From 7a624837c717ce60c002ffa600bbebb8c9b0af83 Mon Sep 17 00:00:00 2001 From: rz5 Date: Thu, 21 Jul 2016 16:10:09 +0100 Subject: [PATCH] Update crt-easymode.slang Optimize a bit more. There is still some chromatic aberration going on: R, G and B are slightly offset from each other horizontally on my screen. --- crt/crt-easymode.slang | 50 ++++++++++++++++++++---------------------- 1 file changed, 24 insertions(+), 26 deletions(-) diff --git a/crt/crt-easymode.slang b/crt/crt-easymode.slang index f1d411f..0399585 100644 --- a/crt/crt-easymode.slang +++ b/crt/crt-easymode.slang @@ -3,9 +3,9 @@ layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; /* .xy is Cg equivalent of output_size */ + vec4 OutputSize; vec4 OriginalSize; - vec4 SourceSize; /* .xy is Cg equivalent of both texture_size and video_size */ + vec4 SourceSize; } global; #pragma stage vertex @@ -16,7 +16,7 @@ layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord; } /* @@ -28,29 +28,28 @@ void main() Recommended Settings: Video - - Aspect Ratio: 4:3 + - Aspect Ratio: 4:3 - Integer Scale: Off Shader - Filter: Nearest - - Scale: Don't Care + - Scale: Don't Care Example RGB Mask Parameter Settings: Aperture Grille (Default) - - Dot Width: 1 + - Dot Width: 1 - Dot Height: 1 - - Stagger: 0 + - Stagger: 0 Lottes' Shadow Mask - - Dot Width: 2 + - Dot Width: 2 - Dot Height: 1 - - Stagger: 3 + - Stagger: 3 */ #pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 FragCoord; +layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; @@ -80,8 +79,6 @@ layout(set = 0, binding = 2) uniform sampler2D Source; // Set to 0 to use linear filter and gain speed #define ENABLE_LANCZOS 1 - - vec4 dilate(vec4 col) { vec4 x = mix(vec4(1.0), col, DILATION); @@ -104,14 +101,14 @@ float curve_distance(float x, float sharp) return mix(x, curve, sharp); } -mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) +mat4x4 get_color_matrix(vec2 co, vec2 dx) { return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx)); } vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) { - vec4 col = coeffs * color_matrix; + vec4 col = coeffs * color_matrix; vec4 sample_min = min(color_matrix[1], color_matrix[2]); vec4 sample_max = max(color_matrix[1], color_matrix[2]); @@ -123,10 +120,10 @@ vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) /* main_fragment */ void main() { - vec2 dx = vec2(1.0 / global.SourceSize.x, 0.0); - vec2 dy = vec2(0.0, 1.0 / global.SourceSize.y); + vec2 dx = vec2(global.SourceSize.z, 0.0); + vec2 dy = vec2(0.0, global.SourceSize.w); vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5); - vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) / global.SourceSize.xy; + vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * global.SourceSize.zw; vec2 dist = fract(pix_co); float curve_x; vec3 col, col2; @@ -137,11 +134,11 @@ void main() vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); coeffs = FIX(coeffs); - coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs); + coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs); coeffs /= dot(coeffs, vec4(1.0)); - col = filter_lanczos(coeffs, get_color_matrix(Source, tex_co, dx)); - col2 = filter_lanczos(coeffs, get_color_matrix(Source, tex_co + dy, dx)); + col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx)); + col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx)); #else curve_x = curve_distance(dist.x, SHARPNESS_H); @@ -153,21 +150,22 @@ void main() col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0))); float luma = dot(vec3(0.2126, 0.7152, 0.0722), col); - float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0; + float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5; float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX); float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX); float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH; float mask = 1.0 - MASK_STRENGTH; - vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE))); + vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.zw * (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE))); int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0)); vec3 mask_weight; - if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); - else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); + if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); + else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); else mask_weight = vec3(mask, mask, 1.0); - if (global.SourceSize.y >= SCANLINE_CUTOFF) scan_weight = 1.0; + if (global.SourceSize.y >= SCANLINE_CUTOFF) + scan_weight = 1.0; col2 = col.rgb; col *= vec3(scan_weight);