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add some shaders and LUTs from torridgristle and crt-royale-xm29 preset
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104
misc/chroma.slang
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104
misc/chroma.slang
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#version 450
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// Chroma / YIQ
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// by torridgristle
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layout(push_constant) uniform Push
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{
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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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float BrightenLevel;
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float BrightenAmount;
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float ContrastAmount;
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float ChromaLevel;
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float IAmount;
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float QAmount;
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float ITilt;
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float QTilt;
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float ITiltHigh;
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float QTiltHigh;
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float ITiltMid;
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float QTiltMid;
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float ITiltLow;
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float QTiltLow;
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float LumBoost;
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} params;
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#pragma parameter BrightenLevel "Brighten Level" 2.0 1.0 10.0 1.0
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#pragma parameter BrightenAmount "Brighten Amount" 0.0 0.0 1.0 0.1
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#pragma parameter ContrastAmount "Contrast Amount" 0.0 0.0 1.0 0.1
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#pragma parameter ChromaLevel "Chroma Level" 2.0 1.0 10.0 1.0
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#pragma parameter IAmount "I Amount" 0.0 0.0 1.0 0.1
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#pragma parameter QAmount "Q Amount" 0.0 0.0 1.0 0.1
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#pragma parameter ITilt "I Tilt" 0.5 0.4 0.6 0.01
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#pragma parameter QTilt "Q Tilt" 0.5 0.4 0.6 0.01
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#pragma parameter ITiltHigh "I Tilt High" 0.5 0.4 0.6 0.01
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#pragma parameter QTiltHigh "Q Tilt High" 0.5 0.4 0.6 0.01
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#pragma parameter ITiltMid "I Tilt Mid" 0.5 0.4 0.6 0.01
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#pragma parameter QTiltMid "Q Tilt Mid" 0.5 0.4 0.6 0.01
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#pragma parameter ITiltLow "I Tilt Low" 0.5 0.4 0.6 0.01
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#pragma parameter QTiltLow "Q Tilt Low" 0.5 0.4 0.6 0.01
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#pragma parameter LumBoost "Luma Boost" 0.0 0.0 1.0 0.1
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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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} 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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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vec3 Chroma(vec3 Photo, float Level) {
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Photo *= RGB_to_YIQ;
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float I_Tilt = ((params.ITilt - 0.5) * 2);
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float Q_Tilt = ((params.QTilt - 0.5) * 2);
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float LumHigh = max(Photo.x-0.5,0.0)*2.0;
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float LumMid = 1-abs(Photo.x-0.5)*2.0;
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float LumLow = max((1-Photo.x)-0.5,0.0)*2.0;
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float I_TiltHigh = ((params.ITiltHigh - 0.5) * 2) * LumHigh;
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float Q_TiltHigh = ((params.QTiltHigh - 0.5) * 2) * LumHigh;
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float I_TiltMid = ((params.ITiltMid - 0.5) * 2) * LumMid;
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float Q_TiltMid = ((params.QTiltMid - 0.5) * 2) * LumMid;
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float I_TiltLow = ((params.ITiltLow - 0.5) * 2) * LumLow;
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float Q_TiltLow = ((params.QTiltLow - 0.5) * 2) * LumLow;
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Photo.yz = mix(Photo.yz,(1.0-pow(1.0-abs(Photo.yz),vec2(Level)))*sign(Photo.yz),vec2(params.IAmount,params.QAmount));
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Photo.y = Photo.y * (1-abs(I_Tilt)) + I_Tilt;
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Photo.z = Photo.z * (1-abs(Q_Tilt)) + Q_Tilt;
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Photo.y = Photo.y * (1-abs(I_TiltHigh)) + I_TiltHigh;
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Photo.z = Photo.z * (1-abs(Q_TiltHigh)) + Q_TiltHigh;
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Photo.y = Photo.y * (1-abs(I_TiltMid)) + I_TiltMid;
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Photo.z = Photo.z * (1-abs(Q_TiltMid)) + Q_TiltMid;
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Photo.y = Photo.y * (1-abs(I_TiltLow)) + I_TiltLow;
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Photo.z = Photo.z * (1-abs(Q_TiltLow)) + Q_TiltLow;
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Photo.x = mix(Photo.x,1-pow(1-Photo.x,2.0),params.LumBoost);
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Photo *= YIQ_to_RGB;
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Photo = clamp(Photo,0.0,1.0);
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Photo = mix(Photo,1.0-pow(1.0-Photo,vec3(params.BrightenLevel)),params.BrightenAmount);
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Photo = mix(Photo,Photo * Photo * (3 - 2 * Photo),params.ContrastAmount);
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return Photo;
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}
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void main()
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{
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vec3 Picture = texture(Source, vTexCoord).xyz;
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FragColor = vec4(Chroma(Picture,params.ChromaLevel),1.0);
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}
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251
presets/crt-royale-xm29plus.slangp
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251
presets/crt-royale-xm29plus.slangp
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# IMPORTANT:
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# Shader passes need to know details about the image in the mask_texture LUT
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# files, so set the following constants in user-cgp-constants.h accordingly:
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# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
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# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
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# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
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# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
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# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
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# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
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# Shader passes also need to know certain scales set in this .slangp, but their
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# compilation model doesn't currently allow the .slangp file to tell them. Make
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# sure to set the following constants in user-cgp-constants.h accordingly too:
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# 1.) bloom_approx_scale_x = scale_x2
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# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
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# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
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# calculate scale_y5 (among other values):
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# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
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shaders = "12"
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# Set an identifier, filename, and sampling traits for the phosphor mask texture.
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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# non-mipmapped version and a large mipmapped version.
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# TODO: Test masks in other directories.
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textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
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mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
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mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
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mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
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mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
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mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
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mask_shadow_texture_large = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
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mask_grille_texture_small_wrap_mode = "repeat"
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mask_grille_texture_large_wrap_mode = "repeat"
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mask_slot_texture_small_wrap_mode = "repeat"
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mask_slot_texture_large_wrap_mode = "repeat"
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mask_shadow_texture_small_wrap_mode = "repeat"
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mask_shadow_texture_large_wrap_mode = "repeat"
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mask_grille_texture_small_linear = "true"
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mask_grille_texture_large_linear = "true"
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mask_slot_texture_small_linear = "true"
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mask_slot_texture_large_linear = "true"
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mask_shadow_texture_small_linear = "true"
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mask_shadow_texture_large_linear = "true"
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mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
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mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
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mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
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# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
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# (Bobbing ensures we can immediately blur without getting artifacts.)
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shader0 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
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alias0 = "ORIG_LINEARIZED"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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srgb_framebuffer0 = "true"
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# Pass1: Resample interlaced (and misconverged) scanlines vertically.
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# Separating vertical/horizontal scanline sampling is faster: It lets us
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# consider more scanlines while calculating weights for fewer pixels, and
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# it reduces our samples from vertical*horizontal to vertical+horizontal.
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# This has to come right after ORIG_LINEARIZED, because there's no
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# "original_source" scale_type we can use later.
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shader1 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
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alias1 = "VERTICAL_SCANLINES"
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filter_linear1 = "true"
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scale_type_x1 = "source"
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scale_x1 = "1.0"
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scale_type_y1 = "viewport"
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scale_y1 = "1.0"
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#float_framebuffer1 = "true"
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srgb_framebuffer1 = "true"
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# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
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# account for convergence offsets. We want to blur a predictable portion of the
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# screen to match the phosphor bloom, and absolute scale works best for
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# reliable results with a fixed-size bloom. Picking a scale is tricky:
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# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
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# to blur high-res/interlaced sources but high enough that resampling
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# doesn't smear low-res sources too much.
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# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
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# the only noticeable visual difference is a larger halation spread (which
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# may be a good thing for people who like to crank it up).
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# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
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# *intended* for an ~4:3 aspect ratio).
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shader2 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
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alias2 = "BLOOM_APPROX"
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filter_linear2 = "true"
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scale_type2 = "absolute"
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scale_x2 = "320"
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scale_y2 = "240"
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srgb_framebuffer2 = "true"
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# Pass3: Vertically blur the input for halation and refractive diffusion.
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# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
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# a constant portion of the screen is probably physically correct if the
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# viewport resolution is proportional to the simulated CRT size.
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shader3 = "../blurs/blur5fast-vertical.slang"
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filter_linear3 = "true"
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scale_type3 = "source"
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scale3 = "1.0"
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srgb_framebuffer3 = "true"
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# Pass4: Horizontally blur the input for halation and refractive diffusion.
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# Note: Using a one-pass 9x9 blur is about 1% slower.
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shader4 = "../blurs/blur5fast-horizontal.slang"
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alias4 = "HALATION_BLUR"
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filter_linear4 = "true"
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scale_type4 = "source"
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scale4 = "1.0"
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srgb_framebuffer4 = "true"
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# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
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# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
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# will blur, and smaller scales could get nasty. The vertical size must be
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# based on the viewport size and calculated carefully to avoid artifacts later.
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# First calculate the minimum number of mask tiles we need to draw.
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# Since curvature is computed after the scanline masking pass:
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# num_resized_mask_tiles = 2.0;
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# If curvature were computed in the scanline masking pass (it's not):
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# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
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# max_mask_tile_border = max_mask_texel_border/
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# (min_resized_phosphor_triad_size * mask_triads_per_tile);
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# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
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# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
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# num_resized_mask_tiles = ~3.8
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# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
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# to relate them to vertical resolution. The widest we expect is:
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# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
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# The fewer triads we tile across the screen, the larger each triad will be as a
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# fraction of the viewport size, and the larger scale_y5 must be to draw a full
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# num_resized_mask_tiles. Therefore, we must decide the smallest number of
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# triads we'll guarantee can be displayed on screen. We'll set this according
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# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
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# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
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# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
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# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
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# min_allowed_viewport_triads
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# scale_y5 = geom_max_aspect_ratio * min_scale_x
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# # Some code might depend on equal scales:
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# scale_x6 = scale_y5
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# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
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# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
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# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
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# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
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shader5 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
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filter_linear5 = "true"
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scale_type_x5 = "absolute"
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scale_x5 = "64"
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scale_type_y5 = "viewport"
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scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
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#srgb_framebuffer5 = "false" # mask_texture is already assumed linear
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# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
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# TODO: Check again if the shaders actually require equal scales.
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shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
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alias6 = "MASK_RESIZE"
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filter_linear6 = "false"
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scale_type_x6 = "viewport"
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scale_x6 = "0.0625"
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scale_type_y6 = "source"
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scale_y6 = "1.0"
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#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
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# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
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# apply the phosphor mask.
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shader7 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
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alias7 = "MASKED_SCANLINES"
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filter_linear7 = "true" # This could just as easily be nearest neighbor.
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scale_type7 = "viewport"
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scale7 = "1.0"
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|
#float_framebuffer7 = "true"
|
||||||
|
srgb_framebuffer7 = "true"
|
||||||
|
|
||||||
|
# Pass 8: Compute a brightpass. This will require reading the final mask.
|
||||||
|
shader8 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||||
|
alias8 = "BRIGHTPASS"
|
||||||
|
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
||||||
|
scale_type8 = "viewport"
|
||||||
|
scale8 = "1.0"
|
||||||
|
srgb_framebuffer8 = "true"
|
||||||
|
|
||||||
|
# Pass 9: Blur the brightpass vertically
|
||||||
|
shader9 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||||
|
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
||||||
|
scale_type9 = "source"
|
||||||
|
scale9 = "1.0"
|
||||||
|
srgb_framebuffer9 = "true"
|
||||||
|
|
||||||
|
# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
|
||||||
|
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||||
|
filter_linear10 = "true"
|
||||||
|
scale_type10 = "source"
|
||||||
|
scale10 = "1.0"
|
||||||
|
srgb_framebuffer10 = "true"
|
||||||
|
|
||||||
|
# Pass 11: Compute curvature/AA:
|
||||||
|
shader11 = "../crt/shaders/crt-royale/src/crt-royale-last-pass-no-geom.slang"
|
||||||
|
filter_linear11 = "true"
|
||||||
|
scale_type11 = "viewport"
|
||||||
|
mipmap_input11 = "true"
|
||||||
|
texture_wrap_mode11 = "clamp_to_edge"
|
||||||
|
|
||||||
|
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i"
|
||||||
|
beam_horiz_filter = "0.000000"
|
||||||
|
beam_horiz_linear_rgb_weight = "1.000000"
|
||||||
|
beam_horiz_sigma = "0.555000"
|
||||||
|
beam_max_shape = "2.000000"
|
||||||
|
beam_max_sigma = "0.250000"
|
||||||
|
beam_min_shape = "2.000000"
|
||||||
|
beam_min_sigma = "0.075000"
|
||||||
|
beam_shape_power = "0.250000"
|
||||||
|
beam_spot_power = "0.330000"
|
||||||
|
bloom_excess = "0.335000"
|
||||||
|
bloom_underestimate_levels = "1.20"
|
||||||
|
border_compress = "2.500000"
|
||||||
|
border_darkness = "0.000000"
|
||||||
|
border_size = "0.005000"
|
||||||
|
convergence_offset_x_b = "0.000000"
|
||||||
|
convergence_offset_x_g = "0.000000"
|
||||||
|
convergence_offset_x_r = "0.000000"
|
||||||
|
convergence_offset_y_b = "-0.200000"
|
||||||
|
convergence_offset_y_g = "0.000000"
|
||||||
|
convergence_offset_y_r = "0.200000"
|
||||||
|
crt_gamma = "2.400000"
|
||||||
|
diffusion_weight = "0.075000"
|
||||||
|
geom_aspect_ratio_x = "432.000000"
|
||||||
|
geom_aspect_ratio_y = "329.000000"
|
||||||
|
geom_mode_runtime = "0.000000"
|
||||||
|
geom_overscan_x = "1.000000"
|
||||||
|
geom_overscan_y = "1.000000"
|
||||||
|
geom_radius = "3.000000"
|
||||||
|
geom_tilt_angle_x = "0.000000"
|
||||||
|
geom_tilt_angle_y = "0.000000"
|
||||||
|
geom_view_dist = "2.000000"
|
||||||
|
halation_weight = "0.000000"
|
||||||
|
interlace_1080i = "0.000000"
|
||||||
|
interlace_bff = "0.000000"
|
||||||
|
lcd_gamma = "2.400000"
|
||||||
|
levels_contrast = "0.750000"
|
||||||
|
mask_specify_num_triads = "0.000000"
|
||||||
|
mask_triad_size_desired = "3.000000"
|
||||||
|
mask_sample_mode_desired = "1.000000"
|
||||||
|
mask_type = "1.000000"
|
||||||
|
aa_cubic_c = "0.500000"
|
||||||
|
aa_gauss_sigma = "0.500000"
|
||||||
|
aa_subpixel_r_offset_x_runtime = "-0.333333"
|
||||||
|
aa_subpixel_r_offset_y_runtime = "0.000000"
|
5
reshade/blendoverlay.slangp
Normal file
5
reshade/blendoverlay.slangp
Normal file
|
@ -0,0 +1,5 @@
|
||||||
|
shaders = 1
|
||||||
|
shader0 = shaders/blendoverlay/blendoverlay.slang
|
||||||
|
|
||||||
|
textures = "overlay"
|
||||||
|
overlay = shaders/blendoverlay/grayscale_slotmask.png
|
BIN
reshade/shaders/LUT/Mitsubishi_Diamond_Pro_750SB_9300K.png
Normal file
BIN
reshade/shaders/LUT/Mitsubishi_Diamond_Pro_750SB_9300K.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 84 KiB |
BIN
reshade/shaders/LUT/NEC_MultiSync_FE990_9300K.png
Normal file
BIN
reshade/shaders/LUT/NEC_MultiSync_FE990_9300K.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 65 KiB |
BIN
reshade/shaders/LUT/NEC_XM29plus_capture.png
Normal file
BIN
reshade/shaders/LUT/NEC_XM29plus_capture.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 97 KiB |
BIN
reshade/shaders/LUT/Sony_Trinitron_Std_50_no_gamma.png
Normal file
BIN
reshade/shaders/LUT/Sony_Trinitron_Std_50_no_gamma.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 94 KiB |
71
reshade/shaders/blendoverlay/blendoverlay.slang
Normal file
71
reshade/shaders/blendoverlay/blendoverlay.slang
Normal file
|
@ -0,0 +1,71 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
// blendoverlay
|
||||||
|
// based on:
|
||||||
|
// https://github.com/jamieowen/glsl-blend for blendOverlay
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 SourceSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 OutputSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float OverlayMix;
|
||||||
|
float LUTWidth;
|
||||||
|
float LUTHeight;
|
||||||
|
} params;
|
||||||
|
|
||||||
|
#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05
|
||||||
|
#pragma parameter LUTWidth "LUT Width" 6.0 1.0 30.0 1.0
|
||||||
|
#pragma parameter LUTHeight "LUT Height" 4.0 1.0 30.0 1.0
|
||||||
|
|
||||||
|
#define OverlayMix params.OverlayMix
|
||||||
|
#define LUTWidth params.LUTWidth
|
||||||
|
#define LUTHeight params.LUTHeight
|
||||||
|
|
||||||
|
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;
|
||||||
|
layout(set = 0, binding = 3) uniform sampler2D overlay;
|
||||||
|
|
||||||
|
float blendOverlay(float base, float blend) {
|
||||||
|
return base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 Picture = texture(Source, vTexCoord).xyz;
|
||||||
|
|
||||||
|
float Luminance = 0.299*Picture.x + 0.587*Picture.y + 0.114*Picture.z;
|
||||||
|
|
||||||
|
vec2 LutCoord = vec2(fract(vTexCoord.x*params.OutputSize.x/LUTWidth),fract(vTexCoord.y*params.OutputSize.y/LUTHeight));
|
||||||
|
|
||||||
|
vec3 ShadowMask = texture(overlay, LutCoord).xyz;
|
||||||
|
|
||||||
|
vec3 ImageFinal = Picture;
|
||||||
|
|
||||||
|
ImageFinal.r = blendOverlay(ImageFinal.r,ShadowMask.r);
|
||||||
|
ImageFinal.g = blendOverlay(ImageFinal.g,ShadowMask.g);
|
||||||
|
ImageFinal.b = blendOverlay(ImageFinal.b,ShadowMask.b);
|
||||||
|
|
||||||
|
ImageFinal = mix(Picture,clamp(ImageFinal,0.0,1.0),OverlayMix);
|
||||||
|
|
||||||
|
FragColor = vec4(ImageFinal,1.0);
|
||||||
|
}
|
BIN
reshade/shaders/blendoverlay/grayscale_slotmask.png
Normal file
BIN
reshade/shaders/blendoverlay/grayscale_slotmask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 107 B |
Loading…
Reference in a new issue