From e19299408965c819e0008ae7b1142ed148c53f9b Mon Sep 17 00:00:00 2001 From: hunterk Date: Mon, 16 Dec 2019 11:10:27 -0600 Subject: [PATCH] add crt-guest-sm shader and preset --- crt/crt-guest-sm.slangp | 8 + crt/shaders/guest/crt-guest-sm.slang | 250 +++++++++++++++++++++++++++ 2 files changed, 258 insertions(+) create mode 100644 crt/crt-guest-sm.slangp create mode 100644 crt/shaders/guest/crt-guest-sm.slang diff --git a/crt/crt-guest-sm.slangp b/crt/crt-guest-sm.slangp new file mode 100644 index 0000000..90b8141 --- /dev/null +++ b/crt/crt-guest-sm.slangp @@ -0,0 +1,8 @@ +shaders = 2 + +shader0 = shaders/guest/d65-d50.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/guest/crt-guest-sm.slang \ No newline at end of file diff --git a/crt/shaders/guest/crt-guest-sm.slang b/crt/shaders/guest/crt-guest-sm.slang new file mode 100644 index 0000000..15672b7 --- /dev/null +++ b/crt/shaders/guest/crt-guest-sm.slang @@ -0,0 +1,250 @@ +#version 450 + +/* + CRT - Guest - SM (Scanline Mask) Shader + + Copyright (C) 2019 guest(r) - guest.r@gmail.com + + Big thanks to Nesguy from the Libretro forums for the masks and other ideas. + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + +/* README - MASKS GUIDE + +To obtain the best results with masks 0, 1, 3, 4: +must leave “mask size” at 1 and the display must be set to its native resolution to result in evenly spaced “active” LCD subpixels. + +Mask 0: Uses a magenta and green pattern for even spacing of the LCD subpixels. + +Mask 1: Intended for displays that have RBG subpixels (as opposed to the more common RGB). +Uses a yellow/blue pattern for even spacing of the LCD subpixels. + +Mask 2: Common red/green/blue pattern. + +Mask 3: This is useful for 4K displays, where masks 0 and 1 can look too fine. +Uses a red/yellow/cyan/blue pattern to result in even spacing of the LCD subpixels. + +Mask 4: Intended for displays that have the less common RBG subpixel pattern. +This is useful for 4K displays, where masks 0 and 1 can look too fine. +Uses a red/magenta/cyan/green pattern for even spacing of the LCD subpixels. + +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float smart, brightboost, scanline, beam_min, beam_max, s_gamma, h_sharp, mask, maskstr, masksize, gamma_out; +} params; + +// smart Y integer scaline +#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0 +// adjust brightness +#pragma parameter brightboost "Bright boost" 1.15 0.5 2.0 0.05 +// scanline param, vertical sharpness +#pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0 +// dark area beam min - narrow +#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05 +// bright area beam max -wide +#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05 +// scanline gamma +#pragma parameter s_gamma "Scanline gamma" 2.4 1.5 3.0 0.05 +// pixel sharpness +#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05 +// crt mask +#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0 +// raw crt mask strength +#pragma parameter maskstr "Raw CRT Mask Strength" 0.15 0.0 1.0 0.05 +// crt mask size +#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0 +// gamma out +#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05 + +#define smart params.smart +#define brightboost params.brightboost +#define scanline params.scanline +#define beam_min params.beam_min +#define beam_max params.beam_max +#define s_gamma params.s_gamma +#define h_sharp params.h_sharp +#define mask params.mask +#define maskstr params.maskstr +#define masksize params.masksize +#define gamma_out params.gamma_out + +#define TEX0 vTexCoord +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define Texture Source +#define InputSize SourceSize + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +float st(float x) +{ + return exp2(-scanline*x*x); +} + +vec3 sw(float x, vec3 color) +{ + vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color); + tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color+0.3)); + vec3 ex = vec3(x)*tmp; + return exp2(-scanline*ex*ex)/(0.65 + 0.35*color); +} + +float Overscan(float pos, float dy){ + pos=pos*2.0-1.0; + pos*=dy; + return pos*0.5+0.5; +} + +void main() +{ + vec2 tex = TEX0.xy * 1.000001; + + if (smart == 1.0) + { + float factor = params.OutputSize.y/params.InputSize.y; + float intfactor = round(factor); + float diff = factor/intfactor; + tex.y = Overscan(tex.y*(params.SourceSize.y/params.InputSize.y), diff)*(params.InputSize.y/params.SourceSize.y); + } + + vec2 OGL2Pos = tex * params.SourceSize.xy - vec2(0.5); + vec2 fp = fract(OGL2Pos); + + vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * params.SourceSize.zw; + + // Reading the texels + vec3 ul = COMPAT_TEXTURE(Texture, pC4 ).xyz; ul*=ul; + vec3 ur = COMPAT_TEXTURE(Texture, pC4 + vec2(params.SourceSize.z,0.0)).xyz; ur*=ur; + vec3 dl = COMPAT_TEXTURE(Texture, pC4 + vec2(0.0,params.SourceSize.w)).xyz; dl*=dl; + vec3 dr = COMPAT_TEXTURE(Texture, pC4 + params.SourceSize.zw ).xyz; dr*=dr; + + float lx = fp.x; lx = pow(lx, h_sharp); + float rx = 1.0 - fp.x; rx = pow(rx, h_sharp); + + float w = 1.0/(lx+rx); + + vec3 color1 = w*(ur*lx + ul*rx); + vec3 color2 = w*(dr*lx + dl*rx); + + + ul*=ul*ul; ul*=ul; + ur*=ur*ur; ur*=ur; + dl*=dl*dl; dl*=dl; + dr*=dr*dr; dr*=dr; + + vec3 scolor1 = w*(ur*lx + ul*rx); scolor1 = pow(scolor1, vec3(s_gamma*(1.0/12.0))); + vec3 scolor2 = w*(dr*lx + dl*rx); scolor2 = pow(scolor2, vec3(s_gamma*(1.0/12.0))); + +// calculating scanlines + + float f = fp.y; + + float t1 = st(f); + float t2 = st(1.0-f); + + vec3 color = color1*t1 + color2*t2; + vec3 scolor = scolor1*t1 + scolor2*t2; + + vec3 ctemp = color / (t1 + t2); + vec3 sctemp = scolor / (t1 + t2); + + vec3 cref1 = mix(scolor1, sctemp, 0.35); + vec3 cref2 = mix(scolor2, sctemp, 0.35); + + vec3 w1 = sw(f,cref1); + vec3 w2 = sw(1.0-f,cref2); + + color = color1*w1 + color2*w2; + color = min(color, 1.0); + + vec3 scan3 = vec3(0.0); + float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0; + vec3 tmp1 = 0.5*(ctemp+sqrt(ctemp)); + + if (mask == 0.0) + { + spos1 = fract(spos*0.5); + if (spos1 < 0.5) scan3.rb = color.rb; + else scan3.g = color.g; + } + else + if (mask == 1.0) + { + spos1 = fract(spos*0.5); + if (spos1 < 0.5) scan3.rg = color.rg; + else scan3.b = color.b; + } + else + if (mask == 2.0) + { + spos1 = fract(spos/3.0); + if (spos1 < 0.333) scan3.r = color.r; + else if (spos1 < 0.666) scan3.g = color.g; + else scan3.b = color.b; + } + else + if (mask == 3.0) + { + spos1 = fract(spos*0.25); + if (spos1 < 0.25) scan3.r = color.r; + else if (spos1 < 0.50) scan3.rg = color.rg; + else if (spos1 < 0.75) scan3.gb = color.gb; + else scan3.b = color.b; + } + else + { + spos1 = fract(spos*0.25); + if (spos1 < 0.25) scan3.r = color.r; + else if (spos1 < 0.50) scan3.rb = color.rb; + else if (spos1 < 0.75) scan3.gb = color.gb; + else scan3.g = color.g; + } + + color = mix(1.15*scan3, color, (1.0-maskstr)*tmp1)*(1.0 + 0.15*maskstr); + + color*=brightboost; + float corr = (max(max(color.r,color.g),color.b) + 0.0001); + if (corr < 1.0) corr = 1.0; + color = color/corr; + + color = pow(color, vec3(1.0/gamma_out)); + FragColor = vec4(color, 1.0); +} \ No newline at end of file