mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Added black white mask on a 'hidden' value of 3.0 on CRT Type works for 4k/8K and all the TVL's Fixed up the sega virtua fighter some more - still have to cope with wider interference Removed ModInteger function
This commit is contained in:
parent
0ee6d747c8
commit
aba9624731
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@ -1,13 +1,13 @@
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#reference "crt-arcade-4k-hdr.slangp"
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#reference "crt-sony-megatron-arcade.slangp"
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hcrt_paper_white_nits = "200.000000"
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hcrt_expand_gamut = "1.000000"
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hcrt_red_vertical_convergence = "0.200000"
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hcrt_green_vertical_convergence = "0.200000"
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hcrt_blue_vertical_convergence = "-0.230000"
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hcrt_red_horizontal_convergence = "0.460000"
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hcrt_green_horizontal_convergence = "-0.340000"
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hcrt_blue_horizontal_convergence = "-0.340000"
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hcrt_red_horizontal_convergence = "0.150000"
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hcrt_green_horizontal_convergence = "-0.100000"
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hcrt_blue_horizontal_convergence = "-0.100000"
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hcrt_red_scanline_min = "1.0000000"
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hcrt_red_scanline_max = "2.000000"
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hcrt_red_scanline_attack = "1.000000"
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@ -17,9 +17,9 @@ hcrt_green_scanline_attack = "1.000000"
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hcrt_blue_scanline_min = "1.000000"
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hcrt_blue_scanline_max = "2.000000"
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hcrt_blue_scanline_attack = "1.000000"
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hcrt_red_beam_sharpness = "0.500000"
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hcrt_red_beam_attack = "0.2000000"
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hcrt_green_beam_sharpness = "0.500000"
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hcrt_green_beam_attack = "0.200000"
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hcrt_blue_beam_sharpness = "0.500000"
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hcrt_blue_beam_attack = "0.200000"
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hcrt_red_beam_sharpness = "0.800000"
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hcrt_red_beam_attack = "0.0000000"
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hcrt_green_beam_sharpness = "0.800000"
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hcrt_green_beam_attack = "0.000000"
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hcrt_blue_beam_sharpness = "0.800000"
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hcrt_blue_beam_attack = "0.000000"
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@ -140,6 +140,7 @@ layout(set = 0, binding = 3) uniform sampler2D SourceHDR;
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#define kChannelMask 3
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#define kFirstChannelShift 2
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#define kSecondChannelShift 4
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#define kThirdChannelShift 6
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#define kRedId 0
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#define kGreenId 1
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@ -151,6 +152,7 @@ layout(set = 0, binding = 3) uniform sampler2D SourceHDR;
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#define kMagenta (2 | (kRedId << kFirstChannelShift) | (kBlueId << kSecondChannelShift))
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#define kYellow (2 | (kRedId << kFirstChannelShift) | (kGreenId << kSecondChannelShift))
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#define kCyan (2 | (kGreenId << kFirstChannelShift) | (kBlueId << kSecondChannelShift))
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#define kWhite (3 | (kRedId << kFirstChannelShift) | (kGreenId << kSecondChannelShift) | (kBlueId << kThirdChannelShift))
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#define kBlack 0
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#define kRedChannel vec3(1.0, 0.0, 0.0)
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@ -162,6 +164,7 @@ const vec3 kColourMask[3] = { kRedChannel, kGreenChannel, kBlueChannel };
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#define kApertureGrille 0
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#define kShadowMask 1
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#define kSlotMask 2
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#define kBlackWhiteMask 3
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#define kBGRAxis 2
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#define kTVLAxis 4
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@ -186,7 +189,7 @@ const vec3 kColourMask[3] = { kRedChannel, kGreenChannel, kBlueChannel };
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
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const uint kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 7, 4, 3, 2 }, { 7, 7, 5, 4 } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const float kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 7.0f, 4.0f, 3.0f, 2.0f }, { 7.0f, 7.0f, 5.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const uint kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertureGrilleSize] = {
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{ // 4K
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@ -246,8 +249,8 @@ const uint kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertur
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#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
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#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
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const uint kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 12, 6, 2, 2 }, { 12, 12, 6, 6 } };
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const uint kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 8, 4, 2, 2 }, { 8, 8, 4, 4 } };
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const float kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 12.0f, 6.0f, 2.0f, 2.0f }, { 12.0f, 12.0f, 6.0f, 6.0f } };
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const float kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 8.0f, 4.0f, 2.0f, 2.0f }, { 8.0f, 8.0f, 4.0f, 4.0f } };
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const uint kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSizeX] = {
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{ // 4K
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@ -317,7 +320,7 @@ const uint kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY
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#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
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#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
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const uint kSlotMaskSize[kResolutionAxis][kTVLAxis] = { { 7, 4, 3, 2 }, { 7, 7, 5, 4 } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const float kSlotMaskSize[kResolutionAxis][kTVLAxis] = { { 7.0f, 4.0f, 3.0f, 2.0f }, { 7.0f, 7.0f, 5.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const uint kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = {
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{ // 4K
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@ -346,11 +349,46 @@ const uint kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSl
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#undef kRRGGBBX
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#undef kBBGGRRX
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float ModInteger(float a, float b)
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{
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float m = a - floor((a + 0.5) / b) * b;
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return floor(m + 0.5);
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}
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// BLACK WHITE MASKS
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#define kMaxBlackWhiteSize 14
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#define kWX { kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWX { kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWXX { kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWWWX { kWhite, kWhite, kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWWWWXX { kWhite, kWhite, kWhite, kWhite, kWhite, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kWWWWWWWWWWWXXX { kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite, kWhite /*kBlack, kBlack, kBlack*/ }
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const float kBlackWhiteMaskSize[kResolutionAxis][kTVLAxis] = { { 7.0f, 4.0f, 3.0f, 2.0f }, { 14.0f, 7.0f, 5.0f, 4.0f } }; //4K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL 8K: 300 TVL, 600 TVL, 800 TVL, 1000 TVL
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const uint kBlackWhiteMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxBlackWhiteSize] = {
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{ // 4K
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{ kWWWWWXX, kWWWWWXX }, // 300 TVL
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{ kWWXX, kWWXX }, // 600 TVL
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{ kWWX, kWWX }, // 800 TVL
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{ kWX, kWX } // 1000 TVL
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},
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{ // 8K
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{ kWWWWWWWWWWWXXX, kWWWWWWWWWWWXXX }, // 300 TVL
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{ kWWWWWXX, kWWWWWXX }, // 600 TVL
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{ kWWWWX, kWWWWX }, // 800 TVL
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{ kWWXX, kWWXX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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#include "include/scanline_generation.h"
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#include "include/hdr10.h"
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@ -408,7 +446,7 @@ void main()
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{
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case kApertureGrille:
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{
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uint mask = uint(ModInteger(floor(current_position.x), kApertureGrilleMaskSize[lcd_resolution][crt_resolution]));
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uint mask = uint(floor(mod(current_position.x, kApertureGrilleMaskSize[lcd_resolution][crt_resolution])));
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colour_mask = kApertureGrilleMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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@ -416,9 +454,9 @@ void main()
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}
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case kShadowMask:
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{
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uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSizeY[lcd_resolution][crt_resolution]));
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uint shadow_y = uint(floor(mod(current_position.y, kShadowMaskSizeY[lcd_resolution][crt_resolution])));
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uint mask = uint(ModInteger(floor(current_position.x), kShadowMaskSizeX[lcd_resolution][crt_resolution]));
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uint mask = uint(floor(mod(current_position.x, kShadowMaskSizeX[lcd_resolution][crt_resolution])));
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colour_mask = kShadowMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
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@ -426,15 +464,23 @@ void main()
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}
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case kSlotMask:
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{
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uint slot_x = uint(ModInteger(floor(current_position.x / float(kSlotMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
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uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
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uint slot_x = uint(floor(mod(current_position.x / kSlotMaskSize[lcd_resolution][crt_resolution], kMaxSlotSizeX)));
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uint slot_y = uint(floor(mod(current_position.y, kMaxSlotSizeY)));
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uint mask = uint(ModInteger(floor(current_position.x), kSlotMaskSize[lcd_resolution][crt_resolution]));
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uint mask = uint(floor(mod(current_position.x, kSlotMaskSize[lcd_resolution][crt_resolution])));
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colour_mask = kSlotMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
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break;
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}
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case kBlackWhiteMask:
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{
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uint mask = uint(floor(mod(current_position.x, kBlackWhiteMaskSize[lcd_resolution][crt_resolution])));
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colour_mask = kBlackWhiteMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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break;
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}
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default:
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{
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break;
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@ -457,7 +503,7 @@ void main()
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if(channel_count > 0)
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{
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const uint channel_0 = (colour_mask >> 2) & 3;
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const uint channel_0 = (colour_mask >> kFirstChannelShift) & 3;
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const float scanline_channel_0 = GenerateScanline(channel_0,
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global.SourceSize.xy,
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if(channel_count > 1)
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{
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const uint channel_1 = (colour_mask >> 4) & 3;
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const uint channel_1 = (colour_mask >> kSecondChannelShift) & 3;
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const float scanline_channel_1 = GenerateScanline(channel_1,
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global.SourceSize.xy,
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scanline_colour += scanline_channel_1 * kColourMask[channel_1];
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}
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if(channel_count > 2)
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{
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const uint channel_2 = (colour_mask >> kThirdChannelShift) & 3;
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const float scanline_channel_2 = GenerateScanline(channel_2,
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global.SourceSize.xy,
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scanline_size,
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horizontal_convergence[channel_2],
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vertical_convergence[channel_2],
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beam_sharpness[channel_2],
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beam_attack[channel_2],
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scanline_min[channel_2],
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scanline_max[channel_2],
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scanline_attack[channel_2]);
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scanline_colour += scanline_channel_2 * kColourMask[channel_2];
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}
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const vec3 hdr10 = GammaCorrect(scanline_colour);
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FragColor = vec4(hdr10, 1.0f);
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@ -1,11 +1,8 @@
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#pragma parameter hcrt_title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_title "SONY MEGATRON COLOUR VIDEO MONITOR" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_space0 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support0 "Use as bright a display as possible but SDR is supported" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_space1 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_user_settings "USER SETTINGS:" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_hdr " HDR | SDR" 0.0 0.0 1.0 1.0
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#pragma parameter hcrt_space3 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_developer_settings "DEVELOPER SETTINGS:" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_crt_screen_type " CRT Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0
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#pragma parameter hcrt_crt_screen_type " CRT Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 3.0 1.0
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#pragma parameter hcrt_crt_resolution " CRT Resolution: 300TVL | 600TVL | 800TVL | 1000TVL" 1.0 0.0 3.0 1.0
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#pragma parameter hcrt_colour_system " CRT Colour System: PAL | NTSC-U | NTSC-J" 1.0 0.0 2.0 1.0
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#pragma parameter hcrt_white_temperature " White Point: (PAL:D65, NTSC-U:D65, NTSC-J:D93)" 0.0 -5000.0 12000.0 100.0
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@ -66,17 +66,11 @@ layout(location = 1) in float Scale;
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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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float ModInteger(float a, float b)
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{
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float m = a - floor((a + 0.5) / b) * b;
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return floor(m + 0.5);
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}
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void main()
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{
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vec2 InPixels = (vTexCoord * params.SourceSize.xy) * vec2(Scale);
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if(ModInteger(floor(InPixels.y), Scale) < params.ScanlineWidth)
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if(floor(mod(InPixels.y, Scale)) < params.ScanlineWidth)
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{
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FragColor = vec4(texture(Source, vTexCoord).xyz, 1.0);
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}
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