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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #470 from Dogway/master
Grade - Add MD and SMS palettes
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commit
eef1782313
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@ -69,6 +69,11 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float g_Dark_to_Dim;
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float g_GCompress;
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float wp_temperature;
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float g_analog;
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float g_digital;
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float g_sfixes;
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float g_MD_Pal;
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float g_SMS_bl;
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float g_CRT_br;
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float g_CRT_bg;
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float g_CRT_bb;
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@ -77,12 +82,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float g_satr;
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float g_satg;
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float g_satb;
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float g_digital;
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float g_analog;
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} global;
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/*
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Grade (17-07-2023)
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Grade (13-08-2023)
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> See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442
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> Ubershader grouping some monolithic color related shaders:
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@ -139,12 +142,17 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter g_CRT_rf "CRT Lambert Refl. in %" 5.0 2.0 5.0 0.1
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#pragma parameter g_CRT_sl "Surround Luminance -nits-" 0.0 0.0 100.0 1.0
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#pragma parameter g_vignette "Vignette Toggle" 0.0 0.0 1.0 1.0
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#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0
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#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0
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#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01
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// Sega related fixes
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#pragma parameter g_sfixes "// SEGA FIXES //" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
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#pragma parameter g_MD_Pal "MD Palette" 0.0 0.0 1.0 1.0
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#pragma parameter g_SMS_bl "SMS Blue Lift" 0.0 0.0 1.0 1.0
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// Digital controls
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#pragma parameter g_digital "// DIGITAL CONTROLS //" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01
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#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05
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#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01
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@ -167,8 +175,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005
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#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005
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#define M_PI 3.1415926535897932384626433832795/180.0
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#define RW vec3(0.950457397565471, 1.0, 1.089436035930324)
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#define M_PI 3.1415926535897932384626433832795/180.0 // 1º (one degree) in radians
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#define RW vec3(0.950457397565471, 1.0, 1.089436035930324) // D65 Reference White
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#define signal params.g_signal_type
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#define crtgamut params.g_crtgamut
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#define SPC params.g_space_out
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@ -179,6 +188,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define V_MUL params.g_V_MUL
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#define CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461.
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#define lum_fix params.g_lum_fix
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#define SMS_bl global.g_SMS_bl
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#define MD_Palette global.g_MD_Pal
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#define vignette global.g_vignette
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#define GCompress global.g_GCompress
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#define vstr params.g_vstr
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@ -741,6 +752,14 @@ void main()
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vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
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// Adding Sega Master System 1 non-linear blue "lift": https://github.com/ekeeke/Genesis-Plus-GX/issues/345#issuecomment-820885780
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src = SMS_bl > 0.0 ? pow(src, vec3(1.0,1.0,1.0/1.16)) : src;
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// Reproduce the Sega MegaDrive palette (same as the BlastEm core output so don't use in this core): https://github.com/ekeeke/Genesis-Plus-GX/issues/345
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src = MD_Palette > 0.0 ? vec3(contrast_sigmoid_inv(src.r,2.578419881,0.520674), \
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contrast_sigmoid_inv(src.g,2.578419881,0.520674), \
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contrast_sigmoid_inv(src.b,2.578419881,0.520674)) : src;
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// Clipping Logic / Gamut Limiting
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bool NTSC_U = crtgamut < 2.0;
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@ -755,7 +774,7 @@ void main()
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// YUV Analogue Color Controls (HUE + Color Shift + Color Burst)
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float hue_radians = hue_degrees * M_PI;
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float hue = atan(col.z, col.y) + hue_radians;
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float hue = hue_radians + (col.z==0.0 && col.y==0.0 ? 0.0 : atan(col.z, col.y));
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float chroma = sqrt(col.z * col.z + col.y * col.y); // Euclidean Distance
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col.y = (mod((chroma * cos(hue) + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL;
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@ -893,10 +912,9 @@ void main()
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(SPC == 0.0) ? moncurve_r_f3(src_h, 2.20 + 0.20, 0.0550) : \
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clamp(pow( src_h, vec3(1./((2.20 + 0.20)*DtD))), 0., 1.) ;
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// External Flare for Surround Illuminant 2700K (Soft White) at F0 (Lambertian reflectance); defines offset thus also black lift
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vec3 Flare = 0.01 * (global.g_CRT_rf/5.0)*(0.049433*global.g_CRT_sl - 0.188367) * vec3(0.459993/0.410702,1.0,0.129305/0.410702);
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TRC = global.g_CRT_sl > 0.0 ? min(TRC+Flare,1.0) : TRC;
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FragColor = vec4(TRC, 1.0);
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}
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}
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@ -69,6 +69,11 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float g_Dark_to_Dim;
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float g_GCompress;
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float wp_temperature;
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float g_analog;
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float g_digital;
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float g_sfixes;
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float g_MD_Pal;
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float g_SMS_bl;
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float g_CRT_br;
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float g_CRT_bg;
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float g_CRT_bb;
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@ -77,8 +82,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float g_satr;
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float g_satg;
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float g_satb;
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float g_digital;
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float g_analog;
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float LUT_Size1;
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float LUT1_toggle;
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float LUT_Size2;
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@ -86,7 +89,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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} global;
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/*
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Grade (17-07-2023)
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Grade (13-08-2023)
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> See settings decriptions at: https://forums.libretro.com/t/dogways-grading-shader-slang/27148/442
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> Ubershader grouping some monolithic color related shaders:
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@ -146,9 +149,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter g_vstr "Vignette Strength" 50.0 0.0 50.0 1.0
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#pragma parameter g_vpower "Vignette Power" 0.50 0.0 0.5 0.01
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// Sega related fixes
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#pragma parameter g_sfixes "// SEGA FIXES //" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
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#pragma parameter g_MD_Pal "MD Palette" 0.0 0.0 1.0 1.0
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#pragma parameter g_SMS_bl "SMS Blue Lift" 0.0 0.0 1.0 1.0
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// Digital controls
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#pragma parameter g_digital "// DIGITAL CONTROLS //" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
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#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01
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#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05
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#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01
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@ -175,8 +183,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter LUT_Size2 "LUT Size 2" 64.0 0.0 64.0 16.0
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#pragma parameter LUT2_toggle "LUT 2 Toggle" 0.0 0.0 1.0 1.0
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#define M_PI 3.1415926535897932384626433832795/180.0
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#define RW vec3(0.950457397565471, 1.0, 1.089436035930324)
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#define M_PI 3.1415926535897932384626433832795/180.0 // 1º (one degree) in radians
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#define RW vec3(0.950457397565471, 1.0, 1.089436035930324) // D65 Reference White
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#define signal params.g_signal_type
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#define crtgamut params.g_crtgamut
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#define SPC params.g_space_out
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@ -187,6 +196,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define V_MUL params.g_V_MUL
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#define CRT_l -(100000.*log((72981.-500000./(3.*max(2.3,params.g_CRT_l)))/9058.))/945461.
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#define lum_fix params.g_lum_fix
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#define SMS_bl global.g_SMS_bl
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#define MD_Palette global.g_MD_Pal
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#define vignette global.g_vignette
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#define GCompress global.g_GCompress
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#define vstr params.g_vstr
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@ -764,6 +775,14 @@ void main()
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vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
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// Adding Sega Master System 1 non-linear blue "lift": https://github.com/ekeeke/Genesis-Plus-GX/issues/345#issuecomment-820885780
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src = SMS_bl > 0.0 ? pow(src, vec3(1.0,1.0,1.0/1.16)) : src;
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// Reproduce the Sega MegaDrive palette (same as the BlastEm core output so don't use in this core): https://github.com/ekeeke/Genesis-Plus-GX/issues/345
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src = MD_Palette > 0.0 ? vec3(contrast_sigmoid_inv(src.r,2.578419881,0.520674), \
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contrast_sigmoid_inv(src.g,2.578419881,0.520674), \
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contrast_sigmoid_inv(src.b,2.578419881,0.520674)) : src;
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// Clipping Logic / Gamut Limiting
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bool NTSC_U = crtgamut < 2.0;
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@ -778,7 +797,7 @@ void main()
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// YUV Analogue Color Controls (HUE + Color Shift + Color Burst)
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float hue_radians = hue_degrees * M_PI;
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float hue = atan(col.z, col.y) + hue_radians;
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float hue = hue_radians + (col.z==0.0 && col.y==0.0 ? 0.0 : atan(col.z, col.y));
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float chroma = sqrt(col.z * col.z + col.y * col.y); // Euclidean Distance
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col.y = (mod((chroma * cos(hue) + 1.0) + U_SHIFT, 2.0) - 1.0) * U_MUL;
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@ -928,7 +947,6 @@ void main()
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(SPC == 0.0) ? moncurve_r_f3(src_h, 2.20 + 0.20, 0.0550) : \
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clamp(pow( src_h, vec3(1./((2.20 + 0.20)*DtD))), 0., 1.) ;
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// External Flare for Surround Illuminant 2700K (Soft White) at F0 (Lambertian reflectance); defines offset thus also black lift
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vec3 Flare = 0.01 * (global.g_CRT_rf/5.0)*(0.049433*global.g_CRT_sl - 0.188367) * vec3(0.459993/0.410702,1.0,0.129305/0.410702);
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TRC = global.g_CRT_sl > 0.0 ? min(TRC+Flare,1.0) : TRC;
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@ -948,4 +966,4 @@ void main()
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FragColor = vec4(LUT2_output, 1.0);
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}
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}
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