From b0e9044a7225a5515805a3db1170763ebe2bfa85 Mon Sep 17 00:00:00 2001 From: MajorPainTheCactus Date: Sat, 26 Feb 2022 22:28:43 +0000 Subject: [PATCH] Standardized the code to the general RetroArch shaders standard --- hdr/shaders/crt-hdr.slang | 168 ++++++++++++---------- hdr/shaders/include/scanline_generation.h | 77 +++++----- 2 files changed, 134 insertions(+), 111 deletions(-) diff --git a/hdr/shaders/crt-hdr.slang b/hdr/shaders/crt-hdr.slang index cebf2fa..60553e7 100644 --- a/hdr/shaders/crt-hdr.slang +++ b/hdr/shaders/crt-hdr.slang @@ -80,63 +80,101 @@ layout(push_constant) uniform Push #endif // WHITE_BALANCE_CONTROL } params; -#pragma parameter Title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0 0.0 -#pragma parameter Space0 " " 0.0 0.0 0.0 0.0 -#pragma parameter Support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0 0.0 -#pragma parameter Support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0 0.0 -#pragma parameter Support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0 0.0 -#pragma parameter Support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0 0.0 -#pragma parameter Space1 " " 0.0 0.0 0.0 0.0 -#pragma parameter Instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0 0.0 -#pragma parameter Instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0 0.0 -#pragma parameter Instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0 0.0 -#pragma parameter Instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0 0.0 -#pragma parameter Space2 " " 0.0 0.0 0.0 0.0 -#pragma parameter UserSettings "USER SETTINGS:" 0.0 0.0 0.0 0.0 -#pragma parameter HDR " SDR/HDR" 1.0 0.0 1.0 1.0 -#pragma parameter MaxNits " Display's Peak Luminance" 700.0 0.0 10000.0 10.0 -#pragma parameter PaperWhiteNits " Display's Paper White Luminance" 700.0 0.0 10000.0 10.0 -#pragma parameter LCDResolution " Display's Resolution: 4K/8K" 0.0 0.0 1.0 1.0 -#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB/BGR" 0.0 0.0 1.0 1.0 -#pragma parameter Brightness " Brightness" 1.0 0.0 2.0 0.01 -#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05 -#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0 -#pragma parameter RedVerticalConvergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter Space3 " " 0.0 0.0 0.0 0.0 -#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0 -#pragma parameter CRTScreenType " CRT Type: Aperture Grille/Shadow Mask/Slot Mask" 0.0 0.0 2.0 1.0 -#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0 +#pragma parameter Title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0001 0.0 +#pragma parameter Space0 " " 0.0 0.0 0.0001 0.0 +#pragma parameter Support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0001 0.0 +#pragma parameter Support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0001 0.0 +#pragma parameter Support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0001 0.0 +#pragma parameter Support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0001 0.0 +#pragma parameter Space1 " " 0.0 0.0 0.0001 0.0 +#pragma parameter Instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0001 0.0 +#pragma parameter Instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0001 0.0 +#pragma parameter Instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0001 0.0 +#pragma parameter Instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0001 0.0 +#pragma parameter Space2 " " 0.0 0.0 0.0001 0.0 +#pragma parameter UserSettings "USER SETTINGS:" 0.0 0.0 0.0001 0.0 +#pragma parameter HDR " SDR | HDR" 1.0 0.0 1.0 1.0 +#pragma parameter MaxNits " Display's Peak Luminance" 700.0 0.0 10000.0 10.0 +#pragma parameter PaperWhiteNits " Display's Paper White Luminance" 700.0 0.0 10000.0 10.0 +#pragma parameter LCDResolution " Display's Resolution: 4K | 8K" 0.0 0.0 1.0 1.0 +#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB | BGR" 0.0 0.0 1.0 1.0 +#pragma parameter Brightness " Brightness" 1.0 0.0 2.0 0.01 +#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05 +#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0 +#pragma parameter RedVerticalConvergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.01 +#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.01 +#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.01 +#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.01 +#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.01 +#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.01 -#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0 0.0 -#pragma parameter RedScanlineMin " Red Scanline Min" 0.50 0.0 2.0 0.01 -#pragma parameter RedScanlineMax " Red Scanline Max" 1.00 0.0 2.0 0.01 -#pragma parameter RedScanlineAttack " Red Scanline Attack" 0.20 0.0 1.0 0.01 -#pragma parameter GreenScanlineMin " Green Scanline Min" 0.50 0.0 2.0 0.01 -#pragma parameter GreenScanlineMax " Green Scanline Max" 1.00 0.0 2.0 0.01 -#pragma parameter GreenScanlineAttack " Green Scanline Attack" 0.20 0.0 1.0 0.01 -#pragma parameter BlueScanlineMin " Blue Scanline Min" 0.50 0.0 2.0 0.01 -#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.00 0.0 2.0 0.01 -#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 0.20 0.0 1.0 0.01 -#pragma parameter DeveloperSettings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0 0.0 -#pragma parameter RedBeamSharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05 -#pragma parameter RedBeamAttack " Red Beam Attack" 0.50 0.0 2.0 0.01 -#pragma parameter GreenBeamSharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05 -#pragma parameter GreenBeamAttack " Green Beam Attack" 0.50 0.0 2.0 0.01 -#pragma parameter BlueBeamSharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05 -#pragma parameter BlueBeamAttack " Blue Beam Attack" 0.50 0.0 2.0 0.01 +#pragma parameter Space3 " " 0.0 0.0 0.0001 0.0 +#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0001 0.0 +#pragma parameter CRTScreenType " CRT Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0 +#pragma parameter CRTResolution " CRT Resolution: 600TVL | 800TVL | 1000TVL" 0.0 0.0 2.0 1.0 +#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0001 0.0 +#pragma parameter RedScanlineMin " Red Scanline Min" 0.50 0.0 2.0 0.01 +#pragma parameter RedScanlineMax " Red Scanline Max" 1.00 0.0 2.0 0.01 +#pragma parameter RedScanlineAttack " Red Scanline Attack" 0.20 0.0 1.0 0.01 +#pragma parameter GreenScanlineMin " Green Scanline Min" 0.50 0.0 2.0 0.01 +#pragma parameter GreenScanlineMax " Green Scanline Max" 1.00 0.0 2.0 0.01 +#pragma parameter GreenScanlineAttack " Green Scanline Attack" 0.20 0.0 1.0 0.01 +#pragma parameter BlueScanlineMin " Blue Scanline Min" 0.50 0.0 2.0 0.01 +#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.00 0.0 2.0 0.01 +#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 0.20 0.0 1.0 0.01 +#pragma parameter DeveloperSettings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0001 0.0 +#pragma parameter RedBeamSharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05 +#pragma parameter RedBeamAttack " Red Beam Attack" 0.50 0.0 2.0 0.01 +#pragma parameter GreenBeamSharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05 +#pragma parameter GreenBeamAttack " Green Beam Attack" 0.50 0.0 2.0 0.01 +#pragma parameter BlueBeamSharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05 +#pragma parameter BlueBeamAttack " Blue Beam Attack" 0.50 0.0 2.0 0.01 #if WHITE_BALANCE_CONTROL //#pragma parameter WhiteTemperature "White Temperature" 6500.0 0.0 13000.0 50.0 //#pragma parameter WhiteTint "White Tint" 0.0 -1.0 1.0 0.01 #endif // WHITE_BALANCE_CONTROL + +#define HCRT_HDR params.HDR +#define HCRT_MAX_NITS params.MaxNits +#define HCRT_PAPER_WHITE_NITS params.PaperWhiteNits +#define HCRT_LCD_RESOLUTION params.LCDResolution +#define HCRT_LCD_SUBPIXEL params.LCDSubpixel +#define HCRT_BRIGHTNESS params.Brightness +#define HCRT_CONTRAST params.Contrast +#define HCRT_EXPAND_GAMUT params.ExpandGamut +#define HCRT_RED_VERTICAL_CONVERGENCE params.RedVerticalConvergence +#define HCRT_GREEN_VERTICAL_CONVERGENCE params.GreenVerticalConvergence +#define HCRT_BLUE_VERTICAL_CONVERGENCE params.BlueVerticalConvergence +#define HCRT_RED_HORIZONTAL_CONVERGENCE params.RedHorizontalConvergence +#define HCRT_GREEN_HORIZONTAL_CONVERGENCE params.GreenHorizontalConvergence +#define HCRT_BLUE_HORIZONTAL_CONVERGENCE params.BlueHorizontalConvergence + +#define HCRT_CRT_SCREEN_TYPE params.CRTScreenType +#define HCRT_CRT_RESOLUTION params.CRTResolution + +#define HCRT_RED_SCANLINE_MIN params.RedScanlineMin +#define HCRT_RED_SCANLINE_MAX params.RedScanlineMax +#define HCRT_RED_SCANLINE_ATTACK params.RedScanlineAttack +#define HCRT_GREEN_SCANLINE_MIN params.GreenScanlineMin +#define HCRT_GREEN_SCANLINE_MAX params.GreenScanlineMax +#define HCRT_GREEN_SCANLINE_ATTACK params.GreenScanlineAttack +#define HCRT_BLUE_SCANLINE_MIN params.BlueScanlineMin +#define HCRT_BLUE_SCANLINE_MAX params.BlueScanlineMax +#define HCRT_BLUE_SCANLINE_ATTACK params.BlueScanlineAttack + +#define HCRT_RED_BEAM_SHARPNESS params.RedBeamSharpness +#define HCRT_RED_BEAM_ATTACK params.RedBeamAttack +#define HCRT_GREEN_BEAM_SHARPNESS params.GreenBeamSharpness +#define HCRT_GREEN_BEAM_ATTACK params.GreenBeamAttack +#define HCRT_BLUE_BEAM_SHARPNESS params.BlueBeamSharpness +#define HCRT_BLUE_BEAM_ATTACK params.BlueBeamAttack + +#define COMPAT_TEXTURE(c, d) texture(c, d) + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; @@ -150,29 +188,15 @@ layout(std140, set = 0, binding = 0) uniform UBO layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out float ScanlineSize; -layout(location = 2) out float InverseScanlineSize; -layout(location = 3) out vec3 VerticalConvergence; -layout(location = 4) out vec3 HorizontalConvergence; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * vec2(1.00001); // To resolve rounding issues when sampling - - ScanlineSize = global.OutputSize.y / global.SourceSize.y; - InverseScanlineSize = 1.0f / ScanlineSize; - - VerticalConvergence = vec3(params.RedVerticalConvergence, params.GreenVerticalConvergence, params.BlueVerticalConvergence); - HorizontalConvergence = vec3(params.RedHorizontalConvergence, params.GreenHorizontalConvergence, params.BlueHorizontalConvergence); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in float ScanlineSize; -layout(location = 2) in float InverseScanlineSize; -layout(location = 3) in vec3 VerticalConvergence; -layout(location = 4) in vec3 HorizontalConvergence; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; @@ -376,9 +400,9 @@ float ModInteger(float a, float b) vec3 InverseTonemapConditional(const vec3 sdr_balanced) { - if(params.HDR > 0.0f) + if(HCRT_HDR > 0.0f) { - return InverseTonemap(sdr_balanced, params.MaxNits, params.PaperWhiteNits, kLumaRatio); + return InverseTonemap(sdr_balanced, HCRT_MAX_NITS, HCRT_PAPER_WHITE_NITS, kLumaRatio); } else { @@ -388,9 +412,9 @@ vec3 InverseTonemapConditional(const vec3 sdr_balanced) vec3 Hdr10Conditional(const vec3 scanline_colour) { - if(params.HDR > 0.0f) + if(HCRT_HDR > 0.0f) { - return Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut); + return Hdr10(scanline_colour, HCRT_PAPER_WHITE_NITS, HCRT_EXPAND_GAMUT); } else { @@ -402,14 +426,14 @@ vec3 Hdr10Conditional(const vec3 scanline_colour) void main() { - const vec2 current_position = vTexCoord * global.OutputSize.xy; + const vec2 current_position = vTexCoord * global.OutputSize.xy; - vec3 scanline_colour = GenerateScanline(); + vec3 scanline_colour = GenerateScanline(global.SourceSize.xy); - uint screen_type = uint(params.CRTScreenType); - uint crt_resolution = uint(params.CRTResolution); - uint lcd_resolution = uint(params.LCDResolution); - uint lcd_subpixel_layout = uint(params.LCDSubpixel); + uint screen_type = uint(HCRT_CRT_SCREEN_TYPE); + uint crt_resolution = uint(HCRT_CRT_RESOLUTION); + uint lcd_resolution = uint(HCRT_LCD_RESOLUTION); + uint lcd_subpixel_layout = uint(HCRT_LCD_SUBPIXEL); switch(screen_type) { diff --git a/hdr/shaders/include/scanline_generation.h b/hdr/shaders/include/scanline_generation.h index e13ab8e..a48bb3e 100644 --- a/hdr/shaders/include/scanline_generation.h +++ b/hdr/shaders/include/scanline_generation.h @@ -16,24 +16,24 @@ const vec4 kAttackControlPoints = vec4(0.0f, 1.0f, 1.0f, 1.0f); vec4 RedBeamControlPoints(const bool falloff) { - float inner_attack = clamp(params.RedBeamAttack, 0.0f, 1.0); - float outer_attack = clamp(params.RedBeamAttack - 1.0f, 0.0f, 1.0); + float inner_attack = clamp(HCRT_RED_BEAM_ATTACK, 0.0f, 1.0); + float outer_attack = clamp(HCRT_RED_BEAM_ATTACK - 1.0f, 0.0f, 1.0); return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f); } vec4 GreenBeamControlPoints(const bool falloff) { - float inner_attack = clamp(params.GreenBeamAttack, 0.0f, 1.0); - float outer_attack = clamp(params.GreenBeamAttack - 1.0f, 0.0f, 1.0); + float inner_attack = clamp(HCRT_GREEN_BEAM_ATTACK, 0.0f, 1.0); + float outer_attack = clamp(HCRT_GREEN_BEAM_ATTACK - 1.0f, 0.0f, 1.0); return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f); } vec4 BlueBeamControlPoints(const bool falloff) { - float inner_attack = clamp(params.BlueBeamAttack, 0.0f, 1.0); - float outer_attack = clamp(params.BlueBeamAttack - 1.0f, 0.0f, 1.0); + float inner_attack = clamp(HCRT_BLUE_BEAM_ATTACK, 0.0f, 1.0); + float outer_attack = clamp(HCRT_BLUE_BEAM_ATTACK - 1.0f, 0.0f, 1.0); return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f); } @@ -56,7 +56,7 @@ vec3 ToLinear(vec3 colour) float Contrast1(float linear, float channel) { - return (channel > 0.04045f) ? linear * pow(abs(channel) * (1.0f / 1.055f) + (0.055f / 1.055f), params.Contrast) : channel * (1.0f / 12.92f); + return (channel > 0.04045f) ? linear * pow(abs(channel) * (1.0f / 1.055f) + (0.055f / 1.055f), HCRT_CONTRAST) : channel * (1.0f / 12.92f); } vec3 Contrast(vec3 linear, vec3 colour) @@ -69,17 +69,19 @@ vec3 Ramp(const vec3 luminance, const vec3 colour) return clamp(luminance * colour, 0.0, 1.0); } -vec3 ScanlineColour(const vec3 source_tex_coord_x, const vec3 narrowed_source_pixel_offset, inout vec3 next_prev) +vec3 ScanlineColour(const vec2 source_size, const vec3 source_tex_coord_x, const vec3 narrowed_source_pixel_offset, inout vec3 next_prev) { - const vec3 current_source_position_y = (vec3(vTexCoord.y * global.SourceSize.y) - VerticalConvergence) + next_prev; + const vec3 current_source_position_y = (vec3(vTexCoord.y * source_size.y) - vec3(HCRT_RED_VERTICAL_CONVERGENCE, HCRT_GREEN_VERTICAL_CONVERGENCE, HCRT_BLUE_VERTICAL_CONVERGENCE)) + next_prev; const vec3 current_source_center_y = floor(current_source_position_y) + 0.5f; - const vec3 source_tex_coord_y = current_source_center_y / global.SourceSize.y; + const vec3 source_tex_coord_y = current_source_center_y / source_size.y; const vec3 scanline_delta = fract(current_source_position_y) - 0.5f; + const float scanline_size = global.OutputSize.y / source_size.y; + // Slightly increase the beam width to get maximum brightness - vec3 beam_distance = abs(scanline_delta - next_prev) - (kBeamWidth * InverseScanlineSize); + vec3 beam_distance = abs(scanline_delta - next_prev) - (kBeamWidth / scanline_size); beam_distance = vec3(beam_distance.x < 0.0f ? 0.0f : beam_distance.x, beam_distance.y < 0.0f ? 0.0f : beam_distance.y, beam_distance.z < 0.0f ? 0.0f : beam_distance.z); @@ -90,29 +92,26 @@ vec3 ScanlineColour(const vec3 source_tex_coord_x, const vec3 narrowed_source_pi next_prev.z = scanline_delta.z > 0.0f ? 1.0f : -1.0f; const vec2 red_tex_coord_0 = vec2(source_tex_coord_x.x, source_tex_coord_y.x); - const vec2 red_tex_coord_1 = vec2(source_tex_coord_x.x + (1.0f / global.SourceSize.x), source_tex_coord_y.x); + const vec2 red_tex_coord_1 = vec2(source_tex_coord_x.x + (1.0f / source_size.x), source_tex_coord_y.x); const vec2 green_tex_coord_0 = vec2(source_tex_coord_x.y, source_tex_coord_y.y); - const vec2 green_tex_coord_1 = vec2(source_tex_coord_x.y + (1.0f / global.SourceSize.x), source_tex_coord_y.y); + const vec2 green_tex_coord_1 = vec2(source_tex_coord_x.y + (1.0f / source_size.x), source_tex_coord_y.y); const vec2 blue_tex_coord_0 = vec2(source_tex_coord_x.z, source_tex_coord_y.z); - const vec2 blue_tex_coord_1 = vec2(source_tex_coord_x.z + (1.0f / global.SourceSize.x), source_tex_coord_y.z); + const vec2 blue_tex_coord_1 = vec2(source_tex_coord_x.z + (1.0f / source_size.x), source_tex_coord_y.z); - const float red_0 = texture(Source, red_tex_coord_0).x; - const float red_1 = texture(Source, red_tex_coord_1).x; + const float red_0 = COMPAT_TEXTURE(Source, red_tex_coord_0).x; + const float red_1 = COMPAT_TEXTURE(Source, red_tex_coord_1).x; - const float green_0 = texture(Source, green_tex_coord_0).y; - const float green_1 = texture(Source, green_tex_coord_1).y; + const float green_0 = COMPAT_TEXTURE(Source, green_tex_coord_0).y; + const float green_1 = COMPAT_TEXTURE(Source, green_tex_coord_1).y; - const float blue_0 = texture(Source, blue_tex_coord_0).z; - const float blue_1 = texture(Source, blue_tex_coord_1).z; + const float blue_0 = COMPAT_TEXTURE(Source, blue_tex_coord_0).z; + const float blue_1 = COMPAT_TEXTURE(Source, blue_tex_coord_1).z; const vec3 sdr_colour_0 = vec3(red_0, green_0, blue_0); const vec3 sdr_colour_1 = vec3(red_1, green_1, blue_1); - //const vec3 sdr_colour_0 = texture(Source, source_tex_coord_0).xyz; - //const vec3 sdr_colour_1 = texture(Source, source_tex_coord_1).xyz; - const vec3 sdr_linear_0 = ToLinear(sdr_colour_0); const vec3 sdr_linear_1 = ToLinear(sdr_colour_1); @@ -120,8 +119,8 @@ vec3 ScanlineColour(const vec3 source_tex_coord_x, const vec3 narrowed_source_pi const vec3 sdr_constrast_1 = Contrast(sdr_linear_1, sdr_colour_1); #if WHITE_BALANCE_CONTROL - //const vec3 sdr_balanced_0 = WhiteBalance(sdr_constrast_0, params.WhiteTemperature, params.WhiteTint); - //const vec3 sdr_balanced_1 = WhiteBalance(sdr_constrast_1, params.WhiteTemperature, params.WhiteTint); + //const vec3 sdr_balanced_0 = WhiteBalance(sdr_constrast_0, HCRT_WHITE_TEMPERATURE, HCRT_WHITE_TINT); + //const vec3 sdr_balanced_1 = WhiteBalance(sdr_constrast_1, HCRT_WHITE_TEMPERATURE, HCRT_WHITE_TINT); #else const vec3 sdr_balanced_0 = sdr_constrast_0; const vec3 sdr_balanced_1 = sdr_constrast_1; @@ -139,13 +138,13 @@ vec3 ScanlineColour(const vec3 source_tex_coord_x, const vec3 narrowed_source_pi const vec3 hdr_colour = mix(hdr_colour_0, hdr_colour_1, horiz_interp); const vec3 sdr_colour = mix(sdr_linear_0, sdr_linear_1, horiz_interp); - const float red_scanline_distance = clamp(scanline_distance.x / ((sdr_colour.r * (params.RedScanlineMax - params.RedScanlineMin)) + params.RedScanlineMin), 0.0f, 1.0f); - const float green_scanline_distance = clamp(scanline_distance.y / ((sdr_colour.g * (params.GreenScanlineMax - params.GreenScanlineMin)) + params.GreenScanlineMin), 0.0f, 1.0f); - const float blue_scanline_distance = clamp(scanline_distance.z / ((sdr_colour.b * (params.BlueScanlineMax - params.BlueScanlineMin)) + params.BlueScanlineMin), 0.0f, 1.0f); + const float red_scanline_distance = clamp(scanline_distance.x / ((sdr_colour.r * (HCRT_RED_SCANLINE_MAX - HCRT_RED_SCANLINE_MIN)) + HCRT_RED_SCANLINE_MIN), 0.0f, 1.0f); + const float green_scanline_distance = clamp(scanline_distance.y / ((sdr_colour.g * (HCRT_GREEN_SCANLINE_MAX - HCRT_GREEN_SCANLINE_MIN)) + HCRT_GREEN_SCANLINE_MIN), 0.0f, 1.0f); + const float blue_scanline_distance = clamp(scanline_distance.z / ((sdr_colour.b * (HCRT_BLUE_SCANLINE_MAX - HCRT_BLUE_SCANLINE_MIN)) + HCRT_BLUE_SCANLINE_MIN), 0.0f, 1.0f); - const vec4 red_control_points = vec4(1.0f, 1.0f, sdr_colour.r * params.RedScanlineAttack, 0.0f); - const vec4 green_control_points = vec4(1.0f, 1.0f, sdr_colour.g * params.GreenScanlineAttack, 0.0f); - const vec4 blue_control_points = vec4(1.0f, 1.0f, sdr_colour.b * params.BlueScanlineAttack, 0.0f); + const vec4 red_control_points = vec4(1.0f, 1.0f, sdr_colour.r * HCRT_RED_SCANLINE_ATTACK, 0.0f); + const vec4 green_control_points = vec4(1.0f, 1.0f, sdr_colour.g * HCRT_GREEN_SCANLINE_ATTACK, 0.0f); + const vec4 blue_control_points = vec4(1.0f, 1.0f, sdr_colour.b * HCRT_BLUE_SCANLINE_ATTACK, 0.0f); const vec3 luminance = vec3(Bezier(red_scanline_distance, red_control_points), Bezier(green_scanline_distance, green_control_points), @@ -154,28 +153,28 @@ vec3 ScanlineColour(const vec3 source_tex_coord_x, const vec3 narrowed_source_pi return luminance * hdr_colour; } -vec3 GenerateScanline() +vec3 GenerateScanline(const vec2 source_size) { - const vec3 current_source_position_x = vec3(vTexCoord.x * global.SourceSize.x) - HorizontalConvergence; + const vec3 current_source_position_x = vec3(vTexCoord.x * source_size.x) - vec3(HCRT_RED_HORIZONTAL_CONVERGENCE, HCRT_GREEN_HORIZONTAL_CONVERGENCE, HCRT_BLUE_HORIZONTAL_CONVERGENCE); const vec3 current_source_center_x = floor(current_source_position_x) + 0.5f; - const vec3 source_tex_coord_x = current_source_center_x / global.SourceSize.x; + const vec3 source_tex_coord_x = current_source_center_x / source_size.x; const vec3 source_pixel_offset = fract(current_source_position_x); - const vec3 beam_sharpness = vec3(params.RedBeamSharpness, params.GreenBeamSharpness, params.BlueBeamSharpness); + const vec3 beam_sharpness = vec3(HCRT_RED_BEAM_SHARPNESS, HCRT_GREEN_BEAM_SHARPNESS, HCRT_BLUE_BEAM_SHARPNESS); const vec3 narrowed_source_pixel_offset = clamp(((source_pixel_offset - vec3(0.5f)) * beam_sharpness) + vec3(0.5f), vec3(0.0f), vec3(1.0f)); vec3 next_prev = vec3(0.0f); - const vec3 scanline_colour0 = ScanlineColour(source_tex_coord_x, narrowed_source_pixel_offset, next_prev); + const vec3 scanline_colour0 = ScanlineColour(source_size, source_tex_coord_x, narrowed_source_pixel_offset, next_prev); // Optionally sample the neighbouring scanline vec3 scanline_colour1 = vec3(0.0f); - if(params.RedScanlineMax > 1.0f || params.GreenScanlineMax > 1.0f || params.BlueScanlineMax > 1.0f) + if(HCRT_RED_SCANLINE_MAX > 1.0f || HCRT_GREEN_SCANLINE_MAX > 1.0f || HCRT_BLUE_SCANLINE_MAX > 1.0f) { - scanline_colour1 = ScanlineColour(source_tex_coord_x, narrowed_source_pixel_offset, next_prev); + scanline_colour1 = ScanlineColour(source_size, source_tex_coord_x, narrowed_source_pixel_offset, next_prev); } - return scanline_colour0 * params.Brightness + scanline_colour1; + return scanline_colour0 * HCRT_BRIGHTNESS + scanline_colour1; } \ No newline at end of file