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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
try to get some more params working with royale
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@ -39,7 +39,7 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
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// Bind option names to shader parameter uniforms or static constants.
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#ifdef PARAMETER_UNIFORM
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uniform float crt_gamma;
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/* uniform float crt_gamma;
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uniform float lcd_gamma;
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uniform float levels_contrast;
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uniform float halation_weight;
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@ -97,7 +97,7 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
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uniform float border_darkness;
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uniform float border_compress;
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uniform float interlace_bff;
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uniform float interlace_1080i;
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uniform float interlace_1080i; */
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#else
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// Use constants from user-settings.h, and limit ranges appropriately:
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const float crt_gamma = max(0.0, crt_gamma_static);
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@ -126,7 +126,7 @@ const float gba_gamma = 3.5; // Irrelevant but necessary to define.
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const float mask_type = clamp(mask_type_static, 0.0, 2.0);
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const float mask_sample_mode_desired = clamp(mask_sample_mode_static, 0.0, 2.0);
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const float mask_specify_num_triads = clamp(mask_specify_num_triads_static, 0.0, 1.0);
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const float mask_triad_size_desired = clamp(mask_triad_size_desired_static, 1.0, 18.0);
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// const float mask_triad_size_desired = clamp(mask_triad_size_desired_static, 1.0, 18.0);
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const float mask_num_triads_desired = clamp(mask_num_triads_desired_static, 342.0, 1920.0);
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const float aa_subpixel_r_offset_x_runtime = clamp(aa_subpixel_r_offset_static.x, -0.5, 0.5);
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const float aa_subpixel_r_offset_y_runtime = clamp(aa_subpixel_r_offset_static.y, -0.5, 0.5);
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@ -246,9 +246,9 @@ float get_bloom_approx_sigma(const float output_size_x_runtime,
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const float mask_num_triads_static =
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max(min_allowed_viewport_triads.x, mask_num_triads_desired_static);
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const float mask_num_triads_from_size =
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estimated_viewport_size_x/mask_triad_size_desired;
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estimated_viewport_size_x/params.mask_triad_size_desired;
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const float mask_num_triads_runtime = max(min_allowed_viewport_triads.x,
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mix(mask_num_triads_from_size, mask_num_triads_desired,
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mix(mask_num_triads_from_size, params.mask_num_triads_desired,
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mask_specify_num_triads));
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// Assume an extremely large viewport size for asymptotic results:
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const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
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@ -303,7 +303,7 @@ float get_final_bloom_sigma(const float bloom_sigma_runtime)
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// Notes: Call this from the fragment shader, NOT the vertex shader,
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// so static sigmas can be constant-folded!
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const float bloom_sigma_optimistic = get_min_sigma_to_blur_triad(
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mask_triad_size_desired_static, bloom_diff_thresh);
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params.mask_triad_size_desired, bloom_diff_thresh);
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#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
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return bloom_sigma_runtime;
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#else
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@ -269,9 +269,9 @@ void main()
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if(beam_misconvergence == true)
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{
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const vec2 convergence_offsets_r = get_convergence_offsets_r_vector();
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const vec2 convergence_offsets_g = get_convergence_offsets_g_vector();
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const vec2 convergence_offsets_b = get_convergence_offsets_b_vector();
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const vec2 convergence_offsets_r = vec2(params.convergence_offset_x_r, params.convergence_offset_y_r);//get_convergence_offsets_r_vector();
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const vec2 convergence_offsets_g = vec2(params.convergence_offset_x_g, params.convergence_offset_y_g);//get_convergence_offsets_g_vector();
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const vec2 convergence_offsets_b = vec2(params.convergence_offset_x_b, params.convergence_offset_y_b);//get_convergence_offsets_b_vector();
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tex_uv_r = tex_uv - vec2(params.convergence_offset_x_r, params.convergence_offset_y_r) * uv_scanline_step;
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tex_uv_g = tex_uv - vec2(params.convergence_offset_x_g, params.convergence_offset_y_g) * uv_scanline_step;
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tex_uv_b = tex_uv - vec2(params.convergence_offset_x_b, params.convergence_offset_y_b) * uv_scanline_step;
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@ -350,5 +350,5 @@ void main()
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color = vec3(color_r.r, color_g.g, color_b.b);
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}
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// Encode and output the blurred image:
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FragColor = vec4(color, 1.0);
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FragColor = vec4(color, 1.0);//vec4(texture(ORIG_LINEARIZED, tex_uv));//
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}
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@ -12,7 +12,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float interlace_bff;
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} params;
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#pragma parameter interlace_bff "interlace_bff" 0.0 0.0 1.0 1.0
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#pragma parameter interlace_bff "interlace_bff" 1.0 0.0 1.0 1.0
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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@ -94,9 +94,7 @@ if(interlace_detect == true)
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Source, tex_uv + v_step).rgb;
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const vec3 interpolated_line = 0.5 * (last_line + next_line);
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// If we're interlacing, determine which field curr_line is in:
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float interlace_check = 0.0;
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if (interlaced == true) interlace_check = 1.0;
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const float modulus = interlace_check + 1.0;
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const float modulus = float(interlaced) + 1.0;
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const float field_offset =
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mod(registers.FrameCount + float(params.interlace_bff), modulus);
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const float curr_line_texel = tex_uv.y * registers.SourceSize.y;
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@ -31,7 +31,7 @@ layout(push_constant) uniform Push
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../user-settings.h"
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//#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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#include "scanline-functions.h"
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@ -164,7 +164,7 @@ void main()
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if(beam_misconvergence == true)
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{
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const vec3 convergence_offsets_vert_rgb =
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get_convergence_offsets_y_vector();
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vec3(params.convergence_offset_y_r, params.convergence_offset_y_g, params.convergence_offset_y_b);//get_convergence_offsets_y_vector();
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dist2 = vec3(dist) - convergence_offsets_vert_rgb;
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}
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// Calculate {sigma, shape}_range outside of scanline_contrib so it's only
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@ -74,7 +74,7 @@
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// Enable runtime shader parameters in the Retroarch (etc.) GUI? They override
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// many of the options in this file and allow real-time tuning, but many of
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// them are slower. Disabling them and using this text file will boost FPS.
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//#define RUNTIME_SHADER_PARAMS_ENABLE
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#define RUNTIME_SHADER_PARAMS_ENABLE
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// Specify the phosphor bloom sigma at runtime? This option is 10% slower, but
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// it's the only way to do a wide-enough full bloom with a runtime dot pitch.
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#define RUNTIME_PHOSPHOR_BLOOM_SIGMA
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@ -172,7 +172,7 @@
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// 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized
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// 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized
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// 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized
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// const float beam_num_scanlines = 3.0; // range [2, 6]
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const float beam_num_scanlines = 3.0; // range [2, 6]
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// A generalized Gaussian beam varies shape with color too, now just width.
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// It's slower but more flexible (static option only for now).
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bool beam_generalized_gaussian = true;
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@ -218,9 +218,9 @@
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bool beam_misconvergence = true;
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// Convergence offsets in x/y directions for R/G/B scanline beams in units
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// of scanlines. Positive offsets go right/down; ranges [-2, 2]
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const vec2 convergence_offsets_r_static = vec2(0.1, 0.2);
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const vec2 convergence_offsets_g_static = vec2(0.3, 0.4);
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const vec2 convergence_offsets_b_static = vec2(0.5, 0.6);
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const vec2 convergence_offsets_r_static = vec2(0.0, 0.0);
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const vec2 convergence_offsets_g_static = vec2(0.0, 0.0);
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const vec2 convergence_offsets_b_static = vec2(0.0, 0.0);
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// Detect interlacing (static option only for now)?
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bool interlace_detect = true;
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// Assume 1080-line sources are interlaced?
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@ -280,7 +280,7 @@
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// To increase the size limit, double the viewport-relative scales for the
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// two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h.
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// range [1, mask_texture_small_size/mask_triads_per_tile]
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const float mask_triad_size_desired_static = 24.0 / 8.0;
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// const float mask_triad_size_desired_static = 24.0 / 8.0;
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// If mask_specify_num_triads is 1.0/true, we'll go by this instead (the
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// final size will be rounded and constrained as above); default 480.0
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const float mask_num_triads_desired_static = 480.0;
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