mirror of
https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #231 from MajorPainTheCactus/hdr_4_0
V4.0 Sony PVM 4K HDR Shader
This commit is contained in:
commit
b49011c93e
|
@ -27,31 +27,32 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-slot-mask-hdr.slang"
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shader0 = "shaders/crt-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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PaperWhiteNits = "700.000000"
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CRTScreenType = "2.000000"
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PaperWhiteNits = "600.000000"
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Contrast = "0.000000"
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ExpandGamut = "1.000000"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.8900000"
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RedScanlineMax = "1.000000"
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RedScanlineAttack = "0.300000"
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GreenScanlineMin = "0.500000"
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GreenScanlineMin = "0.600000"
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GreenScanlineMax = "0.800000"
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GreenScanlineAttack = "0.300000"
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BlueScanlineMin = "0.500000"
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BlueScanlineMin = "0.600000"
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BlueScanlineMax = "0.800000"
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BlueScanlineAttack = "0.300000"
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RedBeamSharpness = "1.500000"
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RedBeamAttack = "1.8000000"
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GreenBeamSharpness = "1.500000"
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GreenBeamAttack = "1.800000"
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BlueBeamSharpness = "1.500000"
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BlueBeamAttack = "1.800000"
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RedBeamSharpness = "1.300000"
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RedBeamAttack = "1.000000"
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GreenBeamSharpness = "1.300000"
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GreenBeamAttack = "1.000000"
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BlueBeamSharpness = "1.300000"
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BlueBeamAttack = "1.000000"
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@ -27,16 +27,17 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-slot-mask-hdr.slang"
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shader0 = "shaders/crt-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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CRTScreenType = "2.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.650000"
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RedScanlineMax = "0.900000"
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RedScanlineAttack = "0.500000"
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@ -27,17 +27,19 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-shadow-mask-hdr.slang"
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shader0 = "shaders/crt-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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CRTScreenType = "1.000000"
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CRTResolution = "2.000000"
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PaperWhiteNits = "400.000000"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.550000"
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RedScanlineMax = "0.800000"
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RedScanlineAttack = "1.000000"
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@ -1,8 +1,8 @@
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#reference "crt-sony-pvm-4k-hdr.slangp"
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CRTResolution = "1.000000"
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RedConvergence = "0.500000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedVerticalConvergence = "0.500000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.250000"
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RedScanlineMax = "0.400000"
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RedScanlineAttack = "0.150000"
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@ -27,16 +27,16 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-aperture-grille-hdr.slang"
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shader0 = "shaders/crt-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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RedConvergence = "-0.500000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedVerticalConvergence = "-0.500000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.550000"
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RedScanlineMax = "0.820000"
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RedScanlineAttack = "0.650000"
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@ -27,10 +27,11 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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shaders = "1"
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feedback_pass = "0"
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shader0 = "shaders/crt-shadow-mask-hdr.slang"
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shader0 = "shaders/crt-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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CRTScreenType = "1.000000"
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|
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@ -27,17 +27,19 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
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|||
shaders = "1"
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||||
feedback_pass = "0"
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||||
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shader0 = "shaders/crt-shadow-mask-hdr.slang"
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shader0 = "shaders/crt-hdr.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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CRTScreenType = "1.000000"
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CRTResolution = "2.000000"
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PaperWhiteNits = "400.000000"
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RedConvergence = "0.000000"
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GreenConvergence = "0.000000"
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BlueConvergence = "0.000000"
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RedVerticalConvergence = "0.000000"
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GreenVerticalConvergence = "0.000000"
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BlueVerticalConvergence = "0.000000"
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RedScanlineMin = "0.5000000"
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RedScanlineMax = "1.000000"
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RedScanlineAttack = "0.350000"
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@ -1,164 +0,0 @@
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#version 450
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/*
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A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
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||||
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The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
|
||||
we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
|
||||
|
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I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
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||||
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Please Enable HDR in RetroArch 1.10+
|
||||
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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||||
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
|
||||
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Also try to use a integer scaling - its just better - overscaling is fine.
|
||||
|
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This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
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||||
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Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
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||||
|
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
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*/
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#pragma format A2B10G10R10_UNORM_PACK32
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#define WHITE_BALANCE_CONTROL 0
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#include "include\hdr10.h"
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#if WHITE_BALANCE_CONTROL
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//#include "include\white_balance.h"
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#endif // WHITE_BALANCE_CONTROL
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layout(push_constant) uniform Push
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{
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#include "include\user_properties.h"
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float CRTResolution;
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#include "include\developer_properties.h"
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} params;
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#include "include\user_parameters.h"
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#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
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#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
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#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
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#include "include\developer_parameters.h"
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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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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float ScanlineSize;
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layout(location = 2) out float InverseScanlineSize;
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layout(location = 3) out vec3 Convergence;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * vec2(1.00001); // To resolve rounding issues when sampling
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ScanlineSize = global.OutputSize.y / global.SourceSize.y;
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InverseScanlineSize = 1.0f / ScanlineSize;
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Convergence = vec3(params.RedConvergence, params.GreenConvergence, params.BlueConvergence);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float ScanlineSize;
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layout(location = 2) in float InverseScanlineSize;
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layout(location = 3) in vec3 Convergence;
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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 kRed vec3(1.0, 0.0, 0.0)
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#define kGreen vec3(0.0, 1.0, 0.0)
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#define kBlue vec3(0.0, 0.0, 1.0)
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#define kMagenta vec3(1.0, 0.0, 1.0)
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#define kYellow vec3(1.0, 1.0, 0.0)
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#define kCyan vec3(0.0, 1.0, 1.0)
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#define kBlack vec3(0.0, 0.0, 0.0)
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#define kWhite vec3(1.0, 1.0, 1.0)
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#define kBGRAxis 2
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#define kTVLAxis 3
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#define kResolutionAxis 2
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#define kMaxMaskSize 7
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#define kNotSupported { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
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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 kPhosphorMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
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const vec3 kPhosphorMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxMaskSize] = {
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{ // 4K
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{ kRGBX, kBGRX }, // 600 TVL
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{ kBGR, kRGB }, // 800 TVL
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{ kMG, kGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBX, kBBGGRRX }, // 600 TVL
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{ kRYCBX, kRYCBX }, // 800 TVL
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{ kRGBX, kBGRX } // 1000 TVL
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}
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};
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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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#include "include\scanline_generation.h"
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void main()
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{
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const vec2 current_position = vTexCoord * global.OutputSize.xy;
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vec3 scanline_colour = GenerateScanline(current_position);
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{
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uint lcd_subpixel_layout = uint(params.LCDSubpixel);
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uint crt_resolution = uint(params.CRTResolution);
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uint lcd_resolution = uint(params.LCDResolution);
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uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[lcd_resolution][crt_resolution]));
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scanline_colour *= kPhosphorMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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}
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// HACK: To get maximum brightness we just set paper white luminance to max luminance
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const vec3 hdr10 = Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
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//FragColor = vec4(scanline_colour, 1.0);
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FragColor = vec4(hdr10, 1.0);
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}
|
453
hdr/shaders/crt-hdr.slang
Normal file
453
hdr/shaders/crt-hdr.slang
Normal file
|
@ -0,0 +1,453 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
|
||||
|
||||
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
|
||||
we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
|
||||
|
||||
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
|
||||
|
||||
Please Enable HDR in RetroArch 1.10+
|
||||
|
||||
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
|
||||
|
||||
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
|
||||
|
||||
Also try to use a integer scaling - its just better - overscaling is fine.
|
||||
|
||||
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
|
||||
|
||||
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
|
||||
|
||||
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
|
||||
*/
|
||||
|
||||
#pragma format A2B10G10R10_UNORM_PACK32
|
||||
|
||||
#define WHITE_BALANCE_CONTROL 0
|
||||
|
||||
#include "include\hdr10.h"
|
||||
|
||||
#if WHITE_BALANCE_CONTROL
|
||||
//#include "include\white_balance.h"
|
||||
#endif // WHITE_BALANCE_CONTROL
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
// User Settings
|
||||
float HDR;
|
||||
float MaxNits;
|
||||
float PaperWhiteNits;
|
||||
float LCDResolution;
|
||||
float LCDSubpixel;
|
||||
float Contrast;
|
||||
float ExpandGamut;
|
||||
float RedVerticalConvergence;
|
||||
float GreenVerticalConvergence;
|
||||
float BlueVerticalConvergence;
|
||||
float RedHorizontalConvergence;
|
||||
float GreenHorizontalConvergence;
|
||||
float BlueHorizontalConvergence;
|
||||
|
||||
// Developer Settings
|
||||
float CRTScreenType;
|
||||
float CRTResolution;
|
||||
|
||||
// Vertical Settings
|
||||
float RedScanlineMin;
|
||||
float RedScanlineMax;
|
||||
float RedScanlineAttack;
|
||||
float GreenScanlineMin;
|
||||
float GreenScanlineMax;
|
||||
float GreenScanlineAttack;
|
||||
float BlueScanlineMin;
|
||||
float BlueScanlineMax;
|
||||
float BlueScanlineAttack;
|
||||
|
||||
// Horizontal Settings
|
||||
float RedBeamSharpness;
|
||||
float RedBeamAttack;
|
||||
float GreenBeamSharpness;
|
||||
float GreenBeamAttack;
|
||||
float BlueBeamSharpness;
|
||||
float BlueBeamAttack;
|
||||
|
||||
#if WHITE_BALANCE_CONTROL
|
||||
float WhiteTemperature;
|
||||
float WhiteTint;
|
||||
#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 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 0.05
|
||||
#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.05
|
||||
#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.05
|
||||
#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.05
|
||||
#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.05
|
||||
#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.05
|
||||
|
||||
#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 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
|
||||
|
||||
|
||||
#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
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
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) / global.SourceSize.x;
|
||||
}
|
||||
|
||||
#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;
|
||||
|
||||
#define kRed vec3(1.0, 0.0, 0.0)
|
||||
#define kGreen vec3(0.0, 1.0, 0.0)
|
||||
#define kBlue vec3(0.0, 0.0, 1.0)
|
||||
#define kMagenta vec3(1.0, 0.0, 1.0)
|
||||
#define kYellow vec3(1.0, 1.0, 0.0)
|
||||
#define kCyan vec3(0.0, 1.0, 1.0)
|
||||
#define kBlack vec3(0.0, 0.0, 0.0)
|
||||
#define kWhite vec3(1.0, 1.0, 1.0)
|
||||
|
||||
#define kApertureGrille 0
|
||||
#define kShadowMask 1
|
||||
#define kSlotMask 2
|
||||
|
||||
#define kBGRAxis 2
|
||||
#define kTVLAxis 3
|
||||
#define kResolutionAxis 2
|
||||
|
||||
// APERTURE GRILLE MASKS
|
||||
|
||||
#define kMaxApertureGrilleSize 7
|
||||
|
||||
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
|
||||
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
|
||||
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
|
||||
|
||||
const uint kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
|
||||
|
||||
const vec3 kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertureGrilleSize] = {
|
||||
{ // 4K
|
||||
{ kRGBX, kBGRX }, // 600 TVL
|
||||
{ kBGR, kRGB }, // 800 TVL
|
||||
{ kMG, kGM } // 1000 TVL
|
||||
},
|
||||
{ // 8K
|
||||
{ kRRGGBBX, kBBGGRRX }, // 600 TVL
|
||||
{ kRYCBX, kRYCBX }, // 800 TVL
|
||||
{ kRGBX, kBGRX } // 1000 TVL
|
||||
}
|
||||
};
|
||||
|
||||
#undef kXXXX
|
||||
#undef kMG
|
||||
#undef kGM
|
||||
#undef kBGR
|
||||
#undef kRGB
|
||||
#undef kRGBX
|
||||
#undef kBGRX
|
||||
#undef kRYCBX
|
||||
#undef kBCYRX
|
||||
#undef kRRGGBBX
|
||||
#undef kBBGGRRX
|
||||
|
||||
// SHADOW MASKS
|
||||
|
||||
#define kMaxShadowMaskSizeX 12
|
||||
#define kMaxShadowMaskSizeY 8
|
||||
|
||||
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
|
||||
#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
|
||||
|
||||
#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
|
||||
#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
|
||||
|
||||
#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
|
||||
#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
|
||||
|
||||
const uint kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 6, 2, 2 }, { 12, 6, 6 } };
|
||||
const uint kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 4, 2, 2 }, { 8, 4, 4 } };
|
||||
|
||||
const vec3 kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSizeX] = {
|
||||
{ // 4K
|
||||
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 600 TVL
|
||||
{ kMG_GM, kGM_MG }, // 800 TVL
|
||||
{ kMG_GM, kGM_MG } // 1000 TVL
|
||||
},
|
||||
{ // 8K
|
||||
{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
|
||||
kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 600 TVL
|
||||
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 800 TVL
|
||||
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB } // 1000 TVL
|
||||
}
|
||||
};
|
||||
|
||||
#undef kXXXX
|
||||
#undef kMG
|
||||
#undef kGM
|
||||
#undef kBGR
|
||||
#undef kRGB
|
||||
#undef kRGBX
|
||||
#undef kBGRX
|
||||
#undef kRYCBX
|
||||
#undef kBCYRX
|
||||
#undef kRRGGBBX
|
||||
#undef kBBGGRRX
|
||||
|
||||
// SLOT MASKS
|
||||
|
||||
#define kMaxSlotMaskSize 8
|
||||
#define kMaxSlotSizeX 2
|
||||
#define kMaxSlotSizeY 4
|
||||
|
||||
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
|
||||
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
|
||||
|
||||
#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG } }
|
||||
#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM } }
|
||||
|
||||
#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR } }
|
||||
#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB } }
|
||||
|
||||
#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } }
|
||||
#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } }
|
||||
|
||||
#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX } }
|
||||
#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX } }
|
||||
|
||||
#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
|
||||
#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
|
||||
|
||||
const uint kSlotMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
|
||||
|
||||
const vec3 kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = {
|
||||
{ // 4K
|
||||
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
|
||||
{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
|
||||
{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
|
||||
},
|
||||
{ // 8K
|
||||
{ kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
|
||||
{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
|
||||
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
|
||||
}
|
||||
};
|
||||
|
||||
#undef kXXXX
|
||||
#undef kMG
|
||||
#undef kGM
|
||||
#undef kBGR
|
||||
#undef kRGB
|
||||
#undef kRGBX
|
||||
#undef kBGRX
|
||||
#undef kRYCBX
|
||||
#undef kBCYRX
|
||||
#undef kRRGGBBX
|
||||
#undef kBBGGRRX
|
||||
|
||||
float ModInteger(float a, float b)
|
||||
{
|
||||
float m = a - floor((a + 0.5) / b) * b;
|
||||
return floor(m + 0.5);
|
||||
}
|
||||
|
||||
#include "include\inverse_tonemap.h"
|
||||
|
||||
#define kLumaRatio 0.5f
|
||||
|
||||
vec3 InverseTonemapConditional(const vec3 sdr_balanced)
|
||||
{
|
||||
if(params.HDR > 0.0f)
|
||||
{
|
||||
return InverseTonemap(sdr_balanced, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
|
||||
}
|
||||
else
|
||||
{
|
||||
return sdr_balanced;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 Hdr10Conditional(const vec3 scanline_colour)
|
||||
{
|
||||
if(params.HDR > 0.0f)
|
||||
{
|
||||
return Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
|
||||
}
|
||||
else
|
||||
{
|
||||
return scanline_colour;
|
||||
}
|
||||
}
|
||||
|
||||
#include "include\scanline_generation.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 current_position = vTexCoord * global.OutputSize.xy;
|
||||
|
||||
vec3 scanline_colour = GenerateScanline(current_position);
|
||||
|
||||
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);
|
||||
|
||||
switch(screen_type)
|
||||
{
|
||||
case kApertureGrille:
|
||||
{
|
||||
uint mask = uint(ModInteger(floor(current_position.x), kApertureGrilleMaskSize[lcd_resolution][crt_resolution]));
|
||||
|
||||
scanline_colour *= kApertureGrilleMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
|
||||
|
||||
break;
|
||||
}
|
||||
case kShadowMask:
|
||||
{
|
||||
uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSizeY[lcd_resolution][crt_resolution]));
|
||||
|
||||
uint mask = uint(ModInteger(floor(current_position.x), kShadowMaskSizeX[lcd_resolution][crt_resolution]));
|
||||
|
||||
scanline_colour *= kShadowMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
|
||||
|
||||
break;
|
||||
}
|
||||
case kSlotMask:
|
||||
{
|
||||
uint slot_x = uint(ModInteger(floor(current_position.x / float(kSlotMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
|
||||
uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
|
||||
|
||||
uint mask = uint(ModInteger(floor(current_position.x), kSlotMaskSize[lcd_resolution][crt_resolution]));
|
||||
|
||||
scanline_colour *= kSlotMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const vec3 hdr10 = Hdr10Conditional(scanline_colour);
|
||||
|
||||
//FragColor = vec4(scanline_colour, 1.0);
|
||||
FragColor = vec4(hdr10, 1.0);
|
||||
}
|
|
@ -1,221 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
A shader that tries to emulate a shadow mask screens but with full brightness.
|
||||
|
||||
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
|
||||
we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
|
||||
|
||||
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
|
||||
|
||||
Please Enable HDR in RetroArch 1.10+
|
||||
|
||||
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
|
||||
|
||||
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
|
||||
|
||||
Also try to use a integer scaling - its just better - overscaling is fine.
|
||||
|
||||
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
|
||||
|
||||
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
|
||||
|
||||
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
|
||||
*/
|
||||
|
||||
#pragma format A2B10G10R10_UNORM_PACK32
|
||||
|
||||
#define WHITE_BALANCE_CONTROL 0
|
||||
|
||||
#include "include\hdr10.h"
|
||||
|
||||
#if WHITE_BALANCE_CONTROL
|
||||
//#include "include\white_balance.h"
|
||||
#endif // WHITE_BALANCE_CONTROL
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
#include "include\user_properties.h"
|
||||
|
||||
float ShadowMaskPattern;
|
||||
|
||||
#include "include\developer_properties.h"
|
||||
} params;
|
||||
|
||||
#include "include\user_parameters.h"
|
||||
|
||||
#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 ShadowMaskPattern " Shadow Mask: Fine/2x1/1x2/Diagonal/Coarse/8K Coarse" 0.0 0.0 5.0 1.0
|
||||
|
||||
#include "include\developer_parameters.h"
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
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 Convergence;
|
||||
|
||||
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;
|
||||
|
||||
Convergence = vec3(params.RedConvergence, params.GreenConvergence, params.BlueConvergence);
|
||||
}
|
||||
|
||||
#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 Convergence;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define kRed vec3(1.0, 0.0, 0.0)
|
||||
#define kGreen vec3(0.0, 1.0, 0.0)
|
||||
#define kBlue vec3(0.0, 0.0, 1.0)
|
||||
#define kMagenta vec3(1.0, 0.0, 1.0)
|
||||
#define kYellow vec3(1.0, 1.0, 0.0)
|
||||
#define kCyan vec3(0.0, 1.0, 1.0)
|
||||
#define kBlack vec3(0.0, 0.0, 0.0)
|
||||
#define kWhite vec3(1.0, 1.0, 1.0)
|
||||
|
||||
#define kBGRAxis 2
|
||||
#define kPatternAxis 6
|
||||
#define kResolutionAxis 2
|
||||
#define kMaxMaskSize 12
|
||||
#define kMaxShadowSize 8
|
||||
#define kMaxGridSize 2
|
||||
|
||||
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kMGCRYB { kMagenta, kGreen, kCyan, kRed, kYellow, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRYBMGC { kRed, kYellow, kBlue, kMagenta, kGreen, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRYCB { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kCBRY { kCyan, kBlue, kRed, kYellow, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRBG { kRed, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kGRB { kGreen, kRed, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kYCM { kCyan, kYellow, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kMYC { kMagenta, kCyan, kYellow, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kCMY { kYellow, kMagenta, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGBRGBR { kGreen, kBlue, kRed, kGreen, kBlue, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
// TODO: #define kGBRGBR { kGreen, kBlue, kRed, kGreen, kBlue, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGYRMBC { kGreen, kYellow, kRed, kMagenta, kBlue, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
// TODO: #define kGYRMBC { kGreen, kYellow, kRed, kMagenta, kBlue, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kMBCGYR { kMagenta, kBlue, kCyan, kGreen, kYellow, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
// TODO: #define kMBCGYR { kMagenta, kBlue, kCyan, kGreen, kYellow, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
|
||||
#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
|
||||
|
||||
#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
|
||||
#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
|
||||
|
||||
#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kBGR_RBG_GRB { kBGR, kRBG, kGRB, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kBGR_RBG { kBGR, kRBG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kYCM_MYC_CMY { kYCM, kMYC, kCMY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kBGR_RBG { kYCM, kMYC, kCMY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kMGMG_GMGM { kMG, kMG, kGM, kGM, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
|
||||
#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
|
||||
|
||||
#define kRYCB_kCBRY { kRYCB, kCBRY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kRYCB_kCBRY { kRYCB, kCBRY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
//#define kMGCRYB_RYBMGC { kMGCRYB, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kMGCRYB_RYBMGC { kMGCRYB, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
//#define kMGCRYB_MGCRYB_RYBMGC_RYBMGC { kMGCRYB, kMGCRYB, kRYBMGC, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kMGCRYB_MGCRYB_RYBMGC_RYBMGC { kMGCRYB, kMGCRYB, kRYBMGC, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
#define kGBRGBR_GYRMBC_GBRGBR_MBCGYR { kGBRGBR, kGYRMBC, kGBRGBR, kMBCGYR, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
// TODO: #define kGBRGBR_GYRMBC_GBRGBR_MBCGYR { kGBRGBR, kGYRMBC, kGBRGBR, kMBCGYR, kXXXX, kXXXX, kXXXX, kXXXX }
|
||||
|
||||
const uint kPhosphorMaskSize[kPatternAxis] = { 2, 2, 4, 3, 6, 12 }; // , 6, 6, 6
|
||||
const uint kShadowMaskSize[kPatternAxis] = { 2, 4, 2, 3, 4, 8, }; // , 2, 4, 4
|
||||
|
||||
const vec3 kPhosphorMasks[kPatternAxis][kBGRAxis][kMaxShadowSize][kMaxMaskSize] = {
|
||||
{ kMG_GM, kGM_MG }, // Fine
|
||||
{ kMGMG_GMGM, kMGMG_GMGM },
|
||||
{ kRYCB_kCBRY, kRYCB_kCBRY },
|
||||
{ kBGR_RBG_GRB, kBGR_RBG_GRB }, // Coarse0
|
||||
//{ kYCM_MYC_CMY, kYCM_MYC_CMY },
|
||||
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // Coarse1
|
||||
{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR, kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 8K
|
||||
// { kMGCRYB_RYBMGC, kMGCRYB_RYBMGC }, // Tile0
|
||||
// { kMGCRYB_MGCRYB_RYBMGC_RYBMGC, kMGCRYB_MGCRYB_RYBMGC_RYBMGC }, // Tile1
|
||||
// { kGBRGBR_GYRMBC_GBRGBR_MBCGYR, kGBRGBR_GYRMBC_GBRGBR_MBCGYR } // Tile2
|
||||
};
|
||||
|
||||
float ModInteger(float a, float b)
|
||||
{
|
||||
float m = a - floor((a + 0.5) / b) * b;
|
||||
return floor(m + 0.5);
|
||||
}
|
||||
|
||||
#include "include\scanline_generation.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 current_position = vTexCoord * global.OutputSize.xy;
|
||||
|
||||
vec3 scanline_colour = GenerateScanline(current_position);
|
||||
|
||||
{
|
||||
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
|
||||
uint shadow_mask = uint(params.ShadowMaskPattern);
|
||||
|
||||
uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSize[shadow_mask]));
|
||||
|
||||
uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[shadow_mask]));
|
||||
|
||||
scanline_colour *= kPhosphorMasks[shadow_mask][lcd_subpixel_layout][shadow_y][mask];
|
||||
}
|
||||
|
||||
// HACK: To get maximum brightness we just set paper white luminance to max luminance
|
||||
const vec3 hdr10 = Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
|
||||
|
||||
//FragColor = vec4(scanline_colour, 1.0);
|
||||
FragColor = vec4(hdr10, 1.0);
|
||||
}
|
|
@ -1,184 +0,0 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
A shader that tries to emulate a slot mask screens but with full brightness.
|
||||
|
||||
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
|
||||
we apply this shader which emulates the slot mask the resulting screen isn't left too dark.
|
||||
|
||||
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
|
||||
|
||||
Please Enable HDR in RetroArch 1.10+
|
||||
|
||||
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
|
||||
|
||||
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
|
||||
|
||||
Also try to use a integer scaling - its just better - overscaling is fine.
|
||||
|
||||
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
|
||||
|
||||
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
|
||||
|
||||
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
|
||||
*/
|
||||
|
||||
#pragma format A2B10G10R10_UNORM_PACK32
|
||||
|
||||
#define WHITE_BALANCE_CONTROL 0
|
||||
|
||||
#include "include\hdr10.h"
|
||||
|
||||
#if WHITE_BALANCE_CONTROL
|
||||
//#include "include\white_balance.h"
|
||||
#endif // WHITE_BALANCE_CONTROL
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
#include "include\user_properties.h"
|
||||
|
||||
float CRTResolution;
|
||||
|
||||
#include "include\developer_properties.h"
|
||||
} params;
|
||||
|
||||
#include "include\user_parameters.h"
|
||||
|
||||
#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 CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
|
||||
|
||||
#include "include\developer_parameters.h"
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
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 Convergence;
|
||||
|
||||
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;
|
||||
|
||||
Convergence = vec3(params.RedConvergence, params.GreenConvergence, params.BlueConvergence);
|
||||
}
|
||||
|
||||
#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 Convergence;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#define kRed vec3(1.0, 0.0, 0.0)
|
||||
#define kGreen vec3(0.0, 1.0, 0.0)
|
||||
#define kBlue vec3(0.0, 0.0, 1.0)
|
||||
#define kMagenta vec3(1.0, 0.0, 1.0)
|
||||
#define kYellow vec3(1.0, 1.0, 0.0)
|
||||
#define kCyan vec3(0.0, 1.0, 1.0)
|
||||
#define kBlack vec3(0.0, 0.0, 0.0)
|
||||
#define kWhite vec3(1.0, 1.0, 1.0)
|
||||
|
||||
#define kBGRAxis 2
|
||||
#define kTVLAxis 3
|
||||
#define kResolutionAxis 2
|
||||
#define kMaxMaskSize 8
|
||||
#define kMaxSlotSizeX 2
|
||||
#define kMaxSlotSizeY 4
|
||||
|
||||
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
|
||||
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
|
||||
|
||||
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
|
||||
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
|
||||
|
||||
#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG } }
|
||||
#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM } }
|
||||
|
||||
#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR } }
|
||||
#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB } }
|
||||
|
||||
#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } }
|
||||
#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } }
|
||||
|
||||
#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX } }
|
||||
#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX } }
|
||||
|
||||
#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
|
||||
#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
|
||||
|
||||
const uint kPhosphorMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
|
||||
|
||||
const vec3 kPhosphorMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxMaskSize] = {
|
||||
{ // 4K
|
||||
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
|
||||
{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
|
||||
{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
|
||||
},
|
||||
{ // 8K
|
||||
{ kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
|
||||
{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
|
||||
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
|
||||
}
|
||||
};
|
||||
|
||||
float ModInteger(float a, float b)
|
||||
{
|
||||
float m = a - floor((a + 0.5) / b) * b;
|
||||
return floor(m + 0.5);
|
||||
}
|
||||
|
||||
#include "include\scanline_generation.h"
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 current_position = vTexCoord * global.OutputSize.xy;
|
||||
|
||||
vec3 scanline_colour = GenerateScanline(current_position);
|
||||
|
||||
{
|
||||
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
|
||||
uint crt_resolution = uint(params.CRTResolution);
|
||||
uint lcd_resolution = uint(params.LCDResolution);
|
||||
|
||||
uint slot_x = uint(ModInteger(floor(current_position.x / float(kPhosphorMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
|
||||
uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
|
||||
|
||||
uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[lcd_resolution][crt_resolution]));
|
||||
|
||||
scanline_colour *= kPhosphorMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
|
||||
}
|
||||
|
||||
// HACK: To get maximum brightness we just set paper white luminance to max luminance
|
||||
const vec3 hdr10 = Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
|
||||
|
||||
//FragColor = vec4(scanline_colour, 1.0);
|
||||
FragColor = vec4(hdr10, 1.0);
|
||||
}
|
|
@ -1,24 +0,0 @@
|
|||
|
||||
#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
|
||||
|
||||
|
||||
#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
|
|
@ -1,27 +0,0 @@
|
|||
|
||||
|
||||
// Developer Settings
|
||||
|
||||
// Vertical Settings
|
||||
float RedScanlineMin;
|
||||
float RedScanlineMax;
|
||||
float RedScanlineAttack;
|
||||
float GreenScanlineMin;
|
||||
float GreenScanlineMax;
|
||||
float GreenScanlineAttack;
|
||||
float BlueScanlineMin;
|
||||
float BlueScanlineMax;
|
||||
float BlueScanlineAttack;
|
||||
|
||||
// Horizontal Settings
|
||||
float RedBeamSharpness;
|
||||
float RedBeamAttack;
|
||||
float GreenBeamSharpness;
|
||||
float GreenBeamAttack;
|
||||
float BlueBeamSharpness;
|
||||
float BlueBeamAttack;
|
||||
|
||||
#if WHITE_BALANCE_CONTROL
|
||||
float WhiteTemperature;
|
||||
float WhiteTint;
|
||||
#endif // WHITE_BALANCE_CONTROL
|
|
@ -1,11 +1,8 @@
|
|||
|
||||
#include "inverse_tonemap.h"
|
||||
|
||||
#define kPi 3.1415926536f
|
||||
#define kEuler 2.718281828459f
|
||||
#define kMax 1.0f
|
||||
|
||||
#define kLumaRatio 0.5f
|
||||
#define kBeamWidth 0.5f
|
||||
|
||||
const mat4 kCubicBezier = mat4( 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
|
@ -82,8 +79,17 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
|
|||
const vec2 source_tex_coord_0 = vec2(source_tex_coord_x, source_tex_coord_y);
|
||||
const vec2 source_tex_coord_1 = vec2(source_tex_coord_x + (1.0f / global.SourceSize.x), source_tex_coord_y);
|
||||
|
||||
const vec2 red_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.x, 0.0f);
|
||||
const vec2 red_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.x, 0.0f);
|
||||
|
||||
const vec2 green_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.y, 0.0f);
|
||||
const vec2 green_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.y, 0.0f);
|
||||
|
||||
const vec2 blue_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.z, 0.0f);
|
||||
const vec2 blue_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.z, 0.0f);
|
||||
|
||||
const float scanline_position = current_source_center_y * ScanlineSize;
|
||||
const vec3 scanline_delta = vec3(scanline_position) - (vec3(current_center) - Convergence);
|
||||
const vec3 scanline_delta = vec3(scanline_position) - (vec3(current_center) - VerticalConvergence);
|
||||
|
||||
vec3 beam_distance = abs(scanline_delta) - kBeamWidth;
|
||||
beam_distance = vec3(beam_distance.x < 0.0f ? 0.0f : beam_distance.x,
|
||||
|
@ -93,8 +99,20 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
|
|||
|
||||
next_prev = scanline_delta.x > 0.0f ? 1.0f : -1.0f;
|
||||
|
||||
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 float red_0 = texture(Source, red_tex_coord_0).x;
|
||||
const float red_1 = 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 blue_0 = texture(Source, blue_tex_coord_0).z;
|
||||
const float blue_1 = 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);
|
||||
|
@ -111,8 +129,8 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
|
|||
#endif // WHITE_BALANCE_CONTROL
|
||||
|
||||
// HACK: To get maximum brightness we just set paper white luminance to max luminance
|
||||
const vec3 hdr_colour_0 = InverseTonemap(sdr_balanced_0, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
|
||||
const vec3 hdr_colour_1 = InverseTonemap(sdr_balanced_1, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
|
||||
const vec3 hdr_colour_0 = InverseTonemapConditional(sdr_balanced_0);
|
||||
const vec3 hdr_colour_1 = InverseTonemapConditional(sdr_balanced_1);
|
||||
|
||||
/* Horizontal interpolation between pixels */
|
||||
const vec3 horiz_interp = vec3(Bezier(narrowed_source_pixel_offset.x, RedBeamControlPoints(sdr_linear_0.x > sdr_linear_1.x)),
|
||||
|
|
|
@ -1,23 +0,0 @@
|
|||
|
||||
#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 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 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 RedConvergence " Red Convergence" 0.00 -10.0 10.0 0.05
|
||||
#pragma parameter GreenConvergence " Green Convergence" 0.00 -10.0 10.0 0.05
|
||||
#pragma parameter BlueConvergence " Blue Convergence" 0.00 -10.0 10.0 0.05
|
|
@ -1,12 +0,0 @@
|
|||
|
||||
// User Settings
|
||||
float MaxNits;
|
||||
float PaperWhiteNits;
|
||||
float LCDResolution;
|
||||
float LCDSubpixel;
|
||||
float Contrast;
|
||||
float ExpandGamut;
|
||||
float RedConvergence;
|
||||
float GreenConvergence;
|
||||
float BlueConvergence;
|
||||
|
Loading…
Reference in a new issue