared-sample blur:
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float4 quad_vector = get_quad_vector(output_pixel_num_integer);
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float3 color = tex2Dblur12x12shared(input_texture, tex_uv,
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blur_dxdy, quad_vector);
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// Encode and output the blurred image:
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FragColor = encode_output(float4(color, 1.0));
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}
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@ -51,12 +51,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define SIMULATE_GBA_ON_CRT
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////////////////////////////////// INCLUDES //////////////////////////////////
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// #included by vertex shader:
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
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#include "../include/compat_macros.inc"
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#pragma stage vertex
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#include "vertex-shader-blur-fast-horizontal.h"
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@ -67,6 +64,11 @@ layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec2 blur_dxdy;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
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#include "../include/gamma-management.h"
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#include "../include/blur-functions.h"
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||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -51,12 +51,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +64,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -51,12 +51,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +64,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,15 +50,11 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass-resize.h"
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
|
@ -67,10 +63,15 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = tex2Dblur3x3resize(Source, tex_uv, blur_dxdy);
|
||||
vec3 color = tex2Dblur3x3(Source, tex_uv, blur_dxdy);
|
||||
// Encode and output the blurred image:
|
||||
FragColor = encode_output(vec4(color, 1.0));
|
||||
}
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass-resize.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass-resize.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass-resize.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass-resize.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,18 +1,5 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
|
@ -35,6 +22,18 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
|
@ -50,24 +49,24 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-horizontal.h"
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 tex_uv;
|
||||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,18 +1,5 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
|
@ -35,6 +22,18 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
} global;
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
|
@ -50,28 +49,28 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-fast-vertical.h"
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 tex_uv;
|
||||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = tex2Dblur9fast(Source, tex_uv, blur_dxdy);
|
||||
vec3 color = tex2Dblur9fast(input_texture, tex_uv, blur_dxdy);
|
||||
// Encode and output the blurred image:
|
||||
FragColor = encode_output(vec4(color, 1.0));
|
||||
FragColor = encode_output(float4(color, 1.0));
|
||||
}
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-horizontal.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-resize-vertical.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -50,13 +50,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
|
|||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
#include "../include/compat_macros.inc"
|
||||
#pragma stage vertex
|
||||
#include "vertex-shader-blur-one-pass.h"
|
||||
|
||||
|
@ -67,6 +63,11 @@ layout(location = 0) in vec2 tex_uv;
|
|||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
///////////////////////////// FRAGMENT INCLUDES /////////////////////////////
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -30,8 +30,8 @@
|
|||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
|
|
@ -23,17 +23,10 @@
|
|||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
// PASS SETTINGS:
|
||||
// Pass settings should be set by the shader file that #includes this one.
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
@ -55,10 +48,10 @@ void main()
|
|||
// (not output pixels), but we avoid this and consistently blur at the
|
||||
// destination size. Otherwise, combining statically calculated weights
|
||||
// with bilinear sample exploitation would result in terrible artifacts.
|
||||
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
|
||||
const vec2 dxdy = dxdy_scale * params.SourceSize.zw;
|
||||
const float2 dxdy_scale = IN.video_size/IN.output_size;
|
||||
const float2 dxdy = dxdy_scale/IN.texture_size;
|
||||
// This blur is vertical-only, so zero out the horizontal offset:
|
||||
blur_dxdy = vec2(0.0, dxdy.y);
|
||||
blur_dxdy = float2(0.0, dxdy.y);
|
||||
}
|
||||
|
||||
#endif // VERTEX_SHADER_BLUR_FAST_VERTICAL_H
|
|
@ -32,8 +32,8 @@
|
|||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
|
|
@ -32,20 +32,20 @@
|
|||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 tex_uv;
|
||||
layout(location = 0) out vec4 tex_uv;
|
||||
layout(location = 1) out vec4 output_pixel_num;
|
||||
layout(location = 2) out vec2 blur_dxdy;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
tex_uv = TexCoord;
|
||||
vec2 tex_uv_ = TexCoord;
|
||||
|
||||
// Get the uv sample distance between output pixels. Blurs are not generic
|
||||
// Gaussian resizers, and correct blurs require:
|
||||
|
@ -57,21 +57,21 @@ void main()
|
|||
// (not output pixels), but we avoid this and consistently blur at the
|
||||
// destination size. Otherwise, combining statically calculated weights
|
||||
// with bilinear sample exploitation would result in terrible artifacts.
|
||||
const vec2 dxdy_scale params.SourceSize.xy * params.OutputSize.zw;
|
||||
const vec2 dxdy_scale = params.SourceSize.xy * params.OutputSize.zw;
|
||||
blur_dxdy = dxdy_scale * params.SourceSize.zw;
|
||||
|
||||
// Get the output pixel number in ([0, xres), [0, yres)) with respect to
|
||||
// the uv origin (.xy components) and the screen origin (.zw components).
|
||||
// Both are useful. Don't round until the fragment shader.
|
||||
const float2 video_uv = tex_uv;
|
||||
const float2 video_uv = tex_uv_;
|
||||
output_pixel_num.xy = params.OutputSize.xy * vec2(video_uv.x, video_uv.y);
|
||||
output_pixel_num.zw = params.OutputSize.xy *
|
||||
(out_position.xy * 0.5 + vec2(0.5));
|
||||
(gl_Position.xy * 0.5 + vec2(0.5));
|
||||
|
||||
// Set the mip level correctly for shared-sample blurs (where the
|
||||
// derivatives are unreliable):
|
||||
const float mip_level = log2(params.SourceSize.xy * params.OutputSize.zw).y;
|
||||
tex_uv = vec4(tex_uv, 0.0, mip_level);
|
||||
tex_uv = vec4(tex_uv_, 0.0, mip_level);
|
||||
}
|
||||
|
||||
#endif // VERTEX_SHADER_BLUR_ONE_PASS_SHARED_SAMPLE_H
|
|
@ -32,8 +32,8 @@
|
|||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
|
|
@ -32,8 +32,8 @@
|
|||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
|
|
@ -32,8 +32,8 @@
|
|||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.h"
|
||||
#include "../include/blur-functions.h"
|
||||
//#include "../include/gamma-management.h"
|
||||
//#include "../include/blur-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
|
|
134
crt/crt-royale-fake-bloom-intel.slangp
Normal file
134
crt/crt-royale-fake-bloom-intel.slangp
Normal file
|
@ -0,0 +1,134 @@
|
|||
# IMPORTANT:
|
||||
# Shader passes need to know details about the image in the mask_texture LUT
|
||||
# files, so set the following constants in user-cgp-constants.h accordingly:
|
||||
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
|
||||
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
|
||||
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
|
||||
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
|
||||
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
|
||||
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
|
||||
# Shader passes also need to know certain scales set in this .slangp, but their
|
||||
# compilation model doesn't currently allow the .slangp file to tell them. Make
|
||||
# sure to set the following constants in user-cgp-constants.h accordingly too:
|
||||
# 1.) bloom_approx_scale_x_for_fake = scale_x2
|
||||
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
||||
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
||||
# calculate scale_y5 (among other values):
|
||||
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
||||
|
||||
shaders = "7"
|
||||
|
||||
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
||||
# 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"
|
||||
mask_grille_texture_small = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
||||
mask_grille_texture_large = "shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
||||
mask_slot_texture_small = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
||||
mask_slot_texture_large = "shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
|
||||
mask_shadow_texture_small = "shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
|
||||
mask_shadow_texture_large = "shaders/crt-royale/TileableLinearShadowMaskEDP.png"
|
||||
mask_grille_texture_small_wrap_mode = "repeat"
|
||||
mask_grille_texture_large_wrap_mode = "repeat"
|
||||
mask_slot_texture_small_wrap_mode = "repeat"
|
||||
mask_slot_texture_large_wrap_mode = "repeat"
|
||||
mask_shadow_texture_small_wrap_mode = "repeat"
|
||||
mask_shadow_texture_large_wrap_mode = "repeat"
|
||||
mask_grille_texture_small_linear = "true"
|
||||
mask_grille_texture_large_linear = "true"
|
||||
mask_slot_texture_small_linear = "true"
|
||||
mask_slot_texture_large_linear = "true"
|
||||
mask_shadow_texture_small_linear = "true"
|
||||
mask_shadow_texture_large_linear = "true"
|
||||
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
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
|
||||
|
||||
|
||||
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
|
||||
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
||||
shader0 = "shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
||||
alias0 = "ORIG_LINEARIZED"
|
||||
filter_linear0 = "false"
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.0"
|
||||
srgb_framebuffer0 = "true"
|
||||
|
||||
# Pass1: Resample interlaced (and misconverged) scanlines vertically.
|
||||
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
||||
# consider more scanlines while calculating weights for fewer pixels, and
|
||||
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
||||
# This has to come right after ORIG_LINEARIZED, because there's no
|
||||
# "original_source" scale_type we can use later.
|
||||
shader1 = "shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
||||
alias1 = "VERTICAL_SCANLINES"
|
||||
filter_linear1 = "true"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "1.0"
|
||||
scale_type_y1 = "viewport"
|
||||
scale_y1 = "1.0"
|
||||
#float_framebuffer1 = "true"
|
||||
srgb_framebuffer1 = "true"
|
||||
|
||||
# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
||||
# account for convergence offsets. We want to blur a predictable portion of the
|
||||
# screen to match the phosphor bloom, and absolute scale works best for
|
||||
# reliable results with a fixed-size bloom. Picking a scale is tricky:
|
||||
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
|
||||
# to blur high-res/interlaced sources but high enough that resampling
|
||||
# doesn't smear low-res sources too much.
|
||||
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
||||
# the only noticeable visual difference is a larger halation spread (which
|
||||
# may be a good thing for people who like to crank it up).
|
||||
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||
# *intended* for an ~4:3 aspect ratio).
|
||||
shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx-fake-bloom-intel.slang"
|
||||
alias2 = "BLOOM_APPROX"
|
||||
filter_linear2 = "true"
|
||||
scale_type2 = "absolute"
|
||||
scale_x2 = "400"
|
||||
scale_y2 = "300"
|
||||
srgb_framebuffer2 = "true"
|
||||
|
||||
# Pass3: Vertically blur the input for halation and refractive diffusion.
|
||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||
# a constant portion of the screen is probably physically correct if the
|
||||
# viewport resolution is proportional to the simulated CRT size.
|
||||
shader3 = "../blurs/blur9fast-vertical.slang"
|
||||
filter_linear3 = "true"
|
||||
scale_type3 = "source"
|
||||
scale3 = "1.0"
|
||||
srgb_framebuffer3 = "true"
|
||||
|
||||
# Pass4: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x9 blur is about 1% slower.
|
||||
shader4 = "../blurs/blur9fast-horizontal.slang"
|
||||
alias4 = "HALATION_BLUR"
|
||||
filter_linear4 = "true"
|
||||
scale_type4 = "source"
|
||||
scale4 = "1.0"
|
||||
srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass5: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||
# apply the phosphor mask, then fake a phosphor bloom, all in one pass.
|
||||
shader5 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-fake-bloom-intel.slang"
|
||||
alias5 = "MASKED_SCANLINES"
|
||||
filter_linear5 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type5 = "viewport"
|
||||
scale5 = "1.0"
|
||||
#float_framebuffer5 = "true"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
# Pass 6: Compute curvature/AA:
|
||||
shader6 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass-intel.slang"
|
||||
filter_linear6 = "true"
|
||||
scale_type6 = "viewport"
|
||||
mipmap_input6 = "true"
|
||||
texture_wrap_mode6 = "clamp_to_edge"
|
||||
|
||||
|
||||
|
|
@ -1,22 +1,22 @@
|
|||
# IMPORTANT:
|
||||
# Shader passes need to know details about the image in the mask_texture LUT
|
||||
# files, so set the following constants in user-preset-constants.h accordingly:
|
||||
# files, so set the following constants in user-cgp-constants.h accordingly:
|
||||
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
|
||||
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
|
||||
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
|
||||
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
|
||||
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
|
||||
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
|
||||
# Shader passes also need to know certain scales set in this preset, but their
|
||||
# compilation model doesn't currently allow the preset file to tell them. Make
|
||||
# sure to set the following constants in user-preset-constants.h accordingly too:
|
||||
# Shader passes also need to know certain scales set in this .slangp, but their
|
||||
# compilation model doesn't currently allow the .slangp file to tell them. Make
|
||||
# sure to set the following constants in user-cgp-constants.h accordingly too:
|
||||
# 1.) bloom_approx_scale_x = scale_x2
|
||||
# 2.) mask_resize_viewport_scale = vec2(scale_x6, scale_y5)
|
||||
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
||||
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
||||
# calculate scale_y5 (among other values):
|
||||
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
||||
|
||||
shaders = "12"
|
||||
shaders = "10"
|
||||
|
||||
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
||||
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
|
||||
|
@ -71,6 +71,7 @@ scale_type_x1 = "source"
|
|||
scale_x1 = "1.0"
|
||||
scale_type_y1 = "viewport"
|
||||
scale_y1 = "1.0"
|
||||
#float_framebuffer1 = "true"
|
||||
srgb_framebuffer1 = "true"
|
||||
|
||||
# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
||||
|
@ -85,7 +86,7 @@ srgb_framebuffer1 = "true"
|
|||
# may be a good thing for people who like to crank it up).
|
||||
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||
# *intended* for an ~4:3 aspect ratio).
|
||||
shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx_fallback.slang"
|
||||
shader2 = "shaders/crt-royale/src/crt-royale-bloom-approx-intel.slang"
|
||||
alias2 = "BLOOM_APPROX"
|
||||
filter_linear2 = "true"
|
||||
scale_type2 = "absolute"
|
||||
|
@ -112,95 +113,42 @@ scale_type4 = "source"
|
|||
scale4 = "1.0"
|
||||
srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
|
||||
# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
||||
# will blur, and smaller scales could get nasty. The vertical size must be
|
||||
# based on the viewport size and calculated carefully to avoid artifacts later.
|
||||
# First calculate the minimum number of mask tiles we need to draw.
|
||||
# Since curvature is computed after the scanline masking pass:
|
||||
# num_resized_mask_tiles = 2.0;
|
||||
# If curvature were computed in the scanline masking pass (it's not):
|
||||
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
|
||||
# max_mask_tile_border = max_mask_texel_border/
|
||||
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
|
||||
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
|
||||
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
|
||||
# num_resized_mask_tiles = ~3.8
|
||||
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
|
||||
# to relate them to vertical resolution. The widest we expect is:
|
||||
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
|
||||
# The fewer triads we tile across the screen, the larger each triad will be as a
|
||||
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
|
||||
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
|
||||
# triads we'll guarantee can be displayed on screen. We'll set this according
|
||||
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
|
||||
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
|
||||
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
|
||||
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
|
||||
# min_allowed_viewport_triads
|
||||
# scale_y5 = geom_max_aspect_ratio * min_scale_x
|
||||
# # Some code might depend on equal scales:
|
||||
# scale_x6 = scale_y5
|
||||
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
||||
# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
|
||||
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
|
||||
# geom_max_aspect_ratio, update that constant in user-preset-constants.h!
|
||||
shader5 = "shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
||||
filter_linear5 = "true"
|
||||
scale_type_x5 = "absolute"
|
||||
scale_x5 = "64"
|
||||
scale_type_y5 = "viewport"
|
||||
scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
|
||||
#srgb_framebuffer5 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
|
||||
# TODO: Check again if the shaders actually require equal scales.
|
||||
shader6 = "shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
||||
alias6 = "MASK_RESIZE"
|
||||
filter_linear6 = "false"
|
||||
scale_type_x6 = "viewport"
|
||||
scale_x6 = "0.0625"
|
||||
scale_type_y6 = "source"
|
||||
scale_y6 = "1.0"
|
||||
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||
# Pass5: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||
# apply the phosphor mask.
|
||||
shader7 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
||||
alias7 = "MASKED_SCANLINES"
|
||||
shader5 = "shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask-intel.slang"
|
||||
alias5 = "MASKED_SCANLINES"
|
||||
filter_linear5 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type5 = "viewport"
|
||||
scale5 = "1.0"
|
||||
#float_framebuffer5 = "true"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
# Pass 6: Compute a brightpass. This will require reading the final mask.
|
||||
shader6 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||
alias6 = "BRIGHTPASS"
|
||||
filter_linear6 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type6 = "viewport"
|
||||
scale6 = "1.0"
|
||||
srgb_framebuffer6 = "true"
|
||||
|
||||
# Pass 7: Blur the brightpass vertically
|
||||
shader7 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||
filter_linear7 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type7 = "viewport"
|
||||
scale_type7 = "source"
|
||||
scale7 = "1.0"
|
||||
srgb_framebuffer7 = "true"
|
||||
|
||||
# Pass 8: Compute a brightpass. This will require reading the final mask.
|
||||
shader8 = "shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||
alias8 = "BRIGHTPASS"
|
||||
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type8 = "viewport"
|
||||
# Pass 8: Blur the brightpass horizontally and combine it with the dimpass:
|
||||
shader8 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||
filter_linear8 = "true"
|
||||
scale_type8 = "source"
|
||||
scale8 = "1.0"
|
||||
srgb_framebuffer8 = "true"
|
||||
|
||||
# Pass 9: Blur the brightpass vertically
|
||||
shader9 = "shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type9 = "source"
|
||||
scale9 = "1.0"
|
||||
srgb_framebuffer9 = "true"
|
||||
# Pass 9: Compute curvature/AA:
|
||||
shader9 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass-intel.slang"
|
||||
filter_linear9 = "true"
|
||||
scale_type9 = "viewport"
|
||||
mipmap_input9 = "true"
|
||||
texture_wrap_mode9 = "clamp_to_edge"
|
||||
|
||||
# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
|
||||
shader10 = "shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||
filter_linear10 = "true"
|
||||
scale_type10 = "source"
|
||||
scale10 = "1.0"
|
||||
srgb_framebuffer10 = "true"
|
||||
|
||||
# Pass 11: Compute curvature/AA:
|
||||
shader11 = "shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
|
||||
filter_linear11 = "true"
|
||||
scale_type11 = "viewport"
|
||||
mipmap_input11 = "true"
|
||||
texture_wrap_mode11 = "clamp_to_edge"
|
||||
|
||||
parameters = "beam_num_scanlines"
|
||||
beam_num_scanlines = 3.0
|
280
crt/shaders/crt-royale/LICENSE.TXT
Normal file
280
crt/shaders/crt-royale/LICENSE.TXT
Normal file
|
@ -0,0 +1,280 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Lesser General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
493
crt/shaders/crt-royale/README.TXT
Normal file
493
crt/shaders/crt-royale/README.TXT
Normal file
|
@ -0,0 +1,493 @@
|
|||
////////////////////////////////////////////////////////////////////////////////
|
||||
//// crt-royale, by TroggleMonkey <trogglemonkey@gmx.com> ////
|
||||
//// Last Updated: August 16, 2014 ////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
REQUIREMENTS:
|
||||
The earliest official Retroarch version fully supporting crt-royale is 1.0.0.3
|
||||
(currently unreleased). Earlier versions lack shader parameters and proper
|
||||
mipmapping and sRGB support, but the shader may still run at reduced quality.
|
||||
|
||||
The earliest development version fully supporting this shader is:
|
||||
commit ba40be909913c9ccc34dab5d452fba4fe61af9d0
|
||||
Author: Themaister <maister@archlinux.us>
|
||||
Date: Thu Jun 5 17:41:10 2014 +0200
|
||||
A few earlier revisions support the required features, but they may be buggier.
|
||||
|
||||
|
||||
BASICS:
|
||||
crt-royale is a highly customizable CRT shader for Retroarch and other programs
|
||||
supporting the libretro Cg shader standard. It uses a number of nonstandardized
|
||||
extensions like sRGB FBO's, mipmapping, and runtime shader parameters, but
|
||||
hopefully it will run without much of a fuss on new implementations of the
|
||||
standard as well.
|
||||
|
||||
There are a huge number of parameters. Among the things you can customize:
|
||||
* Phosphor mask type: An aperture grille, slot mask, and shadow mask are each
|
||||
included, although the latter won't be seeing much usage until 1440p displays
|
||||
and better become more common (4k UHD and 8k UHD are increasingly optimal).
|
||||
* Phosphor mask dot pitch
|
||||
* Phosphor mask resampling method: Choose between Lanczos sinc resizing,
|
||||
mipmapped hardware resizing, and no resizing of the input LUT.
|
||||
* Phosphor bloom softness and type (real or fake ;))
|
||||
* Gaussian and generalized Gaussian scanline beam properties/distribution,
|
||||
including convergence offsets
|
||||
* Screen geometry, including curvature (spherical, alternative spherical, or
|
||||
cylindrical like Trinitrons), tilt, and borders
|
||||
* Antialiasing level, resampling filter, and sharpness parameters for gracefully
|
||||
combining screen curvature with high-frequency phosphor details, including
|
||||
optionally resampling based on RGB subpixel positions.
|
||||
* Halation (electrons bouncing under the glass and lighting random phosphors)
|
||||
random phosphors)
|
||||
* Refractive diffusion (light spreading from the imperfect CRT glass face)
|
||||
* Interlacing options
|
||||
* etc.
|
||||
|
||||
There are two major ways to customize the shader:
|
||||
* Runtime shader parameters allow convenient experimentation with real-time
|
||||
feedback, but they are much slower, because they prevent static evaluation of
|
||||
a lot of math. Disabling them drastically speeds up the shader.
|
||||
* If runtime shader parameters are disabled (partially or totally), those same
|
||||
settings can be freely altered in the text of the user-settings.h file. There
|
||||
are also a number of other static-only settings, including the #define macros
|
||||
which indicate where and when to allow runtime shader parameters. To disable
|
||||
them entirely, comment out the "#define RUNTIME_SHADER_PARAMS_ENABLE" line by
|
||||
putting a double-slash ("//") at the beginning...your FPS will skyrocket.
|
||||
|
||||
You may also note that there are two major versions of the shader preset:
|
||||
* crt-royale.cgh is the "full" version of the shader, which blooms the light
|
||||
from the brighter phosphors to maintain brightness and avoid clipping.
|
||||
* crt-royale-fake-bloom.cgh is the "cheater's" version of the shader, which
|
||||
only fakes the bloom based on carefully blending in a [potentially blurred]
|
||||
version of the original input. This version is MUCH faster, and you have to
|
||||
strain to see the difference, so people with slower GPU's will prefer it.
|
||||
|
||||
There's a lot to play around with, and I encourage everyone using this shader to
|
||||
read through the user-settings.h file to learn about the parameters. Before
|
||||
loading the shader, be sure to read the next section, entitled...
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
//// FREQUENTLY EXPECTED QUESTIONS: ////
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
1.) WHY IS THE SHADER CRASHING WHEN I LOAD IT?!?
|
||||
Do you get C6001 or C6002 errors with integrated graphics, like Intel HD 4000?
|
||||
If so, please try one of the following .cgp presets:
|
||||
* crt-royale-intel.cgp
|
||||
* crt-royale-fake-bloom-intel.cgp
|
||||
These load .cg wrappers that #define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
|
||||
(also available in user-settings.h) before loading the main .cg shader files.
|
||||
|
||||
Integrated graphics compatibility mode will disable these three features, which
|
||||
currently require more registers or instructions than Intel GPU's allow:
|
||||
* PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer.
|
||||
(This may be reenabled in a later release.)
|
||||
* RUNTIME_GEOMETRY_MODE: You must change the screen geometry/curvature using
|
||||
the geom_mode_static setting in user-settings.h.
|
||||
* The high-quality 4x4 Gaussian resize for the bloom approximation
|
||||
|
||||
Using Intel-specific .cgp files is equivalent to #defining
|
||||
INTEGRATED_GRAPHICS_COMPATIBILITY_MODE in your user-settings.h. Out of the box,
|
||||
user-settings.h is configured for maximum configurability and compatibility with
|
||||
dedicated nVidia and AMD/ATI GPU's. Compatibility mode is disabled by default
|
||||
to avoid silently degrading quality for AMD/ATI and nVidia users, so Intel-
|
||||
specific .cgp's are a convenient way for Intel users to play with the shader
|
||||
without editing text files.
|
||||
|
||||
I've tested this solution on Intel HD 4000 graphics, and it should work for that
|
||||
GPU at least, but please let me know if you're still having problems!
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
2.) WHY IS EVERYTHING SO SLOW?!?:
|
||||
Out of the box, this will be a problem for all but monster GPU's. The default
|
||||
user-settings.h file disables any features and optimizations which might cause
|
||||
compilation failure on AMD/ATI GPU's. Despite the name of the options, this is
|
||||
not a problem with your card or drivers; it's a shortcoming in the Cg shader
|
||||
compiler's nVidia-centric profile setups.
|
||||
|
||||
Uncommenting the following #define macros at the top of user-settings.h will
|
||||
help performance a good deal on compatible nVidia cards:
|
||||
#define DRIVERS_ALLOW_DERIVATIVES
|
||||
#define DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
|
||||
#define DRIVERS_ALLOW_TEX2DLOD
|
||||
#define DRIVERS_ALLOW_TEX2DBIAS
|
||||
A few of these warrant some elaboration. First, derivatives:
|
||||
|
||||
Derivatives allow the shader to cheaply calculate a tangent-space matrix for
|
||||
correct antialiasing when curvature or overscan are used. Without them, there
|
||||
are two options:
|
||||
a.) Cheat, and there will be artifacts with strong cylindrical curvature
|
||||
b.) Compute the correct tangent-space matrix analytically. This is used
|
||||
by default, and it's controlled by this option near the bottom:
|
||||
geom_force_correct_tangent_matrix = true
|
||||
|
||||
Dynamic branches:
|
||||
Dynamic branches allow the shader to avoid performing computations that it
|
||||
doesn't need (but might have, given different runtime options). Without them,
|
||||
the shader has to either let the GPU evaluate every possible codepath and select
|
||||
a result, or make a "best guess" ahead of time. The full phosphor bloom suffers
|
||||
most from not having dynamic branches, because the shader doesn't know how big
|
||||
of a blur to use until it knows your phosphor mask dot pitch...which you set at
|
||||
runtime if shader parameters are enabled.
|
||||
|
||||
If RUNTIME_PHOSPHOR_BLOOM_SIGMA is commented out (faster), this won't matter:
|
||||
The shader will just select the blur size and standard deviation suitable for
|
||||
the mask_triad_size_desired_static setting in user-settings.cgp. It will be
|
||||
fast, but larger triads won't blur enough, and smaller triads will blur more
|
||||
than they need to. However, if RUNTIME_PHOSPHOR_BLOOM_SIGMA is enabled, the
|
||||
shader will calculate an optimal standard deviation and *try* to use the right
|
||||
blur size for it...but using an "if standard deviation is such and such"
|
||||
condition would be prohibitively slow without dynamic branches. Instead, the
|
||||
shader uses the largest and slowest blur the user lets it use (to cover the
|
||||
widest range of triad sizes and standard deviations), according to these macros:
|
||||
#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
The more you have uncommented, the larger the triads you can blur, but the
|
||||
slower runtime sigmas will be if your GPU can't use dynamic branches. By
|
||||
default, triads up to 6 pixels wide will be bloomed perfectly, and a little
|
||||
beyond that (8 should be fine), but going too far beyond that will create
|
||||
blocking artifacts in the blur due to an insufficient support size.
|
||||
|
||||
tex2Dlod:
|
||||
The tex2Dlod function allows the shader to disables anisotropic filtering, which
|
||||
can get confused when we're manually tiling the texture coordinates for a small
|
||||
resized phosphor mask tile (it creates nasty seam artifacts). There are several
|
||||
ways the shader can deal with this: The cheapest is to use tex2Dlod to tile the
|
||||
output of MASK_RESIZE across the screen...and the slower alternatives either
|
||||
require derivatives or force the shader to draw 2 tiles to MASK_RESIZE in each
|
||||
direction, thereby reducing your maximum allowed dot pitch by half.
|
||||
|
||||
tex2Dbias:
|
||||
According to nVidia's Cg language standard library page, tex2Dbias requires the
|
||||
fp30 profile, which doesn't work on ATI/AMD cards...but you might actually have
|
||||
mixed results. This can be used as a substitute for tex2Dlod at times, so it's
|
||||
worth trying even on ATI.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
3.) WHY IS EVERYTHING STILL SO SLOW?!?:
|
||||
For maximum quality and configurability out of the box, almost all shader
|
||||
parameters are enabled by default (except for the disproportionately expensive
|
||||
runtime subpixel offsets). Some are more expensive than others. Commenting
|
||||
the following macro disables all shader parameters:
|
||||
#define RUNTIME_SHADER_PARAMS_ENABLE
|
||||
Commenting these macros disables selective shader parameters:
|
||||
#define RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#define RUNTIME_ANTIALIAS_WEIGHTS
|
||||
//#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
#define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#define RUNTIME_GEOMETRY_TILT
|
||||
#define RUNTIME_GEOMETRY_MODE
|
||||
#define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
Note that all shader parameters will still show up in your GUI list, and the
|
||||
disabled ones simply won't work.
|
||||
|
||||
Finally, there are a lot of other options enabled by default that carry serious
|
||||
performance penalties. For instance, the default antialiasing filter is a
|
||||
cubic filter, because it's the most configurable, but it's also quite slow if
|
||||
RUNTIME_ANTIALIAS_WEIGHTS is #defined. A lot of the static true/false options
|
||||
have a significant influence, and the shader is faster if the red subpixel
|
||||
offset (from which the blue one is calculated as well) is zero...even if it's
|
||||
a static value, because RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS is commented out.
|
||||
To avoid any confusion, I should also clarify now that subpixel offsets are
|
||||
separate from scanline beam convergence offsets.
|
||||
|
||||
To quickly see how much performance you can get from other settings, you can
|
||||
temporarily replace your user-settings.h with one of:
|
||||
a.) crt-royale-settings-files/user-settings-fast-static-ati.h
|
||||
b.) crt-royale-settings-files/user-settings-fast-static-nvidia.h
|
||||
Then load crt-royale-fake-bloom.cgp. It should be far more playable.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
4.) WHY WON'T MY SHADER BLOOM MY PHOSPHORS ENOUGH?
|
||||
First, see the discussion about dynamic branching above, in 1.
|
||||
If you don't have dynamic branches, you can either uncomment the lines that
|
||||
let the shader pessimistically use larger blurs than it's guaranteed to need
|
||||
(which is slow), or...you can just use crt-royale-fake-bloom.cgp, which
|
||||
doesn't have this problem. :)
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
5.) WHY CAN'T I MAKE MY PHOSPHORS ANY BIGGER?
|
||||
By default, the phosphor mask is Lanczos-resized in earlier passes to your
|
||||
specified dot pitch (mask_sample_mode = 0). This gives a much sharper result
|
||||
than mipmapped hardware sampling (mask_sample_mode = 1), but it can be much
|
||||
slower without taking proper care: If the input mask tile (containing 8
|
||||
phosphor triads by default) is large, like 512x512, and you try to resize it
|
||||
to 24x24 for 3x3 pixel triads, the resizer has to take 128 samples in each
|
||||
pass/direction (the max allowed) for a 3-lobe Lanczos filter. This can be
|
||||
very slow, so I made the output of MASK_RESIZE very small by default: Just
|
||||
1/16th of the viewport size in each direction. The exact limit scales with
|
||||
your viewport size, and it *should* be reasonable, but the restrictions can
|
||||
get tighter if we can't use tex2Dlod and have to fit two whole tiles (16
|
||||
phosphor triads with default 8-triad tiles) into the MASK_RESIZE pass for
|
||||
compatibility with anisotropic filtering (long story).
|
||||
|
||||
If you want bigger phosphor triads, you have two options:
|
||||
a.) Set mask_sample_mode to 1 in your shader params (if enabled) or set
|
||||
mask_sample_mode_static to 1 in your user-settings.h file. This will use
|
||||
hardware sampling, which is softer but has no limitations.
|
||||
b.) To increase the limit with manual mask-resizing (best quality), you need to
|
||||
do five things:
|
||||
1.) Go into your .cgp file and find the MASK_RESIZE pass (the horizontal
|
||||
mask resizing pass) and the one before it (the vertical mask resizing
|
||||
pass). Find the viewport-relative scales, which should say 0.0625, and
|
||||
change them to 0.125 or even 0.25.
|
||||
2.) Still in your .cgp file, also make sure your mask_*_texture_small
|
||||
filenames point to LUT textures that are larger than your final desired
|
||||
onscreen size (upsizing is not currently permitted).
|
||||
3.) Go into user-cgp-constants.h and change mask_resize_viewport_scale from
|
||||
0.0625 to the new value you changed it to in step 1. This is necessary,
|
||||
because we can't pass that value from the .cgp file to the shader, and
|
||||
the shader can't compute the viewport size (necessary) without it.
|
||||
4.) Still in user-cgp-constants.h, update mask_texture_small_size and
|
||||
mask_triads_per_tile appropriately if you changed your LUT texture in
|
||||
step 2.
|
||||
5.) Reload your .cgp file.
|
||||
I REALLY wish there was an easier way to do that, but my hands are tied until
|
||||
.cgp files are allowed to pass more information to .cg shaders (which would
|
||||
require major updates to the cg2glsl script).
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
6.) WHY CAN'T I MAKE MY PHOSPHORS ANY SMALLER THAN 2 PIXELS PER TRIAD?
|
||||
This is controlled by mask_min_allowed_triad_size in your user-settings.h file.
|
||||
Set it to 1.0 instead of 2.0 (anything lower than 1 is pointless), and you're
|
||||
set. It defaults to 2.0 to make mask resizing twice as fast when dynamic
|
||||
branches aren't allowed. Some people may want to be able to fade the phosphors
|
||||
away entirely to get a more PVM-like scanlined image though, so change it to 1.0
|
||||
for that (or get a higher-resolution display ;)).
|
||||
|
||||
Note: This setting should be obsolete soon. I have some ideas for more
|
||||
sophisticated mask resampling that I just don't have a spare few hours to
|
||||
implement yet.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
7.) I AM NOT RUNNING INTEGRATED GRAPHICS. WHY AM I GETTING ERRORS?
|
||||
First recheck the top of your user-settings.h to make sure incompatible driver
|
||||
options are commented out (disabled). If they're all disabled and you're still
|
||||
having problems, you've probably found a bug. There are bound to be a number of
|
||||
them with certain setting combinations, and there might even be a few individual
|
||||
settings I broke more recently than I tested them. My contact information is up
|
||||
top, so let me know!
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
8.) WHY AM I GETTING BANDING IN DARK COLORS? OR, WHY WON'T MIPMAPPING WORK?
|
||||
crt-royale uses features like sRGB and mipmapping, which are not available in
|
||||
the latest Retroarch release (1.0.0.2) at the time of this writing.
|
||||
|
||||
You may get banding in dark colors if your platform or Retroarch version doesn't
|
||||
support sRGB FBO's, and mask_sample_mode 1 will look awful without mipmapping.
|
||||
I expect most platforms capable of running this shader at full speed will
|
||||
support sRGB FBO's, but if yours doesn't, please let me know, and I'll include
|
||||
a note about it.
|
||||
|
||||
Alternately, setting levels_autodim_temp too low will cause precision loss and
|
||||
banding.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
9.) HOW DO I SET GEOMETRY/CURVATURE/ETC.?
|
||||
If RUNTIME_SHADER_PARAMS_ENABLE and RUNTIME_GEOMETRY_MODE are both #defined (not
|
||||
commented out) in user-settings.cgp, you can find these options in your shader
|
||||
parameters (in Retroarch's RGUI for instance) under e.g. geom_mode. Otherwise,
|
||||
you can set the corresponding e.g. geom_mode_static options in user-settings.h.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
10.) WHY DON'T MY SHADER PARAMETERS STICK?
|
||||
This is a bit confusing, at least in the version of Retroarch I'm using.
|
||||
In the Shader Options menu, Parameters (Current) controls what's on your screen
|
||||
right now, whereas Parameters (RGUI) seems to control what gets saved to a
|
||||
shader preset (in your base shaders directory) with Save As Shader Preset.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
11.) WHY DID YOU SLOW THE SHADER DOWN WITH ALL OF THESE FEATURES I DON'T WANT?
|
||||
WHY DIDN'T YOU MAKE THE DEFAULTS MORE TO MY LIKING?
|
||||
|
||||
The default settings tend to best match flat ~13" slot mask TV's with sharp
|
||||
scanlines. Real CRT's however vary a lot in their characteristics (and many are
|
||||
softer in more ways than one), so it's impossible to make the default settings
|
||||
look like everyone's favorite CRT. Moreover, it's impossible to decide which
|
||||
of the slower features and options are superfluous:
|
||||
|
||||
Some people love curvature, and some people hate it. Some people love
|
||||
scanlines, and some people hate them. Some people love phosphors, and some
|
||||
people hate them. Some people love interlacing support, and some people hate
|
||||
it. Some people love sharpness, and some people hate it. Some people love
|
||||
convergence error, and some people hate it. The one thing you hate the most is
|
||||
probably someone else's most critical feature. This is why there are so many
|
||||
options, why the shader is so complicated, and why it's impossible to please
|
||||
everyone out of the box...unfortunately.
|
||||
|
||||
That said, if you spend some time tweaking the settings, you're bound to get a
|
||||
picture you like. Once you've made up your mind, you can save the settings to
|
||||
a user-settings.h file and disable shader parameters and other slow options to
|
||||
get the kind of performance you want.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
12.) WHY DIDN'T YOU INCLUDE A SHADER PRESET WITH NTSC SUPPORT? WHY DIDN'T YOU
|
||||
INCLUDE MORE CANNED PRESETS WITH DIFFERENT OPTIONS? WHY CAN'T I SELECT
|
||||
FROM ONE OF SEVERAL USER SETTINGS FILES WITHOUT MANUAL FILE RENAMING?
|
||||
|
||||
I do plan on adding a version that uses the NTSC shader for the first two
|
||||
passes, but it will take a bit of work, because there are several NTSC shader
|
||||
versions as it is. It's easy enough to combine the HALATION_BLUR passes into a
|
||||
one-pass blur from blurs/blur9x9fast.cg, but I'm not sure yet just how much
|
||||
modification the NTSC shader passes themselves might need for best results.
|
||||
|
||||
I originally wanted NTSC support to be included out-of-the-box, but I'd also
|
||||
like to release the shader ASAP, so it'll have to wait.
|
||||
|
||||
As for other canned presets, that's a little more complicated: I DO intend on
|
||||
creating more canned presets, but the combinatorial explosion of major codepath
|
||||
options in this shader is too overwhelming to be as exhaustive as I'd like.
|
||||
When I get the time, I'll add what I can to make this more user-friendly.
|
||||
In the meantime, I'll start adding a few different default versions of the
|
||||
user settings file and put them in a subdirectory for people to manually
|
||||
place in the main directory and rename to "user-settings.h."
|
||||
|
||||
However, the libretro Cg shader specification (and the Cg to GLSL compiler) does
|
||||
not currently allow .cgp files to pass any static settings to the source files.
|
||||
This presents a huge problem, because it means that in order to create a new
|
||||
preset with different options, I also have to create duplicate files for EVERY
|
||||
single .cg pass for every permutation, not just the .cgp. I plan on creating
|
||||
a number of skeleton wrapper .cg files in a subdirectory (which set a few
|
||||
options and then include the main .cg file for the pass), but it'll be a while
|
||||
yet. In the meantime, I'd rather let people play with what's already done than
|
||||
keep it hidden on my hard drive.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
13.) WHY DO SO MANY VALUES IN USER_SETTINGS.H HAVE A _STATIC SUFFIX?
|
||||
|
||||
The "_static" suffix is there to prevent naming conflicts with runtime shader
|
||||
parameters: The shader usually uses a version without the suffix, which is
|
||||
assigned either the value of the "_static" version or the runtime shader
|
||||
parameter version. If a value in uset-settings.h doesn't have a "_static"
|
||||
suffix, it's usually because it's a static compile-time option only, with no
|
||||
corresponding runtime version. Basically, you can ignore the suffix. :)
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
14.) ARE THERE ANY BROKEN SETTINGS I SHOULD BE AWARE OF?
|
||||
WHAT IF I WANT TO CHANGE SETTINGS IN THE .CGP FILE?
|
||||
|
||||
As far as I know, all of the options in user-settings.h and the runtime shader
|
||||
parameters are pretty robust, with a few caveats:
|
||||
* As noted above, there are some tradeoffs between runtime and compile-time
|
||||
options. If runtime blur sigmas are disabled for instance, the phosphor
|
||||
bloom (and to a lesser extent, the fake bloom) may not blur the right amount.
|
||||
* If you set your aspect ratio incorrectly, and mask_specify_num_triads == 1.0
|
||||
(i.e. true, as opposed to 0.0, which is false), the shader will misinterpret
|
||||
the number of triads you want by the same proportion.
|
||||
* Disabled shader parameters will do nothing, including either:
|
||||
a.) mask_triad_size_desired
|
||||
b.) mask_num_triads_desired,
|
||||
depending on the value of mask_specify_num_triads.
|
||||
|
||||
There is a broken and unimplemented option in derived-settings-and-constants.h,
|
||||
but users shouldn't need to mess around in there anyway. (It's related to the
|
||||
more efficient phosphor mask resampling I want to implement.)
|
||||
|
||||
However, the .cgp files are another story: They are pretty brittle, especially
|
||||
when it comes to their interaction with user-cgp-constants.h. Be aware that the
|
||||
shader passes rely on scale types and sizes in your .cgp file being exactly what
|
||||
they expect. Do not change any scale types from the defaults, or you'll get
|
||||
artifacts under certain conditions. You can change the BLOOM_APPROX and
|
||||
MASK_RESIZE scale values (not scale types), but you must update the associated
|
||||
constant in user-cgp-constants.h to let the .cg shader files know about it, and
|
||||
the implications may reach farther than you expect. Similarly, if you plan on
|
||||
changing an LUT texture, make sure you update the associated constants in
|
||||
user-cgp-constants.h. In short, if you plan on changing anything in a .cgp
|
||||
file, you'll want to read it thoroughly first, especially the "IMPORTANT"
|
||||
section at the top.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
15.) WHAT ARE THE MOST COMMON DOT PITCHES FOR CRT TELEVISIONS?
|
||||
WHAT KIND OF RESOLUTION WOULD I NEED FOR A REAL SHADOW MASK?
|
||||
|
||||
The most demanding CRT we're ever likely to emulate is a Sony PVM-20M4U:
|
||||
Width: 450mm
|
||||
Aperture Grille Pitch: 0.31mm
|
||||
Triads in 4:3 frame: 1451, assuming little to no overscan
|
||||
For 3-pixel triads, we would need about 6k UHD resolution. A BVM-20F1U has
|
||||
similar requirements.
|
||||
|
||||
However, common slot masks are far more similar to the kind of image this shader
|
||||
will produce at 900p, 1080p, 1200p, and 1440p:
|
||||
1.) A typical 13" diagonal CRT might have a 0.60mm slot pitch, for a total of
|
||||
440.26666666666665 or so phosphor triads horizontally.
|
||||
2.) A typical 19" diagonal CRT might have a 0.75mm slot pitch, for a total of
|
||||
514.7733333333333 or so phosphor triads horizontally.
|
||||
3.) According to http://repairfaq.ece.drexel.edu/REPAIR/F_crtfaq.html, a
|
||||
typical 25" diagonal CRT might have a 0.9mm slot pitch, for a total of
|
||||
564.4444444444445 or so phosphor triads horizontally.
|
||||
4.) A 21" Samsung SMC210N CCTV monitor (450 TV lines) has a 0.7mm stripe
|
||||
pitch, for a total of 609.6 or so phosphor triads horizontally.
|
||||
|
||||
The included EDP shadow mask starts looking very good with ~6-pixel triads, so
|
||||
it may take nearly 4k resolution to make it a particularly compelling option.
|
||||
However, it's possible to make smaller shadow masks on a pixel-by-pixel basis
|
||||
and tile them at a 1:1 ratio (mask_sample_mode = 2). I may include a mask like
|
||||
this in a future update.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
16.) IS THIS PHOSPHOR BLOOM REALISTIC?
|
||||
|
||||
Probably not:
|
||||
|
||||
Realistically, the "phosphor bloom" blurs bright phosphors significantly more
|
||||
than your eyes would bloom the brighter phosphors on a real CRT. This extra
|
||||
blurring however is necessary to distribute enough brightness to nearby pixels
|
||||
that we can amplify the overall brightness to that of the original source after
|
||||
applying the phosphor mask. If you're interested, there are more comments on
|
||||
the subject at the top of the fragment shader in crt-royale-bloom-approx.cg.
|
||||
|
||||
On the subject of the phosphor bloom: I intended to include some exposition
|
||||
about the math behind the brightpass calculation (and the much more complex
|
||||
and thorough calculation I originally used to blur the minimal amount necessary,
|
||||
which turned out to be inferior in practice), but that document isn't release-
|
||||
ready at the moment. Sorry Hyllian. ;)
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
17.) SO WHAT DO YOU PLAN ON ADDING IN THE FUTURE?
|
||||
|
||||
I'd like to add these relatively soon:
|
||||
1.) A combined ntsc-crt-royale.cgp and ntsc-crt-royale-fake-bloom.cgp.
|
||||
2.) More presets, especially if maister or squarepusher find a way to make the
|
||||
Cg to GLSL compiler process .cgp files (which will allows .cgp's to pass
|
||||
arbitrary #defines to the .cg shader passes).
|
||||
3.) More efficient and flexible phosphor mask resampling. Hopefully, this will
|
||||
make it possible to manually resize the mask on Intel HD Graphics as well.
|
||||
4.) Make it more easy and convenient to use and experiment with mask_sample_mode
|
||||
2 (direct 1:1 tiling of an input texture) by using a separate LUT texture
|
||||
with its own parameters in user-cgp-constants.h, etc. I haven't done this
|
||||
yet because it requires yet another texture sample that could hurt other
|
||||
codepaths, and I'm waiting until I have time to optimize it.
|
||||
5.) Refine the runtime shader parameters: Some of them are probably too fine-
|
||||
grained and slow to change.
|
||||
|
||||
Maybe's:
|
||||
1.) I've had trouble getting LUT's from subdirectories to work consistently
|
||||
across platforms, but I'd like to get around that and include more mask
|
||||
textures I've made.
|
||||
2.) If you're using spherical curvature with a small radius, the edges of the
|
||||
sphere are blocky due to the pixel discards being done in 2x2 fragment
|
||||
blocks. I'd like to fix this if it can be done without a performance hit.
|
||||
3.) I have some ideas for procedural mask generation with a fast, closed-form
|
||||
low-pass filter, but I don't know if I'll ever get around to it.
|
||||
|
43
crt/shaders/crt-royale/THANKS.TXT
Normal file
43
crt/shaders/crt-royale/THANKS.TXT
Normal file
|
@ -0,0 +1,43 @@
|
|||
Thank you squarepusher and maister, for hammering out the shader framework that
|
||||
made this possible and being so receptive to my feedback for Retroarch and the
|
||||
libretro Cg shader spec. Thank you especially maister, for designing the sRGB
|
||||
support with me and implementing all the code for both sRGB FBO's and mipmapped
|
||||
FBO's in less time than it took me to add mipmapped LUT's alone!
|
||||
|
||||
I want to thank xythen and DOLLS for inspiring me with their early efforts:
|
||||
http://board.byuu.org/viewtopic.php?f=10&t=147
|
||||
http://board.byuu.org/viewtopic.php?p=3820#p3834
|
||||
I've never spoken with them, but I never would have thought to make this shader
|
||||
if xythen hadn't gotten the ball rolling, or if DOLLS hadn't made his point
|
||||
about just how far CRT emulation could go with his phosphor mask prototypes,
|
||||
convergence error images, and barrel distortion code.
|
||||
|
||||
I also want to thank hunterk for his excellent blog, especially this post:
|
||||
http://filthypants.blogspot.com/2011/05/
|
||||
more-emulator-pixel-shaders-crt-updated.html
|
||||
Along with caligari's work, his PhosphorLUT shader provoked me to experiment
|
||||
with game-style bloom as a way to reconcile shadow masks with full brightness.
|
||||
Along with Pulp Fiction, he also gets credit for helping me name this shader. :D
|
||||
|
||||
Thank you Hyllian for your enthusiasm: It kept me focused on actually releasing
|
||||
this shader instead of refining it in perpetuity!
|
||||
|
||||
Finally, I want to thank cgwg for everything he has done for CRT emulation:
|
||||
He was the first to consider the effects of halation, and (in addition to
|
||||
caligari?) he did the most research on the Gaussian properties of scanline
|
||||
electron beams. His forum posts and links to academic research were very
|
||||
helpful, and so were the few PM's we exchanged many months ago: I originally
|
||||
meant to wet my feet by extending his shader with cylindrical curvature before
|
||||
writing my own. I never managed to understand his curvature code (due to all of
|
||||
the different algebraic/trigonometric stages being rolled into one), and I gave
|
||||
up and started from scratch, but talking with him helped me piece together how
|
||||
his spherical uv<=>xyz mapping worked mathematically. My own is subtly
|
||||
different, but not on purpose. ;) A lot of the user parameters for geometry
|
||||
were inspired by his own (including Euler angle tilt and a "view distance" for
|
||||
controlling the field of view with a simplified near-plane). Last but not
|
||||
least, my border dimming code was based more directly off of his: I did what I
|
||||
could to write a fresh implementation of his algorithm with new features, but
|
||||
the line between code and algorithm is pretty thin in that function, and it's
|
||||
a testament to him coming up with such an elegant solution.
|
||||
|
||||
TroggleMonkey
|
|
@ -27,7 +27,7 @@
|
|||
|
||||
// Override some parameters for gamma-management.h and tex2Dantialias.h:
|
||||
#define OVERRIDE_DEVICE_GAMMA
|
||||
const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
||||
static const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
||||
#define ANTIALIAS_OVERRIDE_BASICS
|
||||
#define ANTIALIAS_OVERRIDE_PARAMETERS
|
||||
|
||||
|
@ -38,8 +38,9 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
|||
#endif
|
||||
|
||||
// Bind option names to shader parameter uniforms or static constants.
|
||||
#ifdef HARDCODE_SETTINGS
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
/* uniform float crt_gamma;
|
||||
uniform float crt_gamma;
|
||||
uniform float lcd_gamma;
|
||||
uniform float levels_contrast;
|
||||
uniform float halation_weight;
|
||||
|
@ -57,8 +58,8 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
|||
uniform float beam_horiz_filter;
|
||||
uniform float beam_horiz_linear_rgb_weight;
|
||||
#else
|
||||
const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
|
||||
const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
|
||||
static const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
|
||||
static const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
|
||||
#endif
|
||||
uniform float convergence_offset_x_r;
|
||||
uniform float convergence_offset_x_g;
|
||||
|
@ -69,7 +70,7 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
|||
#ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
uniform float mask_type;
|
||||
#else
|
||||
const float mask_type = clamp(mask_type_static, 0.0, 2.0);
|
||||
static const float mask_type = clamp(mask_type_static, 0.0, 2.0);
|
||||
#endif
|
||||
uniform float mask_sample_mode_desired;
|
||||
uniform float mask_specify_num_triads;
|
||||
|
@ -81,8 +82,8 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
|||
uniform float aa_cubic_c;
|
||||
uniform float aa_gauss_sigma;
|
||||
#else
|
||||
const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
|
||||
const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
|
||||
static const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
|
||||
static const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
|
||||
#endif
|
||||
uniform float geom_mode_runtime;
|
||||
uniform float geom_radius;
|
||||
|
@ -97,113 +98,114 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
|||
uniform float border_darkness;
|
||||
uniform float border_compress;
|
||||
uniform float interlace_bff;
|
||||
uniform float interlace_1080i; */
|
||||
uniform float interlace_1080i;
|
||||
#else
|
||||
// Use constants from user-settings.h, and limit ranges appropriately:
|
||||
const float crt_gamma = max(0.0, crt_gamma_static);
|
||||
const float lcd_gamma = max(0.0, lcd_gamma_static);
|
||||
const float levels_contrast = clamp(levels_contrast_static, 0.0, 4.0);
|
||||
const float halation_weight = clamp(halation_weight_static, 0.0, 1.0);
|
||||
const float diffusion_weight = clamp(diffusion_weight_static, 0.0, 1.0);
|
||||
const float bloom_underestimate_levels = max(FIX_ZERO(0.0), bloom_underestimate_levels_static);
|
||||
const float bloom_excess = clamp(bloom_excess_static, 0.0, 1.0);
|
||||
const float beam_min_sigma = max(FIX_ZERO(0.0), beam_min_sigma_static);
|
||||
const float beam_max_sigma = max(beam_min_sigma, beam_max_sigma_static);
|
||||
const float beam_spot_power = max(beam_spot_power_static, 0.0);
|
||||
const float beam_min_shape = max(2.0, beam_min_shape_static);
|
||||
const float beam_max_shape = max(beam_min_shape, beam_max_shape_static);
|
||||
const float beam_shape_power = max(0.0, beam_shape_power_static);
|
||||
// const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
|
||||
const float beam_horiz_sigma = max(FIX_ZERO(0.0), beam_horiz_sigma_static);
|
||||
const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
|
||||
// Unpack vector elements to match scalar uniforms:
|
||||
const float convergence_offset_x_r = clamp(convergence_offsets_r_static.x, -4.0, 4.0);
|
||||
const float convergence_offset_x_g = clamp(convergence_offsets_g_static.x, -4.0, 4.0);
|
||||
const float convergence_offset_x_b = clamp(convergence_offsets_b_static.x, -4.0, 4.0);
|
||||
const float convergence_offset_y_r = clamp(convergence_offsets_r_static.y, -4.0, 4.0);
|
||||
const float convergence_offset_y_g = clamp(convergence_offsets_g_static.y, -4.0, 4.0);
|
||||
const float convergence_offset_y_b = clamp(convergence_offsets_b_static.y, -4.0, 4.0);
|
||||
const float mask_type = clamp(mask_type_static, 0.0, 2.0);
|
||||
const float mask_sample_mode_desired = clamp(mask_sample_mode_static, 0.0, 2.0);
|
||||
const float mask_specify_num_triads = clamp(mask_specify_num_triads_static, 0.0, 1.0);
|
||||
// const float mask_triad_size_desired = clamp(mask_triad_size_desired_static, 1.0, 18.0);
|
||||
const float mask_num_triads_desired = clamp(mask_num_triads_desired_static, 342.0, 1920.0);
|
||||
const float aa_subpixel_r_offset_x_runtime = clamp(aa_subpixel_r_offset_static.x, -0.5, 0.5);
|
||||
const float aa_subpixel_r_offset_y_runtime = clamp(aa_subpixel_r_offset_static.y, -0.5, 0.5);
|
||||
const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
|
||||
const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
|
||||
const float geom_mode_runtime = clamp(geom_mode_static, 0.0, 3.0);
|
||||
const float geom_radius = max(1.0/(2.0*pi), geom_radius_static); // Clamp to [1/(2*pi), 1024]?
|
||||
const float geom_view_dist = max(0.5, geom_view_dist_static); // Clamp to [0.5, 1024]?
|
||||
const float geom_tilt_angle_x = clamp(geom_tilt_angle_static.x, -pi, pi);
|
||||
const float geom_tilt_angle_y = clamp(geom_tilt_angle_static.y, -pi, pi);
|
||||
const float geom_aspect_ratio_x = geom_aspect_ratio_static; // Force >= 1?
|
||||
const float geom_aspect_ratio_y = 1.0;
|
||||
const float geom_overscan_x = max(FIX_ZERO(0.0), geom_overscan_static.x);
|
||||
const float geom_overscan_y = max(FIX_ZERO(0.0), geom_overscan_static.y);
|
||||
const float border_size = clamp(border_size_static, 0.0, 0.5); // 0.5 reaches to image center
|
||||
const float border_darkness = max(0.0, border_darkness_static);
|
||||
const float border_compress = max(1.0, border_compress_static); // < 1.0 darkens whole image
|
||||
const float interlace_bff = float(interlace_bff_static);
|
||||
const float interlace_1080i = float(interlace_1080i_static);
|
||||
static const float crt_gamma = max(0.0, crt_gamma_static);
|
||||
static const float lcd_gamma = max(0.0, lcd_gamma_static);
|
||||
static const float levels_contrast = clamp(levels_contrast_static, 0.0, 4.0);
|
||||
static const float halation_weight = clamp(halation_weight_static, 0.0, 1.0);
|
||||
static const float diffusion_weight = clamp(diffusion_weight_static, 0.0, 1.0);
|
||||
static const float bloom_underestimate_levels = max(FIX_ZERO(0.0), bloom_underestimate_levels_static);
|
||||
static const float bloom_excess = clamp(bloom_excess_static, 0.0, 1.0);
|
||||
static const float beam_min_sigma = max(FIX_ZERO(0.0), beam_min_sigma_static);
|
||||
static const float beam_max_sigma = max(beam_min_sigma, beam_max_sigma_static);
|
||||
static const float beam_spot_power = max(beam_spot_power_static, 0.0);
|
||||
static const float beam_min_shape = max(2.0, beam_min_shape_static);
|
||||
static const float beam_max_shape = max(beam_min_shape, beam_max_shape_static);
|
||||
static const float beam_shape_power = max(0.0, beam_shape_power_static);
|
||||
static const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
|
||||
static const float beam_horiz_sigma = max(FIX_ZERO(0.0), beam_horiz_sigma_static);
|
||||
static const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
|
||||
// Unpack static vector elements to match scalar uniforms:
|
||||
static const float convergence_offset_x_r = clamp(convergence_offsets_r_static.x, -4.0, 4.0);
|
||||
static const float convergence_offset_x_g = clamp(convergence_offsets_g_static.x, -4.0, 4.0);
|
||||
static const float convergence_offset_x_b = clamp(convergence_offsets_b_static.x, -4.0, 4.0);
|
||||
static const float convergence_offset_y_r = clamp(convergence_offsets_r_static.y, -4.0, 4.0);
|
||||
static const float convergence_offset_y_g = clamp(convergence_offsets_g_static.y, -4.0, 4.0);
|
||||
static const float convergence_offset_y_b = clamp(convergence_offsets_b_static.y, -4.0, 4.0);
|
||||
static const float mask_type = clamp(mask_type_static, 0.0, 2.0);
|
||||
static const float mask_sample_mode_desired = clamp(mask_sample_mode_static, 0.0, 2.0);
|
||||
static const float mask_specify_num_triads = clamp(mask_specify_num_triads_static, 0.0, 1.0);
|
||||
static const float mask_triad_size_desired = clamp(mask_triad_size_desired_static, 1.0, 18.0);
|
||||
static const float mask_num_triads_desired = clamp(mask_num_triads_desired_static, 342.0, 1920.0);
|
||||
static const float aa_subpixel_r_offset_x_runtime = clamp(aa_subpixel_r_offset_static.x, -0.5, 0.5);
|
||||
static const float aa_subpixel_r_offset_y_runtime = clamp(aa_subpixel_r_offset_static.y, -0.5, 0.5);
|
||||
static const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
|
||||
static const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
|
||||
static const float geom_mode_runtime = clamp(geom_mode_static, 0.0, 3.0);
|
||||
static const float geom_radius = max(1.0/(2.0*pi), geom_radius_static); // Clamp to [1/(2*pi), 1024]?
|
||||
static const float geom_view_dist = max(0.5, geom_view_dist_static); // Clamp to [0.5, 1024]?
|
||||
static const float geom_tilt_angle_x = clamp(geom_tilt_angle_static.x, -pi, pi);
|
||||
static const float geom_tilt_angle_y = clamp(geom_tilt_angle_static.y, -pi, pi);
|
||||
static const float geom_aspect_ratio_x = geom_aspect_ratio_static; // Force >= 1?
|
||||
static const float geom_aspect_ratio_y = 1.0;
|
||||
static const float geom_overscan_x = max(FIX_ZERO(0.0), geom_overscan_static.x);
|
||||
static const float geom_overscan_y = max(FIX_ZERO(0.0), geom_overscan_static.y);
|
||||
static const float border_size = clamp(border_size_static, 0.0, 0.5); // 0.5 reaches to image center
|
||||
static const float border_darkness = max(0.0, border_darkness_static);
|
||||
static const float border_compress = max(1.0, border_compress_static); // < 1.0 darkens whole image
|
||||
static const float interlace_bff = float(interlace_bff_static);
|
||||
static const float interlace_1080i = float(interlace_1080i_static);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
// Provide accessors for vector constants that pack scalar uniforms:
|
||||
vec2 get_aspect_vector(const float geom_aspect_ratio)
|
||||
inline float2 get_aspect_vector(const float geom_aspect_ratio)
|
||||
{
|
||||
// Get an aspect ratio vector. Enforce geom_max_aspect_ratio, and prevent
|
||||
// the absolute scale from affecting the uv-mapping for curvature:
|
||||
const float geom_clamped_aspect_ratio =
|
||||
min(geom_aspect_ratio, geom_max_aspect_ratio);
|
||||
const vec2 geom_aspect =
|
||||
normalize(vec2(geom_clamped_aspect_ratio, 1.0));
|
||||
const float2 geom_aspect =
|
||||
normalize(float2(geom_clamped_aspect_ratio, 1.0));
|
||||
return geom_aspect;
|
||||
}
|
||||
|
||||
vec2 get_geom_overscan_vector()
|
||||
inline float2 get_geom_overscan_vector()
|
||||
{
|
||||
return vec2(geom_overscan_x, geom_overscan_y);
|
||||
return float2(geom_overscan_x, geom_overscan_y);
|
||||
}
|
||||
|
||||
vec2 get_geom_tilt_angle_vector()
|
||||
inline float2 get_geom_tilt_angle_vector()
|
||||
{
|
||||
return vec2(geom_tilt_angle_x, geom_tilt_angle_y);
|
||||
return float2(geom_tilt_angle_x, geom_tilt_angle_y);
|
||||
}
|
||||
|
||||
vec3 get_convergence_offsets_x_vector()
|
||||
inline float3 get_convergence_offsets_x_vector()
|
||||
{
|
||||
return vec3(convergence_offset_x_r, convergence_offset_x_g,
|
||||
return float3(convergence_offset_x_r, convergence_offset_x_g,
|
||||
convergence_offset_x_b);
|
||||
}
|
||||
|
||||
vec3 get_convergence_offsets_y_vector()
|
||||
inline float3 get_convergence_offsets_y_vector()
|
||||
{
|
||||
return vec3(convergence_offset_y_r, convergence_offset_y_g,
|
||||
return float3(convergence_offset_y_r, convergence_offset_y_g,
|
||||
convergence_offset_y_b);
|
||||
}
|
||||
|
||||
vec2 get_convergence_offsets_r_vector()
|
||||
inline float2 get_convergence_offsets_r_vector()
|
||||
{
|
||||
return vec2(convergence_offset_x_r, convergence_offset_y_r);
|
||||
return float2(convergence_offset_x_r, convergence_offset_y_r);
|
||||
}
|
||||
|
||||
vec2 get_convergence_offsets_g_vector()
|
||||
inline float2 get_convergence_offsets_g_vector()
|
||||
{
|
||||
return vec2(convergence_offset_x_g, convergence_offset_y_g);
|
||||
return float2(convergence_offset_x_g, convergence_offset_y_g);
|
||||
}
|
||||
|
||||
vec2 get_convergence_offsets_b_vector()
|
||||
inline float2 get_convergence_offsets_b_vector()
|
||||
{
|
||||
return vec2(convergence_offset_x_b, convergence_offset_y_b);
|
||||
return float2(convergence_offset_x_b, convergence_offset_y_b);
|
||||
}
|
||||
|
||||
vec2 get_aa_subpixel_r_offset()
|
||||
inline float2 get_aa_subpixel_r_offset()
|
||||
{
|
||||
#ifdef RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
// WARNING: THIS IS EXTREMELY EXPENSIVE.
|
||||
return vec2(aa_subpixel_r_offset_x_runtime,
|
||||
return float2(aa_subpixel_r_offset_x_runtime,
|
||||
aa_subpixel_r_offset_y_runtime);
|
||||
#else
|
||||
return aa_subpixel_r_offset_static;
|
||||
|
@ -214,17 +216,17 @@ vec2 get_aa_subpixel_r_offset()
|
|||
}
|
||||
|
||||
// Provide accessors settings which still need "cooking:"
|
||||
float get_mask_amplify()
|
||||
inline float get_mask_amplify()
|
||||
{
|
||||
const float mask_grille_amplify = 1.0/mask_grille_avg_color;
|
||||
const float mask_slot_amplify = 1.0/mask_slot_avg_color;
|
||||
const float mask_shadow_amplify = 1.0/mask_shadow_avg_color;
|
||||
static const float mask_grille_amplify = 1.0/mask_grille_avg_color;
|
||||
static const float mask_slot_amplify = 1.0/mask_slot_avg_color;
|
||||
static const float mask_shadow_amplify = 1.0/mask_shadow_avg_color;
|
||||
return mask_type < 0.5 ? mask_grille_amplify :
|
||||
mask_type < 1.5 ? mask_slot_amplify :
|
||||
mask_shadow_amplify;
|
||||
}
|
||||
|
||||
float get_mask_sample_mode()
|
||||
inline float get_mask_sample_mode()
|
||||
{
|
||||
#ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
|
|
|
@ -37,14 +37,13 @@
|
|||
/////////////////////////////// BLOOM CONSTANTS //////////////////////////////
|
||||
|
||||
// Compute constants with manual inlines of the functions below:
|
||||
const float bloom_diff_thresh = 1.0/256.0;
|
||||
static const float bloom_diff_thresh = 1.0/256.0;
|
||||
|
||||
|
||||
// Assume an extremely large viewport size for asymptotic results:
|
||||
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
inline float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
const float thresh)
|
||||
{
|
||||
// Requires: 1.) triad_size is the final phosphor triad size in pixels
|
||||
|
@ -60,7 +59,7 @@ float get_min_sigma_to_blur_triad(const float triad_size,
|
|||
//return 0.5985*triad_size - triad_size*sqrt(thresh)
|
||||
}
|
||||
|
||||
float get_absolute_scale_blur_sigma(const float thresh)
|
||||
inline float get_absolute_scale_blur_sigma(const float thresh)
|
||||
{
|
||||
// Requires: 1.) min_expected_triads must be a global float. The number
|
||||
// of horizontal phosphor triads in the final image must be
|
||||
|
@ -93,7 +92,7 @@ float get_absolute_scale_blur_sigma(const float thresh)
|
|||
max_viewport_size_x/min_allowed_viewport_triads.x, thresh);
|
||||
}
|
||||
|
||||
float get_center_weight(const float sigma)
|
||||
inline float get_center_weight(const float sigma)
|
||||
{
|
||||
// Given a Gaussian blur sigma, get the blur weight for the center texel.
|
||||
#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
|
@ -161,8 +160,8 @@ float get_center_weight(const float sigma)
|
|||
#endif
|
||||
}
|
||||
|
||||
vec3 tex2DblurNfast(const sampler2D tex, const vec2 tex_uv,
|
||||
const vec2 dxdy, const float sigma)
|
||||
inline float3 tex2DblurNfast(const sampler2D texture, const float2 tex_uv,
|
||||
const float2 dxdy, const float sigma)
|
||||
{
|
||||
// If sigma is static, we can safely branch and use the smallest blur
|
||||
// that's big enough. Ignore #define hints, because we'll only use a
|
||||
|
@ -186,40 +185,40 @@ vec3 tex2DblurNfast(const sampler2D tex, const vec2 tex_uv,
|
|||
#ifdef PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
if(sigma <= blur9_std_dev)
|
||||
{
|
||||
return tex2Dblur9fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur9fast(texture, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else if(sigma <= blur17_std_dev)
|
||||
{
|
||||
return tex2Dblur17fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur17fast(texture, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else if(sigma <= blur25_std_dev)
|
||||
{
|
||||
return tex2Dblur25fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur25fast(texture, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else if(sigma <= blur31_std_dev)
|
||||
{
|
||||
return tex2Dblur31fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur31fast(texture, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
return tex2Dblur43fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur43fast(texture, tex_uv, dxdy, sigma);
|
||||
}
|
||||
#else
|
||||
// If we can't afford to branch, we can only guess at what blur
|
||||
// size we need. Therefore, use the largest blur allowed.
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
return tex2Dblur43fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur43fast(texture, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
return tex2Dblur31fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur31fast(texture, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
return tex2Dblur25fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur25fast(texture, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
return tex2Dblur17fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur17fast(texture, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
return tex2Dblur9fast(tex, tex_uv, dxdy, sigma);
|
||||
return tex2Dblur9fast(texture, tex_uv, dxdy, sigma);
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
|
@ -227,7 +226,7 @@ vec3 tex2DblurNfast(const sampler2D tex, const vec2 tex_uv,
|
|||
#endif // PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
}
|
||||
|
||||
float get_bloom_approx_sigma(const float output_size_x_runtime,
|
||||
inline float get_bloom_approx_sigma(const float output_size_x_runtime,
|
||||
const float estimated_viewport_size_x)
|
||||
{
|
||||
// Requires: 1.) output_size_x_runtime == BLOOM_APPROX.output_size.x.
|
||||
|
@ -243,15 +242,15 @@ float get_bloom_approx_sigma(const float output_size_x_runtime,
|
|||
// bilinear filtering, so use static calculations.
|
||||
// Assume the default static value. This is a compromise that ensures
|
||||
// typical triads are blurred, even if unusually large ones aren't.
|
||||
const float mask_num_triads_static =
|
||||
static const float mask_num_triads_static =
|
||||
max(min_allowed_viewport_triads.x, mask_num_triads_desired_static);
|
||||
const float mask_num_triads_from_size =
|
||||
estimated_viewport_size_x/params.mask_triad_size_desired;
|
||||
estimated_viewport_size_x/global.mask_triad_size_desired;
|
||||
const float mask_num_triads_runtime = max(min_allowed_viewport_triads.x,
|
||||
mix(mask_num_triads_from_size, params.mask_num_triads_desired,
|
||||
mask_specify_num_triads));
|
||||
lerp(mask_num_triads_from_size, global.mask_num_triads_desired,
|
||||
global.mask_specify_num_triads));
|
||||
// Assume an extremely large viewport size for asymptotic results:
|
||||
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
static const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// Use the runtime num triads and output size:
|
||||
|
@ -264,7 +263,7 @@ float get_bloom_approx_sigma(const float output_size_x_runtime,
|
|||
// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
|
||||
// account for the Gaussian scanline sigma from the last pass too.
|
||||
// The bloom will be too wide horizontally but tall enough vertically.
|
||||
return length(vec2(bloom_approx_sigma, beam_max_sigma));
|
||||
return length(float2(bloom_approx_sigma, beam_max_sigma));
|
||||
}
|
||||
else // 3x3 blur resize (the bilinear resize doesn't need a sigma)
|
||||
{
|
||||
|
@ -272,12 +271,12 @@ float get_bloom_approx_sigma(const float output_size_x_runtime,
|
|||
// reason to choose blur3x3 is to avoid dynamic weights, so use a
|
||||
// static calculation.
|
||||
#ifdef PHOSPHOR_BLOOM_FAKE
|
||||
const float output_size_x_static =
|
||||
static const float output_size_x_static =
|
||||
bloom_approx_size_x_for_fake;
|
||||
#else
|
||||
const float output_size_x_static = bloom_approx_size_x;
|
||||
static const float output_size_x_static = bloom_approx_size_x;
|
||||
#endif
|
||||
const float asymptotic_triad_size =
|
||||
static const float asymptotic_triad_size =
|
||||
max_viewport_size_x/mask_num_triads_static;
|
||||
const float asymptotic_sigma = get_min_sigma_to_blur_triad(
|
||||
asymptotic_triad_size, bloom_diff_thresh);
|
||||
|
@ -286,11 +285,11 @@ float get_bloom_approx_sigma(const float output_size_x_runtime,
|
|||
// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
|
||||
// try accounting for the Gaussian scanline sigma from the last pass
|
||||
// too; use the static default value:
|
||||
return length(vec2(bloom_approx_sigma, beam_max_sigma_static));
|
||||
return length(float2(bloom_approx_sigma, beam_max_sigma_static));
|
||||
}
|
||||
}
|
||||
|
||||
float get_final_bloom_sigma(const float bloom_sigma_runtime)
|
||||
inline float get_final_bloom_sigma(const float bloom_sigma_runtime)
|
||||
{
|
||||
// Requires: 1.) bloom_sigma_runtime is a precalculated sigma that's
|
||||
// optimal for the [known] triad size.
|
||||
|
@ -303,7 +302,7 @@ float get_final_bloom_sigma(const float bloom_sigma_runtime)
|
|||
// Notes: Call this from the fragment shader, NOT the vertex shader,
|
||||
// so static sigmas can be constant-folded!
|
||||
const float bloom_sigma_optimistic = get_min_sigma_to_blur_triad(
|
||||
params.mask_triad_size_desired, bloom_diff_thresh);
|
||||
mask_triad_size_desired_static, bloom_diff_thresh);
|
||||
#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
return bloom_sigma_runtime;
|
||||
#else
|
||||
|
@ -313,4 +312,6 @@ float get_final_bloom_sigma(const float bloom_sigma_runtime)
|
|||
#endif
|
||||
}
|
||||
|
||||
#endif // BLOOM_FUNCTIONS_H
|
||||
|
||||
#endif // BLOOM_FUNCTIONS_H
|
||||
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
#version 450
|
||||
#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
|
||||
#include "crt-royale-bloom-approx.h"
|
|
@ -1,16 +1,3 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
vec4 ORIG_LINEARIZEDSize;
|
||||
} registers;
|
||||
|
||||
#include "params.inc"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
|
@ -29,32 +16,170 @@ layout(push_constant) uniform Push
|
|||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
vec4 ORIG_LINEARIZEDSize;
|
||||
} params;
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
float crt_gamma;
|
||||
float lcd_gamma;
|
||||
float levels_contrast;
|
||||
float halation_weight;
|
||||
float diffusion_weight;
|
||||
float bloom_underestimate_levels;
|
||||
float bloom_excess;
|
||||
float beam_min_sigma;
|
||||
float beam_max_sigma;
|
||||
float beam_spot_power;
|
||||
float beam_min_shape;
|
||||
float beam_max_shape;
|
||||
float beam_shape_power;
|
||||
float beam_horiz_filter;
|
||||
float beam_horiz_sigma;
|
||||
float beam_horiz_linear_rgb_weight;
|
||||
float convergence_offset_x_r;
|
||||
float convergence_offset_x_g;
|
||||
float convergence_offset_x_b;
|
||||
float convergence_offset_y_r;
|
||||
float convergence_offset_y_g;
|
||||
float convergence_offset_y_b;
|
||||
float mask_type;
|
||||
float mask_sample_mode_desired;
|
||||
float mask_num_triads_desired;
|
||||
float mask_triad_size_desired;
|
||||
float mask_specify_num_triads;
|
||||
float aa_subpixel_r_offset_x_runtime;
|
||||
float aa_subpixel_r_offset_y_runtime;
|
||||
float aa_cubic_c;
|
||||
float aa_gauss_sigma;
|
||||
float geom_mode_runtime;
|
||||
float geom_radius;
|
||||
float geom_view_dist;
|
||||
float geom_tilt_angle_x;
|
||||
float geom_tilt_angle_y;
|
||||
float geom_aspect_ratio_x;
|
||||
float geom_aspect_ratio_y;
|
||||
float geom_overscan_x;
|
||||
float geom_overscan_y;
|
||||
float border_size;
|
||||
float border_darkness;
|
||||
float border_compress;
|
||||
float interlace_bff;
|
||||
float interlace_1080i;
|
||||
} global;
|
||||
|
||||
#define ORIG_LINEARIZEDvideo_size params.SourceSize.xy
|
||||
#define ORIG_LINEARIZEDtexture_size params.SourceSize.xy
|
||||
|
||||
float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
|
||||
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
#include "params.inc"
|
||||
#include "../../../../include/compat_macros.inc"
|
||||
#include "../user-settings.h"
|
||||
#include "derived-settings-and-constants.h"
|
||||
#include "bind-shader-params.h"
|
||||
#include "../../../../include/gamma-management.h"
|
||||
#include "../../../../include/blur-functions.h"
|
||||
#include "derived-settings-and-constants.h"
|
||||
#include "scanline-functions.h"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 tex_uv;
|
||||
layout(location = 1) out vec2 blur_dxdy;
|
||||
layout(location = 2) out vec2 uv_scanline_step;
|
||||
layout(location = 3) out float estimated_viewport_size_x;
|
||||
layout(location = 4) out vec2 texture_size_inv;
|
||||
layout(location = 5) out vec2 tex_uv_to_pixel_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
float2 vTexCoord = TexCoord;
|
||||
const float2 video_uv = vTexCoord * IN.texture_size/IN.video_size;
|
||||
tex_uv = video_uv * ORIG_LINEARIZEDvideo_size /
|
||||
ORIG_LINEARIZEDtexture_size;
|
||||
// The last pass (vertical scanlines) had a viewport y scale, so we can
|
||||
// use it to calculate a better runtime sigma:
|
||||
estimated_viewport_size_x =
|
||||
IN.video_size.y * geom_aspect_ratio_x/geom_aspect_ratio_y;
|
||||
|
||||
// Get the uv sample distance between output pixels. We're using a resize
|
||||
// blur, so arbitrary upsizing will be acceptable if filter_linearN =
|
||||
// "true," and arbitrary downsizing will be acceptable if mipmap_inputN =
|
||||
// "true" too. The blur will be much more accurate if a true 4x4 Gaussian
|
||||
// resize is used instead of tex2Dblur3x3_resize (which samples between
|
||||
// texels even for upsizing).
|
||||
const float2 dxdy_min_scale = ORIG_LINEARIZEDvideo_size/IN.output_size;
|
||||
const float2 texture_size_inv = float2(1.0)/ORIG_LINEARIZEDtexture_size;
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// For upsizing, we'll snap to texels and sample the nearest 4.
|
||||
const float2 dxdy_scale = max(dxdy_min_scale, float2(1.0));
|
||||
blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float2 dxdy_scale = dxdy_min_scale;
|
||||
blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
// tex2Dresize_gaussian4x4 needs to know a bit more than the other filters:
|
||||
tex_uv_to_pixel_scale = IN.output_size *
|
||||
ORIG_LINEARIZEDtexture_size / ORIG_LINEARIZEDvideo_size;
|
||||
//texture_size_inv = texture_size_inv;
|
||||
|
||||
// Detecting interlacing again here lets us apply convergence offsets in
|
||||
// this pass. il_step_multiple contains the (texel, scanline) step
|
||||
// multiple: 1 for progressive, 2 for interlaced.
|
||||
const float2 orig_video_size = ORIG_LINEARIZEDvideo_size;
|
||||
const float y_step = 1.0 + float(is_interlaced(orig_video_size.y));
|
||||
const float2 il_step_multiple = float2(1.0, y_step);
|
||||
// Get the uv distance between (texels, same-field scanlines):
|
||||
uv_scanline_step = il_step_multiple / ORIG_LINEARIZEDtexture_size;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 tex_uv;
|
||||
layout(location = 1) in vec2 blur_dxdy;
|
||||
layout(location = 2) in vec2 uv_scanline_step;
|
||||
layout(location = 3) in float estimated_viewport_size_x;
|
||||
layout(location = 4) in vec2 texture_size_inv;
|
||||
layout(location = 5) in vec2 tex_uv_to_pixel_scale;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D ORIG_LINEARIZED;
|
||||
layout(set = 0, binding = 4) uniform sampler2D Original;
|
||||
|
||||
////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
|
||||
|
||||
#include "../../../../include/blur-functions.h"
|
||||
#include "bloom-functions.h"
|
||||
#include "../../../../include/gamma-management.h"
|
||||
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
vec3 tex2Dresize_gaussian4x4(const sampler2D tex, const vec2 tex_uv,
|
||||
const vec2 dxdy, const vec2 texture_size, const vec2 texture_size_inv,
|
||||
const vec2 tex_uv_to_pixel_scale, const float sigma)
|
||||
float3 tex2Dresize_gaussian4x4(sampler2D tex, float2 tex_uv, float2 dxdy, float2 tex_size, float2 texture_size_inv, float2 tex_uv_to_pixel_scale, float sigma)
|
||||
{
|
||||
// Requires: 1.) All requirements of gamma-management.h must be satisfied!
|
||||
// 2.) filter_linearN must == "true" in your .cgp preset.
|
||||
// 3.) mipmap_inputN must == "true" in your .cgp preset if
|
||||
// IN.output_size << SRC.video_size.
|
||||
// 4.) dxdy should contain the uv pixel spacing:
|
||||
// dxdy = max(vec2(1.0),
|
||||
// dxdy = max(float2(1.0),
|
||||
// SRC.video_size/IN.output_size)/SRC.texture_size;
|
||||
// 5.) texture_size == SRC.texture_size
|
||||
// 6.) texture_size_inv == vec2(1.0)/SRC.texture_size
|
||||
// 6.) texture_size_inv == float2(1.0)/SRC.texture_size
|
||||
// 7.) tex_uv_to_pixel_scale == IN.output_size *
|
||||
// SRC.texture_size / SRC.video_size;
|
||||
// 8.) sigma is the desired Gaussian standard deviation, in
|
||||
|
@ -72,65 +197,65 @@ vec3 tex2Dresize_gaussian4x4(const sampler2D tex, const vec2 tex_uv,
|
|||
const float denom_inv = 0.5/(sigma*sigma);
|
||||
// We're taking 4x4 samples, and we're snapping to texels for upsizing.
|
||||
// Find texture coords for sample 5 (second row, second column):
|
||||
const vec2 curr_texel = tex_uv * texture_size;
|
||||
const vec2 prev_texel =
|
||||
floor(curr_texel - vec2(under_half)) + vec2(0.5);
|
||||
const vec2 prev_texel_uv = prev_texel * texture_size_inv;
|
||||
const bvec2 snap = lessThanEqual(dxdy , texture_size_inv);
|
||||
const vec2 sample5_downsize_uv = tex_uv - 0.5 * dxdy;
|
||||
const vec2 sample5_uv = mix(sample5_downsize_uv, prev_texel_uv, snap);
|
||||
const float2 curr_texel = tex_uv * tex_size;
|
||||
const float2 prev_texel =
|
||||
floor(curr_texel - float2(under_half)) + float2(0.5);
|
||||
const float2 prev_texel_uv = prev_texel * texture_size_inv;
|
||||
const float2 snap = float2((dxdy.x <= texture_size_inv.x), (dxdy.y <= texture_size_inv.y));
|
||||
const float2 sample5_downsize_uv = tex_uv - 0.5 * dxdy;
|
||||
const float2 sample5_uv = lerp(sample5_downsize_uv, prev_texel_uv, snap);
|
||||
// Compute texture coords for other samples:
|
||||
const vec2 dx = vec2(dxdy.x, 0.0);
|
||||
const vec2 sample0_uv = sample5_uv - dxdy;
|
||||
const vec2 sample10_uv = sample5_uv + dxdy;
|
||||
const vec2 sample15_uv = sample5_uv + 2.0 * dxdy;
|
||||
const vec2 sample1_uv = sample0_uv + dx;
|
||||
const vec2 sample2_uv = sample0_uv + 2.0 * dx;
|
||||
const vec2 sample3_uv = sample0_uv + 3.0 * dx;
|
||||
const vec2 sample4_uv = sample5_uv - dx;
|
||||
const vec2 sample6_uv = sample5_uv + dx;
|
||||
const vec2 sample7_uv = sample5_uv + 2.0 * dx;
|
||||
const vec2 sample8_uv = sample10_uv - 2.0 * dx;
|
||||
const vec2 sample9_uv = sample10_uv - dx;
|
||||
const vec2 sample11_uv = sample10_uv + dx;
|
||||
const vec2 sample12_uv = sample15_uv - 3.0 * dx;
|
||||
const vec2 sample13_uv = sample15_uv - 2.0 * dx;
|
||||
const vec2 sample14_uv = sample15_uv - dx;
|
||||
const float2 dx = float2(dxdy.x, 0.0);
|
||||
const float2 sample0_uv = sample5_uv - dxdy;
|
||||
const float2 sample10_uv = sample5_uv + dxdy;
|
||||
const float2 sample15_uv = sample5_uv + 2.0 * dxdy;
|
||||
const float2 sample1_uv = sample0_uv + dx;
|
||||
const float2 sample2_uv = sample0_uv + 2.0 * dx;
|
||||
const float2 sample3_uv = sample0_uv + 3.0 * dx;
|
||||
const float2 sample4_uv = sample5_uv - dx;
|
||||
const float2 sample6_uv = sample5_uv + dx;
|
||||
const float2 sample7_uv = sample5_uv + 2.0 * dx;
|
||||
const float2 sample8_uv = sample10_uv - 2.0 * dx;
|
||||
const float2 sample9_uv = sample10_uv - dx;
|
||||
const float2 sample11_uv = sample10_uv + dx;
|
||||
const float2 sample12_uv = sample15_uv - 3.0 * dx;
|
||||
const float2 sample13_uv = sample15_uv - 2.0 * dx;
|
||||
const float2 sample14_uv = sample15_uv - dx;
|
||||
// Load each sample:
|
||||
const vec3 sample0 = tex2D_linearize(tex, sample0_uv).rgb;
|
||||
const vec3 sample1 = tex2D_linearize(tex, sample1_uv).rgb;
|
||||
const vec3 sample2 = tex2D_linearize(tex, sample2_uv).rgb;
|
||||
const vec3 sample3 = tex2D_linearize(tex, sample3_uv).rgb;
|
||||
const vec3 sample4 = tex2D_linearize(tex, sample4_uv).rgb;
|
||||
const vec3 sample5 = tex2D_linearize(tex, sample5_uv).rgb;
|
||||
const vec3 sample6 = tex2D_linearize(tex, sample6_uv).rgb;
|
||||
const vec3 sample7 = tex2D_linearize(tex, sample7_uv).rgb;
|
||||
const vec3 sample8 = tex2D_linearize(tex, sample8_uv).rgb;
|
||||
const vec3 sample9 = tex2D_linearize(tex, sample9_uv).rgb;
|
||||
const vec3 sample10 = tex2D_linearize(tex, sample10_uv).rgb;
|
||||
const vec3 sample11 = tex2D_linearize(tex, sample11_uv).rgb;
|
||||
const vec3 sample12 = tex2D_linearize(tex, sample12_uv).rgb;
|
||||
const vec3 sample13 = tex2D_linearize(tex, sample13_uv).rgb;
|
||||
const vec3 sample14 = tex2D_linearize(tex, sample14_uv).rgb;
|
||||
const vec3 sample15 = tex2D_linearize(tex, sample15_uv).rgb;
|
||||
float3 sample0 = tex2D_linearize(tex, sample0_uv).rgb;
|
||||
float3 sample1 = tex2D_linearize(tex, sample1_uv).rgb;
|
||||
float3 sample2 = tex2D_linearize(tex, dx).rgb;
|
||||
float3 sample3 = tex2D_linearize(tex, sample3_uv).rgb;
|
||||
float3 sample4 = tex2D_linearize(tex, sample4_uv).rgb;
|
||||
float3 sample5 = tex2D_linearize(tex, sample5_uv).rgb;
|
||||
float3 sample6 = tex2D_linearize(tex, sample6_uv).rgb;
|
||||
float3 sample7 = tex2D_linearize(tex, sample7_uv).rgb;
|
||||
float3 sample8 = tex2D_linearize(tex, sample8_uv).rgb;
|
||||
float3 sample9 = tex2D_linearize(tex, sample9_uv).rgb;
|
||||
float3 sample10 = tex2D_linearize(tex, sample10_uv).rgb;
|
||||
float3 sample11 = tex2D_linearize(tex, sample11_uv).rgb;
|
||||
float3 sample12 = tex2D_linearize(tex, sample12_uv).rgb;
|
||||
float3 sample13 = tex2D_linearize(tex, sample13_uv).rgb;
|
||||
float3 sample14 = tex2D_linearize(tex, sample14_uv).rgb;
|
||||
float3 sample15 = tex2D_linearize(tex, sample15_uv).rgb;
|
||||
// Compute destination pixel offsets for each sample:
|
||||
const vec2 dest_pixel = tex_uv * tex_uv_to_pixel_scale;
|
||||
const vec2 sample0_offset = sample0_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample1_offset = sample1_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample2_offset = sample2_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample3_offset = sample3_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample4_offset = sample4_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample5_offset = sample5_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample6_offset = sample6_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample7_offset = sample7_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample8_offset = sample8_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample9_offset = sample9_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample10_offset = sample10_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample11_offset = sample11_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample12_offset = sample12_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample13_offset = sample13_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample14_offset = sample14_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample15_offset = sample15_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 dest_pixel = tex_uv * tex_uv_to_pixel_scale;
|
||||
const float2 sample0_offset = sample0_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample1_offset = sample1_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample2_offset = sample2_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample3_offset = sample3_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample4_offset = sample4_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample5_offset = sample5_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample6_offset = sample6_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample7_offset = sample7_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample8_offset = sample8_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample9_offset = sample9_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample10_offset = sample10_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample11_offset = sample11_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample12_offset = sample12_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample13_offset = sample13_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample14_offset = sample14_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample15_offset = sample15_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
// Compute Gaussian sample weights:
|
||||
const float w0 = exp(-LENGTH_SQ(sample0_offset) * denom_inv);
|
||||
const float w1 = exp(-LENGTH_SQ(sample1_offset) * denom_inv);
|
||||
|
@ -152,81 +277,13 @@ vec3 tex2Dresize_gaussian4x4(const sampler2D tex, const vec2 tex_uv,
|
|||
w0 + w1 + w2 + w3 + w4 + w5 + w6 + w7 +
|
||||
w8 +w9 + w10 + w11 + w12 + w13 + w14 + w15);
|
||||
// Weight and sum the samples:
|
||||
const vec3 sum = w0 * sample0 + w1 * sample1 + w2 * sample2 + w3 * sample3 +
|
||||
const float3 sum = w0 * sample0 + w1 * sample1 + w2 * sample2 + w3 * sample3 +
|
||||
w4 * sample4 + w5 * sample5 + w6 * sample6 + w7 * sample7 +
|
||||
w8 * sample8 + w9 * sample9 + w10 * sample10 + w11 * sample11 +
|
||||
w12 * sample12 + w13 * sample13 + w14 * sample14 + w15 * sample15;
|
||||
return sum * weight_sum_inv;
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 tex_uv;
|
||||
layout(location = 1) out float estimated_viewport_size_x;
|
||||
layout(location = 2) out vec2 blur_dxdy;
|
||||
layout(location = 3) out vec2 uv_scanline_step;
|
||||
layout(location = 4) out vec2 texture_size_inv;
|
||||
layout(location = 5) out vec2 tex_uv_to_pixel_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
// This vertex shader copies blurs/vertex-shader-blur-one-pass-resize.h,
|
||||
// except we're using a different source image.
|
||||
gl_Position = params.MVP * Position;
|
||||
const vec2 video_uv = TexCoord;
|
||||
tex_uv = video_uv;
|
||||
// The last pass (vertical scanlines) had a viewport y scale, so we can
|
||||
// use it to calculate a better runtime sigma:
|
||||
estimated_viewport_size_x = registers.SourceSize.y * params.geom_aspect_ratio_x / params.geom_aspect_ratio_y;
|
||||
|
||||
// Get the uv sample distance between output pixels. We're using a resize
|
||||
// blur, so arbitrary upsizing will be acceptable if filter_linearN =
|
||||
// "true," and arbitrary downsizing will be acceptable if mipmap_inputN =
|
||||
// "true" too. The blur will be much more accurate if a true 4x4 Gaussian
|
||||
// resize is used instead of tex2Dblur3x3_resize (which samples between
|
||||
// texels even for upsizing).
|
||||
const vec2 dxdy_min_scale = registers.ORIG_LINEARIZEDSize.xy * registers.OutputSize.zw;
|
||||
texture_size_inv = registers.ORIG_LINEARIZEDSize.zw;
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// For upsizing, we'll snap to texels and sample the nearest 4.
|
||||
const vec2 dxdy_scale = max(dxdy_min_scale, vec2(1.0));
|
||||
blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
else
|
||||
{
|
||||
const vec2 dxdy_scale = dxdy_min_scale;
|
||||
blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
|
||||
tex_uv_to_pixel_scale = registers.OutputSize.xy;
|
||||
// texture_size_inv = texture_size_inv; <- commented out because it's pointless in slang
|
||||
|
||||
// Detecting interlacing again here lets us apply convergence offsets in
|
||||
// this pass. il_step_multiple contains the (texel, scanline) step
|
||||
// multiple: 1 for progressive, 2 for interlaced.
|
||||
const vec2 orig_video_size = registers.ORIG_LINEARIZEDSize.xy;
|
||||
float interlace_check = 0.0;
|
||||
if (is_interlaced(orig_video_size.y) == true) interlace_check = 1.0;
|
||||
const float y_step = 1.0 + interlace_check;
|
||||
const vec2 il_step_multiple = vec2(1.0, y_step);
|
||||
// Get the uv distance between (texels, same-field scanlines):
|
||||
uv_scanline_step = il_step_multiple * registers.ORIG_LINEARIZEDSize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 tex_uv;
|
||||
layout(location = 1) in float estimated_viewport_size_x;
|
||||
layout(location = 2) in vec2 blur_dxdy;
|
||||
layout(location = 3) in vec2 uv_scanline_step;
|
||||
layout(location = 4) in vec2 texture_size_inv;
|
||||
layout(location = 5) in vec2 tex_uv_to_pixel_scale;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D ORIG_LINEARIZED;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Would a viewport-relative size work better for this pass? (No.)
|
||||
|
@ -264,45 +321,52 @@ void main()
|
|||
// bandwidth if it's done at a small constant scale.
|
||||
|
||||
// Get the constants we need to sample:
|
||||
const vec2 texture_size = registers.ORIG_LINEARIZEDSize.xy;
|
||||
vec2 tex_uv_r, tex_uv_g, tex_uv_b;
|
||||
|
||||
if(beam_misconvergence == true)
|
||||
// const sampler2D texture = ORIG_LINEARIZED.texture;
|
||||
// const float2 tex_uv = tex_uv;
|
||||
// const float2 blur_dxdy = blur_dxdy;
|
||||
const float2 texture_size_ = ORIG_LINEARIZEDtexture_size;
|
||||
// const float2 texture_size_inv = texture_size_inv;
|
||||
// const float2 tex_uv_to_pixel_scale = tex_uv_to_pixel_scale;
|
||||
float2 tex_uv_r, tex_uv_g, tex_uv_b;
|
||||
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
const vec2 convergence_offsets_r = vec2(params.convergence_offset_x_r, params.convergence_offset_y_r);//get_convergence_offsets_r_vector();
|
||||
const vec2 convergence_offsets_g = vec2(params.convergence_offset_x_g, params.convergence_offset_y_g);//get_convergence_offsets_g_vector();
|
||||
const vec2 convergence_offsets_b = vec2(params.convergence_offset_x_b, params.convergence_offset_y_b);//get_convergence_offsets_b_vector();
|
||||
tex_uv_r = tex_uv - vec2(params.convergence_offset_x_r, params.convergence_offset_y_r) * uv_scanline_step;
|
||||
tex_uv_g = tex_uv - vec2(params.convergence_offset_x_g, params.convergence_offset_y_g) * uv_scanline_step;
|
||||
tex_uv_b = tex_uv - vec2(params.convergence_offset_x_b, params.convergence_offset_y_b) * uv_scanline_step;
|
||||
const float2 uv_scanline_step = uv_scanline_step;
|
||||
const float2 convergence_offsets_r = get_convergence_offsets_r_vector();
|
||||
const float2 convergence_offsets_g = get_convergence_offsets_g_vector();
|
||||
const float2 convergence_offsets_b = get_convergence_offsets_b_vector();
|
||||
tex_uv_r = tex_uv - convergence_offsets_r * uv_scanline_step;
|
||||
tex_uv_g = tex_uv - convergence_offsets_g * uv_scanline_step;
|
||||
tex_uv_b = tex_uv - convergence_offsets_b * uv_scanline_step;
|
||||
}
|
||||
// Get the blur sigma:
|
||||
const float bloom_approx_sigma = get_bloom_approx_sigma(registers.OutputSize.x, estimated_viewport_size_x);
|
||||
|
||||
// Sample the resized and blurred texture, and apply convergence offsets if
|
||||
// Get the blur sigma:
|
||||
const float bloom_approx_sigma = get_bloom_approx_sigma(IN.output_size.x,
|
||||
estimated_viewport_size_x);
|
||||
|
||||
// Sample the resized and blurred texture, and apply convergence offsets if
|
||||
// necessary. Applying convergence offsets here triples our samples from
|
||||
// 16/9/1 to 48/27/3, but faster and easier than sampling BLOOM_APPROX and
|
||||
// HALATION_BLUR 3 times at full resolution every time they're used.
|
||||
vec3 color_r, color_g, color_b, color;
|
||||
if(bloom_approx_filter > 1.5)
|
||||
float3 color_r, color_g, color_b, color;
|
||||
if(bloom_approx_filter > 1.5)
|
||||
{
|
||||
// Use a 4x4 Gaussian resize. This is slower but technically correct.
|
||||
if(beam_misconvergence == true)
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color_r = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_r,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
blur_dxdy, texture_size_, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
color_g = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_g,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
blur_dxdy, texture_size_, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
color_b = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_b,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
blur_dxdy, texture_size_, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
blur_dxdy, texture_size_, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
}
|
||||
}
|
||||
|
@ -311,7 +375,7 @@ void main()
|
|||
// Use a 3x3 resize blur. This is the softest option, because we're
|
||||
// blurring already blurry bilinear samples. It doesn't play quite as
|
||||
// nicely with convergence offsets, but it has its charms.
|
||||
if(beam_misconvergence == true)
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color_r = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_r,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
|
@ -333,7 +397,7 @@ void main()
|
|||
// too sharp above ~400x300, but the blurs break down above that
|
||||
// resolution too, unless min_allowed_viewport_triads is high enough to
|
||||
// keep bloom_approx_scale_x/min_allowed_viewport_triads < ~1.1658025.)
|
||||
if(beam_misconvergence == true)
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color_r = tex2D_linearize(ORIG_LINEARIZED, tex_uv_r).rgb;
|
||||
color_g = tex2D_linearize(ORIG_LINEARIZED, tex_uv_g).rgb;
|
||||
|
@ -344,11 +408,11 @@ void main()
|
|||
color = tex2D_linearize(ORIG_LINEARIZED, tex_uv).rgb;
|
||||
}
|
||||
}
|
||||
// Pack the colors from the red/green/blue beams into a single vector:
|
||||
if(beam_misconvergence == true)
|
||||
// Pack the colors from the red/green/blue beams into a single vector:
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color = vec3(color_r.r, color_g.g, color_b.b);
|
||||
color = float3(color_r.r, color_g.g, color_b.b);
|
||||
}
|
||||
// Encode and output the blurred image:
|
||||
FragColor = vec4(texture(ORIG_LINEARIZED, tex_uv));//vec4(color, 1.0);//
|
||||
}
|
||||
FragColor = encode_output(float4(tex2D_linearize(ORIG_LINEARIZED, tex_uv)));
|
||||
}
|
|
@ -1,354 +1,2 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
vec4 ORIG_LINEARIZEDSize;
|
||||
} registers;
|
||||
|
||||
#include "params.inc"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../user-settings.h"
|
||||
#include "derived-settings-and-constants.h"
|
||||
#include "bind-shader-params.h"
|
||||
#include "../../../../include/gamma-management.h"
|
||||
#include "../../../../include/blur-functions.h"
|
||||
#include "scanline-functions.h"
|
||||
#include "bloom-functions.h"
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
vec3 tex2Dresize_gaussian4x4(const sampler2D tex, const vec2 tex_uv,
|
||||
const vec2 dxdy, const vec2 texture_size, const vec2 texture_size_inv,
|
||||
const vec2 tex_uv_to_pixel_scale, const float sigma)
|
||||
{
|
||||
// Requires: 1.) All requirements of gamma-management.h must be satisfied!
|
||||
// 2.) filter_linearN must == "true" in your .cgp preset.
|
||||
// 3.) mipmap_inputN must == "true" in your .cgp preset if
|
||||
// IN.output_size << SRC.video_size.
|
||||
// 4.) dxdy should contain the uv pixel spacing:
|
||||
// dxdy = max(vec2(1.0),
|
||||
// SRC.video_size/IN.output_size)/SRC.texture_size;
|
||||
// 5.) texture_size == SRC.texture_size
|
||||
// 6.) texture_size_inv == vec2(1.0)/SRC.texture_size
|
||||
// 7.) tex_uv_to_pixel_scale == IN.output_size *
|
||||
// SRC.texture_size / SRC.video_size;
|
||||
// 8.) sigma is the desired Gaussian standard deviation, in
|
||||
// terms of output pixels. It should be < ~0.66171875 to
|
||||
// ensure the first unused sample (outside the 4x4 box) has
|
||||
// a weight < 1.0/256.0.
|
||||
// Returns: A true 4x4 Gaussian resize of the input.
|
||||
// Description:
|
||||
// Given correct inputs, this Gaussian resizer samples 4 pixel locations
|
||||
// along each downsized dimension and/or 4 texel locations along each
|
||||
// upsized dimension. It computes dynamic weights based on the pixel-space
|
||||
// distance of each sample from the destination pixel. It is arbitrarily
|
||||
// resizable and higher quality than tex2Dblur3x3_resize, but it's slower.
|
||||
// TODO: Move this to a more suitable file once there are others like it.
|
||||
const float denom_inv = 0.5/(sigma*sigma);
|
||||
// We're taking 4x4 samples, and we're snapping to texels for upsizing.
|
||||
// Find texture coords for sample 5 (second row, second column):
|
||||
const vec2 curr_texel = tex_uv * texture_size;
|
||||
const vec2 prev_texel =
|
||||
floor(curr_texel - vec2(under_half)) + vec2(0.5);
|
||||
const vec2 prev_texel_uv = prev_texel * texture_size_inv;
|
||||
const bvec2 snap = lessThanEqual(dxdy , texture_size_inv);
|
||||
const vec2 sample5_downsize_uv = tex_uv - 0.5 * dxdy;
|
||||
const vec2 sample5_uv = mix(sample5_downsize_uv, prev_texel_uv, snap);
|
||||
// Compute texture coords for other samples:
|
||||
const vec2 dx = vec2(dxdy.x, 0.0);
|
||||
const vec2 sample0_uv = sample5_uv - dxdy;
|
||||
const vec2 sample10_uv = sample5_uv + dxdy;
|
||||
const vec2 sample15_uv = sample5_uv + 2.0 * dxdy;
|
||||
const vec2 sample1_uv = sample0_uv + dx;
|
||||
const vec2 sample2_uv = sample0_uv + 2.0 * dx;
|
||||
const vec2 sample3_uv = sample0_uv + 3.0 * dx;
|
||||
const vec2 sample4_uv = sample5_uv - dx;
|
||||
const vec2 sample6_uv = sample5_uv + dx;
|
||||
const vec2 sample7_uv = sample5_uv + 2.0 * dx;
|
||||
const vec2 sample8_uv = sample10_uv - 2.0 * dx;
|
||||
const vec2 sample9_uv = sample10_uv - dx;
|
||||
const vec2 sample11_uv = sample10_uv + dx;
|
||||
const vec2 sample12_uv = sample15_uv - 3.0 * dx;
|
||||
const vec2 sample13_uv = sample15_uv - 2.0 * dx;
|
||||
const vec2 sample14_uv = sample15_uv - dx;
|
||||
// Load each sample:
|
||||
const vec3 sample0 = tex2D_linearize(tex, sample0_uv).rgb;
|
||||
const vec3 sample1 = tex2D_linearize(tex, sample1_uv).rgb;
|
||||
const vec3 sample2 = tex2D_linearize(tex, sample2_uv).rgb;
|
||||
const vec3 sample3 = tex2D_linearize(tex, sample3_uv).rgb;
|
||||
const vec3 sample4 = tex2D_linearize(tex, sample4_uv).rgb;
|
||||
const vec3 sample5 = tex2D_linearize(tex, sample5_uv).rgb;
|
||||
const vec3 sample6 = tex2D_linearize(tex, sample6_uv).rgb;
|
||||
const vec3 sample7 = tex2D_linearize(tex, sample7_uv).rgb;
|
||||
const vec3 sample8 = tex2D_linearize(tex, sample8_uv).rgb;
|
||||
const vec3 sample9 = tex2D_linearize(tex, sample9_uv).rgb;
|
||||
const vec3 sample10 = tex2D_linearize(tex, sample10_uv).rgb;
|
||||
const vec3 sample11 = tex2D_linearize(tex, sample11_uv).rgb;
|
||||
const vec3 sample12 = tex2D_linearize(tex, sample12_uv).rgb;
|
||||
const vec3 sample13 = tex2D_linearize(tex, sample13_uv).rgb;
|
||||
const vec3 sample14 = tex2D_linearize(tex, sample14_uv).rgb;
|
||||
const vec3 sample15 = tex2D_linearize(tex, sample15_uv).rgb;
|
||||
// Compute destination pixel offsets for each sample:
|
||||
const vec2 dest_pixel = tex_uv * tex_uv_to_pixel_scale;
|
||||
const vec2 sample0_offset = sample0_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample1_offset = sample1_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample2_offset = sample2_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample3_offset = sample3_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample4_offset = sample4_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample5_offset = sample5_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample6_offset = sample6_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample7_offset = sample7_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample8_offset = sample8_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample9_offset = sample9_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample10_offset = sample10_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample11_offset = sample11_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample12_offset = sample12_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample13_offset = sample13_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample14_offset = sample14_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const vec2 sample15_offset = sample15_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
// Compute Gaussian sample weights:
|
||||
const float w0 = exp(-LENGTH_SQ(sample0_offset) * denom_inv);
|
||||
const float w1 = exp(-LENGTH_SQ(sample1_offset) * denom_inv);
|
||||
const float w2 = exp(-LENGTH_SQ(sample2_offset) * denom_inv);
|
||||
const float w3 = exp(-LENGTH_SQ(sample3_offset) * denom_inv);
|
||||
const float w4 = exp(-LENGTH_SQ(sample4_offset) * denom_inv);
|
||||
const float w5 = exp(-LENGTH_SQ(sample5_offset) * denom_inv);
|
||||
const float w6 = exp(-LENGTH_SQ(sample6_offset) * denom_inv);
|
||||
const float w7 = exp(-LENGTH_SQ(sample7_offset) * denom_inv);
|
||||
const float w8 = exp(-LENGTH_SQ(sample8_offset) * denom_inv);
|
||||
const float w9 = exp(-LENGTH_SQ(sample9_offset) * denom_inv);
|
||||
const float w10 = exp(-LENGTH_SQ(sample10_offset) * denom_inv);
|
||||
const float w11 = exp(-LENGTH_SQ(sample11_offset) * denom_inv);
|
||||
const float w12 = exp(-LENGTH_SQ(sample12_offset) * denom_inv);
|
||||
const float w13 = exp(-LENGTH_SQ(sample13_offset) * denom_inv);
|
||||
const float w14 = exp(-LENGTH_SQ(sample14_offset) * denom_inv);
|
||||
const float w15 = exp(-LENGTH_SQ(sample15_offset) * denom_inv);
|
||||
const float weight_sum_inv = 1.0/(
|
||||
w0 + w1 + w2 + w3 + w4 + w5 + w6 + w7 +
|
||||
w8 +w9 + w10 + w11 + w12 + w13 + w14 + w15);
|
||||
// Weight and sum the samples:
|
||||
const vec3 sum = w0 * sample0 + w1 * sample1 + w2 * sample2 + w3 * sample3 +
|
||||
w4 * sample4 + w5 * sample5 + w6 * sample6 + w7 * sample7 +
|
||||
w8 * sample8 + w9 * sample9 + w10 * sample10 + w11 * sample11 +
|
||||
w12 * sample12 + w13 * sample13 + w14 * sample14 + w15 * sample15;
|
||||
return sum * weight_sum_inv;
|
||||
}
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 tex_uv;
|
||||
layout(location = 1) out float estimated_viewport_size_x;
|
||||
layout(location = 2) out vec2 blur_dxdy;
|
||||
layout(location = 3) out vec2 uv_scanline_step;
|
||||
layout(location = 4) out vec2 texture_size_inv;
|
||||
layout(location = 5) out vec2 tex_uv_to_pixel_scale;
|
||||
|
||||
void main()
|
||||
{
|
||||
// This vertex shader copies blurs/vertex-shader-blur-one-pass-resize.h,
|
||||
// except we're using a different source image.
|
||||
gl_Position = params.MVP * Position;
|
||||
const vec2 video_uv = TexCoord;
|
||||
tex_uv = video_uv;
|
||||
// The last pass (vertical scanlines) had a viewport y scale, so we can
|
||||
// use it to calculate a better runtime sigma:
|
||||
estimated_viewport_size_x = registers.SourceSize.y * params.geom_aspect_ratio_x / params.geom_aspect_ratio_y;
|
||||
|
||||
// Get the uv sample distance between output pixels. We're using a resize
|
||||
// blur, so arbitrary upsizing will be acceptable if filter_linearN =
|
||||
// "true," and arbitrary downsizing will be acceptable if mipmap_inputN =
|
||||
// "true" too. The blur will be much more accurate if a true 4x4 Gaussian
|
||||
// resize is used instead of tex2Dblur3x3_resize (which samples between
|
||||
// texels even for upsizing).
|
||||
const vec2 dxdy_min_scale = registers.ORIG_LINEARIZEDSize.xy * registers.OutputSize.zw;
|
||||
texture_size_inv = registers.ORIG_LINEARIZEDSize.zw;
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// For upsizing, we'll snap to texels and sample the nearest 4.
|
||||
const vec2 dxdy_scale = max(dxdy_min_scale, vec2(1.0));
|
||||
blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
else
|
||||
{
|
||||
const vec2 dxdy_scale = dxdy_min_scale;
|
||||
blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
|
||||
tex_uv_to_pixel_scale = registers.OutputSize.xy;
|
||||
// texture_size_inv = texture_size_inv; <- commented out because it's pointless in slang
|
||||
|
||||
// Detecting interlacing again here lets us apply convergence offsets in
|
||||
// this pass. il_step_multiple contains the (texel, scanline) step
|
||||
// multiple: 1 for progressive, 2 for interlaced.
|
||||
const vec2 orig_video_size = registers.ORIG_LINEARIZEDSize.xy;
|
||||
float interlace_check = 0.0;
|
||||
if (is_interlaced(orig_video_size.y) == true) interlace_check = 1.0;
|
||||
const float y_step = 1.0 + interlace_check;
|
||||
const vec2 il_step_multiple = vec2(1.0, y_step);
|
||||
// Get the uv distance between (texels, same-field scanlines):
|
||||
uv_scanline_step = il_step_multiple * registers.ORIG_LINEARIZEDSize.zw;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 tex_uv;
|
||||
layout(location = 1) in float estimated_viewport_size_x;
|
||||
layout(location = 2) in vec2 blur_dxdy;
|
||||
layout(location = 3) in vec2 uv_scanline_step;
|
||||
layout(location = 4) in vec2 texture_size_inv;
|
||||
layout(location = 5) in vec2 tex_uv_to_pixel_scale;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D ORIG_LINEARIZED;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Would a viewport-relative size work better for this pass? (No.)
|
||||
// PROS:
|
||||
// 1.) Instead of writing an absolute size to user-cgp-constants.h, we'd
|
||||
// write a viewport scale. That number could be used to directly scale
|
||||
// the viewport-resolution bloom sigma and/or triad size to a smaller
|
||||
// scale. This way, we could calculate an optimal dynamic sigma no
|
||||
// matter how the dot pitch is specified.
|
||||
// CONS:
|
||||
// 1.) Texel smearing would be much worse at small viewport sizes, but
|
||||
// performance would be much worse at large viewport sizes, so there
|
||||
// would be no easy way to calculate a decent scale.
|
||||
// 2.) Worse, we could no longer get away with using a constant-size blur!
|
||||
// Instead, we'd have to face all the same difficulties as the real
|
||||
// phosphor bloom, which requires static #ifdefs to decide the blur
|
||||
// size based on the expected triad size...a dynamic value.
|
||||
// 3.) Like the phosphor bloom, we'd have less control over making the blur
|
||||
// size correct for an optical blur. That said, we likely overblur (to
|
||||
// maintain brightness) more than the eye would do by itself: 20/20
|
||||
// human vision distinguishes ~1 arc minute, or 1/60 of a degree. The
|
||||
// highest viewing angle recommendation I know of is THX's 40.04 degree
|
||||
// recommendation, at which 20/20 vision can distinguish about 2402.4
|
||||
// lines. Assuming the "TV lines" definition, that means 1201.2
|
||||
// distinct light lines and 1201.2 distinct dark lines can be told
|
||||
// apart, i.e. 1201.2 pairs of lines. This would correspond to 1201.2
|
||||
// pairs of alternating lit/unlit phosphors, so 2402.4 phosphors total
|
||||
// (if they're alternately lit). That's a max of 800.8 triads. Using
|
||||
// a more popular 30 degree viewing angle recommendation, 20/20 vision
|
||||
// can distinguish 1800 lines, or 600 triads of alternately lit
|
||||
// phosphors. In contrast, we currently blur phosphors all the way
|
||||
// down to 341.3 triads to ensure full brightness.
|
||||
// 4.) Realistically speaking, we're usually just going to use bilinear
|
||||
// filtering in this pass anyway, but it only works well to limit
|
||||
// bandwidth if it's done at a small constant scale.
|
||||
|
||||
// Get the constants we need to sample:
|
||||
const vec2 texture_size = registers.ORIG_LINEARIZEDSize.xy;
|
||||
vec2 tex_uv_r, tex_uv_g, tex_uv_b;
|
||||
|
||||
if(beam_misconvergence == true)
|
||||
{
|
||||
const vec2 convergence_offsets_r = vec2(params.convergence_offset_x_r, params.convergence_offset_y_r);//get_convergence_offsets_r_vector();
|
||||
const vec2 convergence_offsets_g = vec2(params.convergence_offset_x_g, params.convergence_offset_y_g);//get_convergence_offsets_g_vector();
|
||||
const vec2 convergence_offsets_b = vec2(params.convergence_offset_x_b, params.convergence_offset_y_b);//get_convergence_offsets_b_vector();
|
||||
tex_uv_r = tex_uv - vec2(params.convergence_offset_x_r, params.convergence_offset_y_r) * uv_scanline_step;
|
||||
tex_uv_g = tex_uv - vec2(params.convergence_offset_x_g, params.convergence_offset_y_g) * uv_scanline_step;
|
||||
tex_uv_b = tex_uv - vec2(params.convergence_offset_x_b, params.convergence_offset_y_b) * uv_scanline_step;
|
||||
}
|
||||
// Get the blur sigma:
|
||||
const float bloom_approx_sigma = get_bloom_approx_sigma(registers.OutputSize.x, estimated_viewport_size_x);
|
||||
|
||||
// Sample the resized and blurred texture, and apply convergence offsets if
|
||||
// necessary. Applying convergence offsets here triples our samples from
|
||||
// 16/9/1 to 48/27/3, but faster and easier than sampling BLOOM_APPROX and
|
||||
// HALATION_BLUR 3 times at full resolution every time they're used.
|
||||
vec3 color_r, color_g, color_b, color;
|
||||
if(bloom_approx_filter > 1.5)
|
||||
{
|
||||
// Use a 4x4 Gaussian resize. This is slower but technically correct.
|
||||
if(beam_misconvergence == true)
|
||||
{
|
||||
color_r = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_r,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
color_g = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_g,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
color_b = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_b,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
}
|
||||
}
|
||||
else if(bloom_approx_filter > 0.5)
|
||||
{
|
||||
// Use a 3x3 resize blur. This is the softest option, because we're
|
||||
// blurring already blurry bilinear samples. It doesn't play quite as
|
||||
// nicely with convergence offsets, but it has its charms.
|
||||
if(beam_misconvergence == true)
|
||||
{
|
||||
color_r = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_r,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
color_g = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_g,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
color_b = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_b,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv, blur_dxdy);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use bilinear sampling. This approximates a 4x4 Gaussian resize MUCH
|
||||
// better than tex2Dblur3x3_resize for the very small sigmas we're
|
||||
// likely to use at small output resolutions. (This estimate becomes
|
||||
// too sharp above ~400x300, but the blurs break down above that
|
||||
// resolution too, unless min_allowed_viewport_triads is high enough to
|
||||
// keep bloom_approx_scale_x/min_allowed_viewport_triads < ~1.1658025.)
|
||||
if(beam_misconvergence == true)
|
||||
{
|
||||
color_r = tex2D_linearize(ORIG_LINEARIZED, tex_uv_r).rgb;
|
||||
color_g = tex2D_linearize(ORIG_LINEARIZED, tex_uv_g).rgb;
|
||||
color_b = tex2D_linearize(ORIG_LINEARIZED, tex_uv_b).rgb;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2D_linearize(ORIG_LINEARIZED, tex_uv).rgb;
|
||||
}
|
||||
}
|
||||
// Pack the colors from the red/green/blue beams into a single vector:
|
||||
if(beam_misconvergence == true)
|
||||
{
|
||||
color = vec3(color_r.r, color_g.g, color_b.b);
|
||||
}
|
||||
// Encode and output the blurred image:
|
||||
FragColor = vec4(color, 1.0);//vec4(texture(ORIG_LINEARIZED, tex_uv));//
|
||||
}
|
||||
#include "crt-royale-bloom-approx.h"
|
|
@ -1,17 +1,5 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OutputSize;
|
||||
vec4 ORIG_LINEARIZEDSize;
|
||||
vec4 HALATION_BLURSize;
|
||||
vec4 MASKED_SCANLINESSize;
|
||||
vec4 BRIGHTPASSSize;
|
||||
} registers;
|
||||
|
||||
#include "params.inc"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
|
@ -30,18 +18,93 @@ layout(push_constant) uniform Push
|
|||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
float crt_gamma;
|
||||
float lcd_gamma;
|
||||
float levels_contrast;
|
||||
float halation_weight;
|
||||
float diffusion_weight;
|
||||
float bloom_underestimate_levels;
|
||||
float bloom_excess;
|
||||
float beam_min_sigma;
|
||||
float beam_max_sigma;
|
||||
float beam_spot_power;
|
||||
float beam_min_shape;
|
||||
float beam_max_shape;
|
||||
float beam_shape_power;
|
||||
float beam_horiz_filter;
|
||||
float beam_horiz_sigma;
|
||||
float beam_horiz_linear_rgb_weight;
|
||||
float convergence_offset_x_r;
|
||||
float convergence_offset_x_g;
|
||||
float convergence_offset_x_b;
|
||||
float convergence_offset_y_r;
|
||||
float convergence_offset_y_g;
|
||||
float convergence_offset_y_b;
|
||||
float mask_type;
|
||||
float mask_sample_mode_desired;
|
||||
float mask_num_triads_desired;
|
||||
float mask_triad_size_desired;
|
||||
float mask_specify_num_triads;
|
||||
float aa_subpixel_r_offset_x_runtime;
|
||||
float aa_subpixel_r_offset_y_runtime;
|
||||
float aa_cubic_c;
|
||||
float aa_gauss_sigma;
|
||||
float geom_mode_runtime;
|
||||
float geom_radius;
|
||||
float geom_view_dist;
|
||||
float geom_tilt_angle_x;
|
||||
float geom_tilt_angle_y;
|
||||
float geom_aspect_ratio_x;
|
||||
float geom_aspect_ratio_y;
|
||||
float geom_overscan_x;
|
||||
float geom_overscan_y;
|
||||
float border_size;
|
||||
float border_darkness;
|
||||
float border_compress;
|
||||
float interlace_bff;
|
||||
float interlace_1080i;
|
||||
vec4 MASKED_SCANLINESSize;
|
||||
vec4 HALATION_BLURSize;
|
||||
vec4 BRIGHTPASSSize;
|
||||
} global;
|
||||
|
||||
#define MASKED_SCANLINEStexture MASKED_SCANLINES
|
||||
#define MASKED_SCANLINEStexture_size global.MASKED_SCANLINESSize.xy
|
||||
#define MASKED_SCANLINESvideo_size global.MASKED_SCANLINESSize.xy
|
||||
#define HALATION_BLURtexture HALATION_BLUR
|
||||
#define HALATION_BLURtexture_size global.HALATION_BLURSize.xy
|
||||
#define HALATION_BLURvideo_size global.HALATION_BLURSize.xy
|
||||
#define BRIGHTPASStexture BRIGHTPASS
|
||||
#define BRIGHTPASStexture_size global.BRIGHTPASSSize.xy
|
||||
#define BRIGHTPASSvideo_size global.BRIGHTPASSSize.xy
|
||||
|
||||
float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
|
||||
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
const float bloom_diff_thresh_ = 1.0/256.0;
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "params.inc"
|
||||
#include "../../../../include/compat_macros.inc"
|
||||
#include "../user-settings.h"
|
||||
#include "derived-settings-and-constants.h"
|
||||
#include "bind-shader-params.h"
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
/////////////////////////////// VERTEX INCLUDES //////////////////////////////
|
||||
|
||||
#include "../../../../include/gamma-management.h"
|
||||
#include "bloom-functions.h"
|
||||
#include "phosphor-mask-resizing.h"
|
||||
#include "scanline-functions.h"
|
||||
|
||||
|
@ -56,34 +119,52 @@ layout(location = 4) out vec2 bloom_tex_uv;
|
|||
layout(location = 5) out vec2 bloom_dxdy;
|
||||
layout(location = 6) out float bloom_sigma_runtime;
|
||||
|
||||
// copied from bloom-functions.h
|
||||
inline float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
const float thresh)
|
||||
{
|
||||
// Requires: 1.) triad_size is the final phosphor triad size in pixels
|
||||
// 2.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum sigma that will fully blur a phosphor
|
||||
// triad on the screen to an even color, within thresh.
|
||||
// This closed-form function was found by curve-fitting data.
|
||||
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
|
||||
return -0.05168 + 0.6113*triad_size -
|
||||
1.122*triad_size*sqrt(0.000416 + thresh);
|
||||
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
|
||||
//return 0.5985*triad_size - triad_size*sqrt(thresh)
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = params.MVP * Position;
|
||||
video_uv = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
float2 tex_uv = TexCoord;
|
||||
|
||||
// Our various input textures use different coords:
|
||||
scanline_tex_uv = video_uv * registers.MASKED_SCANLINESSize.xy *
|
||||
registers.MASKED_SCANLINESSize.zw;
|
||||
halation_tex_uv = video_uv * registers.HALATION_BLURSize.xy *
|
||||
registers.HALATION_BLURSize.zw;
|
||||
brightpass_tex_uv = video_uv * registers.BRIGHTPASSSize.xy *
|
||||
registers.BRIGHTPASSSize.zw;
|
||||
bloom_tex_uv = TexCoord;
|
||||
const float2 video_uv = tex_uv * IN.texture_size/IN.video_size;
|
||||
// video_uv = video_uv;
|
||||
scanline_tex_uv = video_uv * MASKED_SCANLINESvideo_size /
|
||||
MASKED_SCANLINEStexture_size;
|
||||
halation_tex_uv = video_uv * HALATION_BLURvideo_size /
|
||||
HALATION_BLURtexture_size;
|
||||
brightpass_tex_uv = video_uv * BRIGHTPASSvideo_size /
|
||||
BRIGHTPASStexture_size;
|
||||
bloom_tex_uv = tex_uv;
|
||||
|
||||
// We're horizontally blurring the bloom input (vertically blurred
|
||||
// brightpass). Get the uv distance between output pixels / input texels
|
||||
// in the horizontal direction (this pass must NOT resize):
|
||||
bloom_dxdy = vec2(registers.SourceSize.z, 0.0);
|
||||
bloom_dxdy = float2(1.0/IN.texture_size.x, 0.0);
|
||||
|
||||
// Calculate a runtime bloom_sigma in case it's needed:
|
||||
const float mask_tile_size_x = get_resized_mask_tile_size(
|
||||
registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
|
||||
IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
|
||||
bloom_sigma_runtime = get_min_sigma_to_blur_triad(
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 video_uv;
|
||||
layout(location = 1) in vec2 scanline_tex_uv;
|
||||
layout(location = 2) in vec2 halation_tex_uv;
|
||||
|
@ -93,40 +174,45 @@ layout(location = 5) in vec2 bloom_dxdy;
|
|||
layout(location = 6) in float bloom_sigma_runtime;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D MASKED_SCANLINES;
|
||||
layout(set = 0, binding = 4) uniform sampler2D HALATION_BLUR;
|
||||
layout(set = 0, binding = 5) uniform sampler2D BRIGHTPASS;
|
||||
layout(set = 0, binding = 3) uniform sampler2D HALATION_BLUR;
|
||||
layout(set = 0, binding = 4) uniform sampler2D BRIGHTPASS;
|
||||
layout(set = 0, binding = 5) uniform sampler2D MASKED_SCANLINES;
|
||||
#define bloom_texture Source
|
||||
|
||||
////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
|
||||
|
||||
#include "bloom-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Blur the vertically blurred brightpass horizontally by 9/17/25/43x:
|
||||
// Blur the vertically blurred brightpass horizontally by 9/17/25/43x:
|
||||
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
|
||||
const vec3 blurred_brightpass = tex2DblurNfast(Source,
|
||||
const float3 blurred_brightpass = tex2DblurNfast(bloom_texture,
|
||||
bloom_tex_uv, bloom_dxdy, bloom_sigma);
|
||||
|
||||
// Sample the masked scanlines. Alpha contains the auto-dim factor:
|
||||
const vec3 intensity_dim =
|
||||
tex2D_linearize(MASKED_SCANLINES, scanline_tex_uv).rgb;
|
||||
// Sample the masked scanlines. Alpha contains the auto-dim factor:
|
||||
const float3 intensity_dim =
|
||||
tex2D_linearize(MASKED_SCANLINEStexture, scanline_tex_uv).rgb;
|
||||
const float auto_dim_factor = levels_autodim_temp;
|
||||
const float undim_factor = 1.0/auto_dim_factor;
|
||||
|
||||
// Calculate the mask dimpass, add it to the blurred brightpass, and
|
||||
|
||||
// Calculate the mask dimpass, add it to the blurred brightpass, and
|
||||
// undim (from scanline auto-dim) and amplify (from mask dim) the result:
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const vec3 brightpass = tex2D_linearize(BRIGHTPASS,
|
||||
const float3 brightpass = tex2D_linearize(BRIGHTPASStexture,
|
||||
brightpass_tex_uv).rgb;
|
||||
const vec3 dimpass = intensity_dim - brightpass;
|
||||
const vec3 phosphor_bloom = (dimpass + blurred_brightpass) *
|
||||
mask_amplify * undim_factor * params.levels_contrast;
|
||||
|
||||
// Sample the halation texture, and let some light bleed into refractive
|
||||
const float3 dimpass = intensity_dim - brightpass;
|
||||
const float3 phosphor_bloom = (dimpass + blurred_brightpass) *
|
||||
mask_amplify * undim_factor * levels_contrast;
|
||||
|
||||
// Sample the halation texture, and let some light bleed into refractive
|
||||
// diffusion. Conceptually this occurs before the phosphor bloom, but
|
||||
// adding it in earlier passes causes black crush in the diffusion colors.
|
||||
const vec3 diffusion_color = params.levels_contrast * tex2D_linearize(
|
||||
HALATION_BLUR, halation_tex_uv).rgb;
|
||||
const vec3 final_bloom = mix(phosphor_bloom,
|
||||
diffusion_color, params.diffusion_weight);
|
||||
|
||||
// Encode and output the bloomed image:
|
||||
FragColor = encode_output(vec4(final_bloom, 1.0));
|
||||
}
|
||||
const float3 diffusion_color = levels_contrast * tex2D_linearize(
|
||||
HALATION_BLURtexture, halation_tex_uv).rgb;
|
||||
const float3 final_bloom = lerp(phosphor_bloom,
|
||||
diffusion_color, global.diffusion_weight);
|
||||
|
||||
// Encode and output the bloomed image:
|
||||
FragColor = encode_output(float4(final_bloom, 1.0));
|
||||
}
|
|
@ -1,15 +1,5 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} registers;
|
||||
|
||||
#include "params.inc"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
|
@ -28,20 +18,84 @@ layout(push_constant) uniform Push
|
|||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
float crt_gamma;
|
||||
float lcd_gamma;
|
||||
float levels_contrast;
|
||||
float halation_weight;
|
||||
float diffusion_weight;
|
||||
float bloom_underestimate_levels;
|
||||
float bloom_excess;
|
||||
float beam_min_sigma;
|
||||
float beam_max_sigma;
|
||||
float beam_spot_power;
|
||||
float beam_min_shape;
|
||||
float beam_max_shape;
|
||||
float beam_shape_power;
|
||||
float beam_horiz_filter;
|
||||
float beam_horiz_sigma;
|
||||
float beam_horiz_linear_rgb_weight;
|
||||
float convergence_offset_x_r;
|
||||
float convergence_offset_x_g;
|
||||
float convergence_offset_x_b;
|
||||
float convergence_offset_y_r;
|
||||
float convergence_offset_y_g;
|
||||
float convergence_offset_y_b;
|
||||
float mask_type;
|
||||
float mask_sample_mode_desired;
|
||||
float mask_num_triads_desired;
|
||||
float mask_triad_size_desired;
|
||||
float mask_specify_num_triads;
|
||||
float aa_subpixel_r_offset_x_runtime;
|
||||
float aa_subpixel_r_offset_y_runtime;
|
||||
float aa_cubic_c;
|
||||
float aa_gauss_sigma;
|
||||
float geom_mode_runtime;
|
||||
float geom_radius;
|
||||
float geom_view_dist;
|
||||
float geom_tilt_angle_x;
|
||||
float geom_tilt_angle_y;
|
||||
float geom_aspect_ratio_x;
|
||||
float geom_aspect_ratio_y;
|
||||
float geom_overscan_x;
|
||||
float geom_overscan_y;
|
||||
float border_size;
|
||||
float border_darkness;
|
||||
float border_compress;
|
||||
float interlace_bff;
|
||||
float interlace_1080i;
|
||||
vec4 MASKED_SCANLINESSize;
|
||||
vec4 BLOOM_APPROXSize;
|
||||
} global;
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "params.inc"
|
||||
#include "../../../../include/compat_macros.inc"
|
||||
#include "../user-settings.h"
|
||||
#include "derived-settings-and-constants.h"
|
||||
#include "bind-shader-params.h"
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
#include "../../../../include/gamma-management.h"
|
||||
#include "bloom-functions.h"
|
||||
#include "phosphor-mask-resizing.h"
|
||||
|
||||
float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
|
||||
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
const float bloom_diff_thresh_ = 1.0/256.0;
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
|
@ -49,23 +103,40 @@ layout(location = 0) out vec2 tex_uv;
|
|||
layout(location = 1) out vec2 bloom_dxdy;
|
||||
layout(location = 2) out float bloom_sigma_runtime;
|
||||
|
||||
// copied from bloom-functions.h
|
||||
inline float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
const float thresh)
|
||||
{
|
||||
// Requires: 1.) triad_size is the final phosphor triad size in pixels
|
||||
// 2.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum sigma that will fully blur a phosphor
|
||||
// triad on the screen to an even color, within thresh.
|
||||
// This closed-form function was found by curve-fitting data.
|
||||
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
|
||||
return -0.05168 + 0.6113*triad_size -
|
||||
1.122*triad_size*sqrt(0.000416 + thresh);
|
||||
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
|
||||
//return 0.5985*triad_size - triad_size*sqrt(thresh)
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = params.MVP * Position;
|
||||
tex_uv = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
tex_uv = TexCoord * 1.0001;
|
||||
|
||||
// Get the uv sample distance between output pixels. Calculate dxdy like
|
||||
// Get the uv sample distance between output pixels. Calculate dxdy like
|
||||
// blurs/vertex-shader-blur-fast-vertical.h.
|
||||
const vec2 dxdy_scale = registers.SourceSize.xy * registers.OutputSize.zw;
|
||||
const vec2 dxdy = dxdy_scale * registers.SourceSize.zw;
|
||||
const float2 dxdy_scale = IN.video_size/IN.output_size;
|
||||
const float2 dxdy = dxdy_scale/IN.texture_size;
|
||||
// This blur is vertical-only, so zero out the vertical offset:
|
||||
bloom_dxdy = vec2(0.0, dxdy.y);
|
||||
bloom_dxdy = float2(0.0, dxdy.y);
|
||||
|
||||
// Calculate a runtime bloom_sigma in case it's needed:
|
||||
const float mask_tile_size_x = get_resized_mask_tile_size(
|
||||
registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
|
||||
IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
|
||||
bloom_sigma_runtime = get_min_sigma_to_blur_triad(
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
@ -75,13 +146,18 @@ layout(location = 1) in vec2 bloom_dxdy;
|
|||
layout(location = 2) in float bloom_sigma_runtime;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
#define input_texture Source
|
||||
|
||||
////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
|
||||
|
||||
#include "bloom-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Blur the brightpass horizontally with a 9/17/25/43x blur:
|
||||
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
|
||||
const vec3 color = tex2DblurNfast(Source, tex_uv,
|
||||
const float3 color = tex2DblurNfast(input_texture, tex_uv,
|
||||
bloom_dxdy, bloom_sigma);
|
||||
// Encode and output the blurred image:
|
||||
FragColor = encode_output(vec4(color, 1.0));
|
||||
}
|
||||
FragColor = encode_output(float4(color, 1.0));
|
||||
}
|
|
@ -1,17 +1,5 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
vec4 MASKED_SCANLINESSize;
|
||||
vec4 BLOOM_APPROXSize;
|
||||
} registers;
|
||||
|
||||
#include "params.inc"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
|
@ -30,114 +18,198 @@ layout(push_constant) uniform Push
|
|||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
float crt_gamma;
|
||||
float lcd_gamma;
|
||||
float levels_contrast;
|
||||
float halation_weight;
|
||||
float diffusion_weight;
|
||||
float bloom_underestimate_levels;
|
||||
float bloom_excess;
|
||||
float beam_min_sigma;
|
||||
float beam_max_sigma;
|
||||
float beam_spot_power;
|
||||
float beam_min_shape;
|
||||
float beam_max_shape;
|
||||
float beam_shape_power;
|
||||
float beam_horiz_filter;
|
||||
float beam_horiz_sigma;
|
||||
float beam_horiz_linear_rgb_weight;
|
||||
float convergence_offset_x_r;
|
||||
float convergence_offset_x_g;
|
||||
float convergence_offset_x_b;
|
||||
float convergence_offset_y_r;
|
||||
float convergence_offset_y_g;
|
||||
float convergence_offset_y_b;
|
||||
float mask_type;
|
||||
float mask_sample_mode_desired;
|
||||
float mask_num_triads_desired;
|
||||
float mask_triad_size_desired;
|
||||
float mask_specify_num_triads;
|
||||
float aa_subpixel_r_offset_x_runtime;
|
||||
float aa_subpixel_r_offset_y_runtime;
|
||||
float aa_cubic_c;
|
||||
float aa_gauss_sigma;
|
||||
float geom_mode_runtime;
|
||||
float geom_radius;
|
||||
float geom_view_dist;
|
||||
float geom_tilt_angle_x;
|
||||
float geom_tilt_angle_y;
|
||||
float geom_aspect_ratio_x;
|
||||
float geom_aspect_ratio_y;
|
||||
float geom_overscan_x;
|
||||
float geom_overscan_y;
|
||||
float border_size;
|
||||
float border_darkness;
|
||||
float border_compress;
|
||||
float interlace_bff;
|
||||
float interlace_1080i;
|
||||
vec4 MASKED_SCANLINESSize;
|
||||
vec4 BLOOM_APPROXSize;
|
||||
} global;
|
||||
|
||||
#define MASKED_SCANLINEStexture MASKED_SCANLINES
|
||||
#define MASKED_SCANLINEStexture_size global.MASKED_SCANLINESSize.xy
|
||||
#define MASKED_SCANLINESvideo_size global.MASKED_SCANLINESSize.xy
|
||||
#define BLOOM_APPROXtexture BLOOM_APPROX
|
||||
#define BLOOM_APPROXtexture_size global.BLOOM_APPROXSize.xy
|
||||
#define BLOOM_APPROXvideo_size global.BLOOM_APPROXSize.xy
|
||||
|
||||
float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
|
||||
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
const float bloom_diff_thresh_ = 1.0/256.0;
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "params.inc"
|
||||
#include "../../../../include/compat_macros.inc"
|
||||
#include "../user-settings.h"
|
||||
#include "derived-settings-and-constants.h"
|
||||
#include "bind-shader-params.h"
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
/////////////////////////////// VERTEX INCLUDES ///////////////////////////////
|
||||
|
||||
#include "../../../../include/gamma-management.h"
|
||||
#include "../../../../include/blur-functions.h"
|
||||
#include "phosphor-mask-resizing.h"
|
||||
#include "scanline-functions.h"
|
||||
#include "bloom-functions.h"
|
||||
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 video_uv;
|
||||
layout(location = 1) out vec2 scanline_tex_uv;
|
||||
layout(location = 0) out vec2 scanline_tex_uv;
|
||||
layout(location = 1) out vec2 blur3x3_tex_uv;
|
||||
layout(location = 2) out float bloom_sigma_runtime;
|
||||
layout(location = 3) out vec2 blur3x3_tex_uv;
|
||||
|
||||
// copied from bloom-functions.h
|
||||
inline float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
const float thresh)
|
||||
{
|
||||
// Requires: 1.) triad_size is the final phosphor triad size in pixels
|
||||
// 2.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum sigma that will fully blur a phosphor
|
||||
// triad on the screen to an even color, within thresh.
|
||||
// This closed-form function was found by curve-fitting data.
|
||||
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
|
||||
return -0.05168 + 0.6113*triad_size -
|
||||
1.122*triad_size*sqrt(0.000416 + thresh);
|
||||
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
|
||||
//return 0.5985*triad_size - triad_size*sqrt(thresh)
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = params.MVP * Position;
|
||||
const vec2 tex_uv = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
float2 tex_uv = TexCoord;
|
||||
// Our various input textures use different coords:
|
||||
video_uv = tex_uv;
|
||||
scanline_tex_uv = video_uv * registers.MASKED_SCANLINESSize.xy *
|
||||
registers.MASKED_SCANLINESSize.zw;
|
||||
blur3x3_tex_uv = video_uv * registers.BLOOM_APPROXSize.xy * registers.BLOOM_APPROXSize.zw;
|
||||
float2 video_uv = tex_uv * IN.texture_size/IN.video_size;
|
||||
//video_uv = video_uv;
|
||||
scanline_tex_uv = video_uv * MASKED_SCANLINESvideo_size /
|
||||
MASKED_SCANLINEStexture_size;
|
||||
blur3x3_tex_uv = video_uv * BLOOM_APPROXvideo_size / BLOOM_APPROXtexture_size;
|
||||
|
||||
// Calculate a runtime bloom_sigma in case it's needed:
|
||||
const float mask_tile_size_x = get_resized_mask_tile_size(
|
||||
registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x;
|
||||
IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
|
||||
bloom_sigma_runtime = get_min_sigma_to_blur_triad(
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
#pragma format R8G8B8A8_SRGB
|
||||
layout(location = 0) in vec2 video_uv;
|
||||
layout(location = 1) in vec2 scanline_tex_uv;
|
||||
layout(location = 0) in vec2 scanline_tex_uv;
|
||||
layout(location = 1) in vec2 blur3x3_tex_uv;
|
||||
layout(location = 2) in float bloom_sigma_runtime;
|
||||
layout(location = 3) in vec2 blur3x3_tex_uv;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D MASKED_SCANLINES;
|
||||
layout(set = 0, binding = 4) uniform sampler2D BLOOM_APPROX;
|
||||
layout(set = 0, binding = 2) uniform sampler2D MASKED_SCANLINES;
|
||||
layout(set = 0, binding = 3) uniform sampler2D BLOOM_APPROX;
|
||||
|
||||
////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
|
||||
|
||||
#include "bloom-functions.h"
|
||||
#include "../../../../include/blur-functions.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Sample the masked scanlines:
|
||||
const vec3 intensity_dim =
|
||||
tex2D_linearize(MASKED_SCANLINES, scanline_tex_uv).rgb;
|
||||
// Sample the masked scanlines:
|
||||
const float3 intensity_dim =
|
||||
tex2D_linearize(MASKED_SCANLINEStexture, scanline_tex_uv).rgb;
|
||||
// Get the full intensity, including auto-undimming, and mask compensation:
|
||||
const float auto_dim_factor = levels_autodim_temp;
|
||||
const float undim_factor = 1.0/auto_dim_factor;
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const vec3 intensity = intensity_dim * undim_factor * mask_amplify *
|
||||
params.levels_contrast;
|
||||
|
||||
// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
|
||||
const float3 intensity = intensity_dim * undim_factor * mask_amplify *
|
||||
levels_contrast;
|
||||
|
||||
// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
|
||||
// would look like, so we can estimate how much energy we'll receive from
|
||||
// blooming neighbors:
|
||||
const vec3 phosphor_blur_approx = params.levels_contrast * tex2D_linearize(
|
||||
BLOOM_APPROX, blur3x3_tex_uv).rgb;
|
||||
|
||||
// Compute the blur weight for the center texel and the maximum energy we
|
||||
const float3 phosphor_blur_approx = levels_contrast * tex2D_linearize(
|
||||
BLOOM_APPROXtexture, blur3x3_tex_uv).rgb;
|
||||
|
||||
// Compute the blur weight for the center texel and the maximum energy we
|
||||
// expect to receive from neighbors:
|
||||
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
|
||||
const float center_weight = get_center_weight(bloom_sigma);
|
||||
const vec3 max_area_contribution_approx =
|
||||
max(vec3(0.0), phosphor_blur_approx - center_weight * intensity);
|
||||
|
||||
// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
|
||||
const float3 max_area_contribution_approx =
|
||||
max(float3(0.0, 0.0, 0.0), phosphor_blur_approx - center_weight * intensity);
|
||||
// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
|
||||
// because it actually gets better results (on top of being very simple),
|
||||
// but adjust all intensities for the user's desired underestimate factor:
|
||||
const vec3 area_contrib_underestimate =
|
||||
params.bloom_underestimate_levels * max_area_contribution_approx;
|
||||
const vec3 intensity_underestimate =
|
||||
params.bloom_underestimate_levels * intensity;
|
||||
|
||||
// Calculate the blur_ratio, the ratio of intensity we want to blur:
|
||||
const float3 area_contrib_underestimate =
|
||||
bloom_underestimate_levels * max_area_contribution_approx;
|
||||
const float3 intensity_underestimate =
|
||||
bloom_underestimate_levels * intensity;
|
||||
// Calculate the blur_ratio, the ratio of intensity we want to blur:
|
||||
#ifdef BRIGHTPASS_AREA_BASED
|
||||
// This area-based version changes blur_ratio more smoothly and blurs
|
||||
// more, clipping less but offering less phosphor differentiation:
|
||||
const vec3 phosphor_blur_underestimate = params.bloom_underestimate_levels *
|
||||
const float3 phosphor_blur_underestimate = bloom_underestimate_levels *
|
||||
phosphor_blur_approx;
|
||||
const vec3 soft_intensity = max(intensity_underestimate,
|
||||
const float3 soft_intensity = max(intensity_underestimate,
|
||||
phosphor_blur_underestimate * mask_amplify);
|
||||
const vec3 blur_ratio_temp =
|
||||
((vec3(1.0) - area_contrib_underestimate) /
|
||||
soft_intensity - vec3(1.0)) / (center_weight - 1.0);
|
||||
const float3 blur_ratio_temp =
|
||||
((float3(1.0, 1.0, 1.0) - area_contrib_underestimate) /
|
||||
soft_intensity - float3(1.0, 1.0, 1.0)) / (center_weight - 1.0);
|
||||
#else
|
||||
const vec3 blur_ratio_temp =
|
||||
((vec3(1.0) - area_contrib_underestimate) /
|
||||
intensity_underestimate - vec3(1.0)) / (center_weight - 1.0);
|
||||
const float3 blur_ratio_temp =
|
||||
((float3(1.0, 1.0, 1.0) - area_contrib_underestimate) /
|
||||
intensity_underestimate - float3(1.0, 1.0, 1.0)) / (center_weight - 1.0);
|
||||
#endif
|
||||
|
||||
const vec3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0);
|
||||
const float3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0);
|
||||
// Calculate the brightpass based on the auto-dimmed, unamplified, masked
|
||||
// scanlines, encode if necessary, and return!
|
||||
const vec3 brightpass = intensity_dim *
|
||||
mix(blur_ratio, vec3(1.0), params.bloom_excess);
|
||||
|
||||
FragColor = encode_output(vec4(brightpass, 1.0));
|
||||
}
|
||||
const float3 brightpass = intensity_dim *
|
||||
lerp(blur_ratio, float3(1.0, 1.0, 1.0), global.bloom_excess);
|
||||
FragColor = encode_output(float4(brightpass, 1.0));
|
||||
}
|
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