diff --git a/crt/crt-guest-sm.slangp b/crt/crt-guest-sm.slangp index 90b8141..1bd2298 100644 --- a/crt/crt-guest-sm.slangp +++ b/crt/crt-guest-sm.slangp @@ -1,8 +1,46 @@ -shaders = 2 +# This shader supports Vertical games. +# Auto rotation must be turned OFF in Core Options. +# Per-game presets can be saved, so it should work out OK. -shader0 = shaders/guest/d65-d50.slang -filter_linear0 = false +shaders = 6 + +shader0 = shaders/guest/crt-sm/d65-d50-sm.slang +filter_linear0 = true scale_type0 = source scale0 = 1.0 +alias0 = WpPass -shader1 = shaders/guest/crt-guest-sm.slang \ No newline at end of file +shader1 = shaders/guest/crt-sm/crt-guest-sm-rot0.slang +float_framebuffer1 = true +filter_linear1 = true +scale_type_x1 = source +scale_type_y1 = source +scale_x1 = 1.0 +scale_y1 = 3.0 +alias1 = RotPass + +shader2 = shaders/guest/crt-sm/linearize-sm.slang +float_framebuffer2 = true +filter_linear2 = true +scale_type2 = source +scale2 = 1.0 +alias2 = LinPass + +shader3 = shaders/guest/crt-sm/blur_horiz-sm.slang +float_framebuffer3 = true +filter_linear3 = true +scale_type3 = source +scale3 = 1.0 + +shader4 = shaders/guest/crt-sm/blur_vert-sm.slang +float_framebuffer4 = true +filter_linear4 = true +scale_type4 = source +scale4 = 1.0 + +shader5 = shaders/guest/crt-sm/crt-guest-sm.slang +filter_linear5 = true +scale_type_x5 = viewport +scale_type_y5 = viewport +scale_x5 = 1.0 +scale_y5 = 1.0 diff --git a/crt/shaders/guest/crt-guest-sm.slang b/crt/shaders/guest/crt-guest-sm.slang deleted file mode 100644 index b2ee08c..0000000 --- a/crt/shaders/guest/crt-guest-sm.slang +++ /dev/null @@ -1,321 +0,0 @@ -#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, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam, saturation1, h_sharp, mask, maskmode, maskdark, maskbright, 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 dark colors -#pragma parameter brightboost1 "Bright boost dark colors" 1.50 0.5 3.0 0.05 -// adjust brightness bright colors -#pragma parameter brightboost2 "Bright boost bright colors" 1.10 0.5 2.0 0.05 -// scanline type -#pragma parameter stype "Scanline Type" 0.0 0.0 2.0 1.0 -// scanline param, vertical sharpness -#pragma parameter scanline1 "Scanline Shape Center" 8.0 2.0 14.0 0.5 -// scanline param, vertical sharpness -#pragma parameter scanline2 "Scanline Shape Edges" 8.0 4.0 16.0 0.5 -// dark area beam min - narrow -#pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05 -// bright area beam max -wide -#pragma parameter beam_max "Scanline bright" 1.10 0.5 2.0 0.05 -// Overgrown Bright Beam -#pragma parameter s_beam "Overgrown Bright Beam" 0.75 0.0 1.0 0.05 -// Scanline Saturation -#pragma parameter saturation1 "Scanline Saturation" 2.75 0.0 6.0 0.25 -// 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 -// CRT Mask Mode: Classic, Fine, Coarse -#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0 -// CRT Mask Strength Dark Pixels -#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05 -// CRT Mask Strength Bright Pixels -#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.20 -0.5 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 brightboost1 params.brightboost1 -#define brightboost2 params.brightboost2 -#define stype params.stype -#define scanline1 params.scanline1 -#define scanline2 params.scanline2 -#define beam_min params.beam_min -#define beam_max params.beam_max -#define s_beam params.s_beam -#define saturation1 params.saturation1 -#define h_sharp params.h_sharp -#define mask params.mask -#define maskmode params.maskmode -#define maskdark params.maskdark -#define maskbright params.maskbright -#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(-10.0*x*x); -} - -float st1(float x, float scan) -{ - return exp2(-scan*x*x); -} - -float sw1(float x, vec3 color, float scan) -{ - float mx = max(max(color.r,color.g),color.b); - float ex = mix((2.75 - 1.75*stype)*beam_min, beam_max, mx); - ex = mix(beam_max, ex, pow(x, mx + 0.25))*x; - return exp2(-scan*ex*ex); -} - -float sw2(float x, vec3 color) -{ - float mx = max(max(color.r,color.g),color.b); - float ex = mix(2.0*beam_min, beam_max, mx); - float m = 0.5*ex; - x = x*ex; float xx = x*x; - xx = mix(xx, x*xx, m); - return exp2(-10.0*xx); -} - -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); - float f1 = fp.y; - float f2 = 1.0 - fp.y; - float f3 = fract(tex.y * params.SourceSize.y); f3 = abs(f3-0.5); - - vec3 color; - float t1 = st(f1); - float t2 = st(f2); - float wt = 1.0/(t1+t2); - -// calculating scanlines - - vec3 cl = (ul*t1 + dl*t2)*wt; - vec3 cr = (ur*t1 + dr*t2)*wt; - - vec3 ref_ul = mix(cl, ul, s_beam); - vec3 ref_ur = mix(cr, ur, s_beam); - vec3 ref_dl = mix(cl, dl, s_beam); - vec3 ref_dr = mix(cr, dr, s_beam); - - float scan1 = mix(scanline1, scanline2, f1); - float scan2 = mix(scanline1, scanline2, f2); - float scan0 = mix(scanline1, scanline2, f3); - f3 = st1(f3,scan0); - f3 = f3*f3*(3.0-2.0*f3); - - float w1, w2, w3, w4 = 0.0; - - if (stype < 2.0) - { - w1 = sw1(f1, ref_ul, scan1); - w2 = sw1(f2, ref_dl, scan2); - w3 = sw1(f1, ref_ur, scan1); - w4 = sw1(f2, ref_dr, scan2); - } - else - { - w1 = sw2(f1, ref_ul); - w2 = sw2(f2, ref_dl); - w3 = sw2(f1, ref_ur); - w4 = sw2(f2, ref_dr); - } - - vec3 colorl = w1*ul + w2*dl; - vec3 colorr = w3*ur + w4*dr; - color = w*(colorr*lx + colorl*rx); - color = min(color,1.0); - - vec3 ctemp = w*(cr*lx + cl*rx); - - cl*=cl*cl; cl*=cl; cr*=cr*cr; cr*=cr; - - vec3 sctemp = w*(cr*lx + cl*rx); sctemp = pow(sctemp, vec3(1.0/6.0)); - - float mx1 = max(max(color.r,color.g),color.b); - float sp = (stype == 1.0) ? (0.5*saturation1) : saturation1; - vec3 saturated_color = max((1.0+sp)*color - 0.5*sp*(color+mx1), 0.0); - color = mix(saturated_color, color, f3); - - vec3 scan3 = vec3(0.0); - float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0; - - vec3 tmp1 = 0.5*(sqrt(ctemp) + sctemp); - - color*=mix(brightboost1, brightboost2, max(max(ctemp.r,ctemp.g),ctemp.b)); - color = min(color,1.0); - - float mboost = 1.25; - - 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) - { - mboost = 1.0; - 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; - } - - vec3 lerpmask = tmp1; - if (maskmode == 1.0) lerpmask = vec3(max(max(tmp1.r,tmp1.g),tmp1.b)); else - if (maskmode == 2.0) lerpmask = color; - - color = max(mix( mix(color, mboost*scan3, maskdark), mix(color, scan3, maskbright), lerpmask), 0.0); - - vec3 color1 = pow(color, vec3(1.0/2.1)); - - if (stype != 1.0) - { - vec3 color2 = pow(color, vec3(1.0/gamma_out)); - mx1 = max(max(color1.r,color1.g),color1.b) + 1e-12; - float mx2 = max(max(color2.r,color2.g),color2.b); - color1*=mx2/mx1; - } - - FragColor = vec4(color1, 1.0); -} diff --git a/crt/shaders/guest/crt-sm/blur_horiz-sm.slang b/crt/shaders/guest/crt-sm/blur_horiz-sm.slang new file mode 100644 index 0000000..66aed49 --- /dev/null +++ b/crt/shaders/guest/crt-sm/blur_horiz-sm.slang @@ -0,0 +1,66 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float TAPSH; + float GLOW_FALLOFF_H; +} params; + +// Higher value, more centered glow. +// Lower values might need more taps. +// Adapted from crt-easymode-halation by Easymode. + +#pragma parameter TAPSH "H. Glow Radius" 5.0 1.0 10.0 1.0 +#define TAPSH params.TAPSH +#pragma parameter GLOW_FALLOFF_H "Horizontal Glow Grade" 0.25 0.00 1.5 0.02 +#define GLOW_FALLOFF_H params.GLOW_FALLOFF_H + +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 * 1.00001; +} + +#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 RotPass; + +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define SourceSize params.SourceSize + +#define kernel(x) exp(-GLOW_FALLOFF_H * (x) * (x)) + +void main() +{ + float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5,0.1)).a; + if (vTexCoord.y > ratio) discard; + + vec3 col = vec3(0.0); vec3 tmp; + float dx = SourceSize.z; + + float k_total = 0.; + for (float i = -TAPSH; i <= TAPSH; i++) + { + float k = kernel(i); + k_total += k; + tmp = COMPAT_TEXTURE(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb; + col += k * tmp; + } + FragColor = vec4(col / k_total, ratio); +} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/blur_vert-sm.slang b/crt/shaders/guest/crt-sm/blur_vert-sm.slang new file mode 100644 index 0000000..da76dd6 --- /dev/null +++ b/crt/shaders/guest/crt-sm/blur_vert-sm.slang @@ -0,0 +1,66 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float TAPSV; + float GLOW_FALLOFF_V; +} params; + +// Higher value, more centered glow. +// Lower values might need more taps. +// Adapted from crt-easymode-halation by Easymode. + +// Parameter lines go here: +#pragma parameter TAPSV "V. Glow Radius" 5.0 1.0 10.0 1.0 +#define TAPSV params.TAPSV +#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.25 0.00 1.5 0.02 +#define GLOW_FALLOFF_V params.GLOW_FALLOFF_V + +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 * 1.00001; +} + +#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 RotPass; + +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define SourceSize params.SourceSize + +#define kernel(x) exp(-GLOW_FALLOFF_V * (x) * (x)) + +void main() +{ + float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5,0.1)).a; + if (vTexCoord.y > ratio) discard; + + vec3 col = vec3(0.0); + float dy = SourceSize.w; + + float k_total = 0.; + for (float i = -TAPSV; i <= TAPSV; i++) + { + float k = kernel(i); + k_total += k; + col += k * COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb; + } + FragColor = vec4(col / k_total, ratio); +} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/crt-guest-sm-rot0.slang b/crt/shaders/guest/crt-sm/crt-guest-sm-rot0.slang new file mode 100644 index 0000000..00339da --- /dev/null +++ b/crt/shaders/guest/crt-sm/crt-guest-sm-rot0.slang @@ -0,0 +1,59 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + + +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define TEX0 vTexCoord + +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 * 1.00001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +float Overscan(float pos, float dy){ + pos=pos*2.0-1.0; + pos*=dy; + return pos*0.5+0.5; +} + +void main() +{ + float sm_tate = COMPAT_TEXTURE(Source, vec2(0.5)).a; + float ratio = 1.0; + vec2 tex = TEX0.xy; vec3 color = vec3(0.0); + + if (sm_tate < 0.5) { ratio = 1.0/3.0; tex.y = tex.y / ratio; color = COMPAT_TEXTURE(Source, tex).rgb; } + else + { + ratio = (1.0/3.0) * params.SourceSize.x / params.SourceSize.y; + tex = tex.yx; + tex.x = tex.x / ratio; + tex.y = Overscan(tex.y, params.SourceSize.x / params.SourceSize.y); + color = COMPAT_TEXTURE(Source, tex).rgb; + } + + FragColor = vec4(color,ratio); +} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/crt-guest-sm.slang b/crt/shaders/guest/crt-sm/crt-guest-sm.slang new file mode 100644 index 0000000..7159f6c --- /dev/null +++ b/crt/shaders/guest/crt-sm/crt-guest-sm.slang @@ -0,0 +1,463 @@ +#version 450 + +/* + CRT - Guest - SM (Scanline Mask) Shader + + Copyright (C) 2019-2020 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: Similar to Mask 0, but with "ZigZag" + +Mask 2: 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 3: Common red/green/blue pattern. + +Mask 4: 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 5: 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, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam; + float h_sharp, cubic, mask, maskmode, maskdark, maskbright, masksize, gamma_out; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 FinalViewportSize; + float bglow; + float warpx; + float warpy; + float bloom; + float autobrm; + float sclip; +} global; + +#pragma parameter bglow "Base Glow" 0.0 0.0 1.0 0.01 +#pragma parameter bloom "Bloom" 0.40 0.0 2.0 0.05 +#pragma parameter autobrm "Automatic Brightness (Mask)" 0.5 0.0 1.0 0.1 +#pragma parameter smart "1:Smart 2:Crop 3:Overscan Y Integer Scaling" 0.0 0.0 3.0 1.0 +#pragma parameter brightboost1 "Bright boost dark colors" 1.40 0.5 5.0 0.10 +#pragma parameter brightboost2 "Bright boost bright colors" 1.15 0.5 3.0 0.05 +#pragma parameter stype "Scanline Type" 1.0 0.0 3.0 1.0 +#pragma parameter scanline1 "Scanline Shape Center" 5.0 2.0 20.0 0.5 +#pragma parameter scanline2 "Scanline Shape Edges" 7.0 4.0 20.0 0.5 +#pragma parameter beam_min "Scanline dark" 1.25 0.5 3.0 0.05 +#pragma parameter beam_max "Scanline bright" 1.10 0.5 3.0 0.05 +#pragma parameter sclip "Allow Scanline/Mask Clipping With Bloom" 0.50 0.0 1.0 0.05 +#pragma parameter s_beam "Overgrown Bright Beam" 0.70 0.0 1.0 0.05 +#pragma parameter h_sharp "Horizontal sharpness" 3.0 1.0 10.0 0.10 +#pragma parameter cubic "Cubic Filtering" 1.0 0.0 1.0 0.10 +#pragma parameter mask "CRT Mask (4&5 are 4k masks)" 0.0 0.0 5.0 1.0 +#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0 +#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05 +#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.25 -0.5 1.0 0.05 +#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0 +#pragma parameter warpx "Curvature X" 0.0 0.0 0.25 0.01 +#pragma parameter warpy "Curvature Y" 0.0 0.0 0.25 0.01 +#pragma parameter gamma_out "Gamma Out" 2.50 1.0 3.5 0.05 + +#define bglow global.bglow +#define autobrm global.autobrm +#define smart params.smart +#define brightboost1 params.brightboost1 +#define brightboost2 params.brightboost2 +#define bloom global.bloom +#define stype params.stype +#define scanline1 params.scanline1 +#define scanline2 params.scanline2 +#define beam_min params.beam_min +#define beam_max params.beam_max +#define sclip global.sclip +#define s_beam params.s_beam +#define h_sharp params.h_sharp +#define cubic params.cubic +#define mask params.mask +#define maskmode params.maskmode +#define maskdark params.maskdark +#define maskbright params.maskbright +#define masksize params.masksize +#define warpx global.warpx +#define warpy global.warpy +#define gamma_out params.gamma_out + + +#define TEX0 vTexCoord +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define Texture Source +#define InputSize SourceSize +#define gl_FragCoord (vTexCoord * params.OutputSize.xy) + +#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 WpPass; +layout(set = 0, binding = 4) uniform sampler2D RotPass; +layout(set = 0, binding = 5) uniform sampler2D LinPass; + +float st(float x) +{ + return exp2(-10.0*x*x); +} + + + +vec3 sw0(float x, vec3 color, float scan) +{ + vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color); + vec3 ex = x*tmp; + return exp2(-scan*ex*ex); +} + + +vec3 sw1(float x, vec3 color, float scan) +{ + float mx1 = max(max(color.r,color.g),color.b); + vec3 tmp = mix(vec3(2.50*beam_min),vec3(beam_max), color); + tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color + 0.30)); + vec3 ex = vec3(x)*tmp; + vec3 res = exp2(-scan*ex*ex); + float mx2 = max(max(res.r,res.g),res.b); + float br = clamp(mix(0.30, 0.55, 2.0*(beam_min-1.0)),0.10, 0.65); + return mix(vec3(mx2), res, 0.50)/(1.0 - br + br*mx1); +} + + +vec3 sw2(float x, vec3 color, float scan) +{ + float mx1 = max(max(color.r,color.g),color.b); + vec3 ex = mix(vec3(2.0*beam_min), vec3(beam_max), color); + vec3 m = min(0.3 + 0.35*ex, 1.0); + ex = x*ex; + vec3 xx = ex*ex; + xx = mix(xx, ex*xx, m); + vec3 res = exp2(-1.25*scan*xx); + float mx2 = max(max(res.r,res.g),res.b); + float br = clamp(mix(0.20, 0.55, 2.0*(beam_min-1.0)),0.10, 0.65); + return mix(vec3(mx2), res, 0.50)/(1.0 - br + br*mx1); +} + + +float Overscan(float pos, float dy){ + pos=pos*2.0-1.0; + pos*=dy; + return pos*0.5+0.5; +} + + +// Distortion of scanlines, and end of screen alpha (PD CRT Lottes Curvature) +vec2 Warp(vec2 pos) +{ + pos = pos*2.0-1.0; + pos *= vec2(1.0 + (pos.y*pos.y)*warpx, 1.0 + (pos.x*pos.x)*warpy); + return pos*0.5 + 0.5; +} + +vec3 declip(vec3 c, float b) +{ + float m = max(max(c.r,c.g),c.b); + if (m > b) c = c*b/m; + return c; +} + +vec3 gc (vec3 c, float bd, float mb) +{ + float m = max(max(c.r,c.g),c.b)+0.00001; + float b2 = mix(bd, 1.0, pow(m,0.50)); + return b2*c; +} + +void main() +{ + vec2 tex = TEX0.xy * 1.00001; + float sm_tate = COMPAT_TEXTURE(WpPass, vec2(0.5)).a; + float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5, 0.1)).a; + + vec4 SourceSize1 = params.SourceSize; + float vertres = SourceSize1.y*ratio; + + tex.y *= ratio; + if (sm_tate > 0.25) { tex.x = Overscan(tex.x, (1.0/3.0)*SourceSize1.y/SourceSize1.x); } + + float factor = params.OutputSize.y/vertres; + + float gamma = COMPAT_TEXTURE(LinPass, vec2(0.5,0.1)).a; + + if (smart == 1.0 || smart == 2.0 || smart == 3.0) + { + float intfactor = round(factor); if (smart == 2.0) intfactor = floor(factor); if (smart == 3.0) intfactor = ceil(factor); + float diff = factor/intfactor; + tex.y = Overscan(tex.y/(ratio), diff)*ratio; + } + + tex = Warp(tex/vec2(1.0,ratio))*vec2(1.0,ratio); + + vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5); + vec2 fp = fract(OGL2Pos); + + vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize1.zw; + + // Reading the texels + vec2 dx = vec2(SourceSize1.z,0.0); + vec2 dy = vec2(0.0,SourceSize1.w); + vec2 x2 = dx+dx; + float zero = mix(0.0, exp2(-h_sharp), cubic); + + float wl2 = 1.0 + fp.x; + float wl1 = fp.x; + float wr1 = 1.0 - fp.x; + float wr2 = 2.0 - fp.x; + + wl2*=wl2; wl2 = exp2(-h_sharp*wl2); float sl2 = wl2; + wl1*=wl1; wl1 = exp2(-h_sharp*wl1); float sl1 = wl1; + wr1*=wr1; wr1 = exp2(-h_sharp*wr1); float sr1 = wr1; + wr2*=wr2; wr2 = exp2(-h_sharp*wr2); float sr2 = wr2; + + wl2 = max(wl2 - zero, mix(0.0,mix(-0.14, -0.035, fp.x),float(cubic > 0.05))); + wl1 = max(wl1 - zero, 0.0); + wr1 = max(wr1 - zero, 0.0); + wr2 = max(wr2 - zero, mix(0.0,mix(-0.14, -0.035, 1.-fp.x),float(cubic > 0.05))); + + float wtt = 1.0/(wl2+wl1+wr1+wr2); + float wts = 1.0/(sl2+sl1+sr1+sr2); + + vec3 l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb; + vec3 l1 = COMPAT_TEXTURE(LinPass, pC4 ).rgb; + vec3 r1 = COMPAT_TEXTURE(LinPass, pC4 + dx).rgb; + vec3 r2 = COMPAT_TEXTURE(LinPass, pC4 + x2).rgb; + + vec3 color1 = (wl2*l2+wl1*l1+wr1*r1+wr2*r2)*wtt; + + vec3 colmin = min(min(l2,l1),min(r1,r2)); + vec3 colmax = max(max(l2,l1),max(r1,r2)); + + if (cubic > 0.05) color1 = clamp(color1, colmin, colmax); + + l1*=l1; l1*=l1; r1*=r1; r1*=r1; l2*=l2; l2*=l2; r2*=r2; r2*=r2; + vec3 scolor1 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts; + scolor1 = pow(scolor1, vec3(1.0/4.0)); vec3 mscolor1 = scolor1; + + scolor1 = mix(color1, scolor1, 1.1); + + pC4+=dy; + l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb; + l1 = COMPAT_TEXTURE(LinPass, pC4 ).rgb; + r1 = COMPAT_TEXTURE(LinPass, pC4 + dx).rgb; + r2 = COMPAT_TEXTURE(LinPass, pC4 + x2).rgb; + + vec3 color2 = (wl2*l2+wl1*l1+wr1*r1+wr2*r2)*wtt; + + colmin = min(min(l2,l1),min(r1,r2)); + colmax = max(max(l2,l1),max(r1,r2)); + + if (cubic > 0.05) color2 = clamp(color2, colmin, colmax); + + l1*=l1; l1*=l1; r1*=r1; r1*=r1; l2*=l2; l2*=l2; r2*=r2; r2*=r2; + vec3 scolor2 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts; + scolor2 = pow(scolor2, vec3(1.0/4.0)); vec3 mscolor2 = scolor2; + + scolor2 = mix(color2, scolor2, 1.1); + + float f1 = fp.y; + float f2 = 1.0 - fp.y; + float f3 = fract(tex.y * SourceSize1.y); + + vec3 color; + float t1 = st(f1); + float t2 = st(f2); + float wt = 1.0/(t1+t2); + +// calculating scanlines + + float scan1 = mix(scanline1, scanline2, f1); + float scan2 = mix(scanline1, scanline2, f2); + + vec3 sctemp = (t1*scolor1 + t2*scolor2)*wt; + vec3 msctemp = (t1*mscolor1 + t2*mscolor2)*wt; + + vec3 ref1 = mix(sctemp, scolor1.rgb, s_beam); ref1 = pow(ref1, mix(vec3(1.25), vec3(0.65), ref1)); + vec3 ref2 = mix(sctemp, scolor2.rgb, s_beam); ref2 = pow(ref2, mix(vec3(1.25), vec3(0.65), ref2)); + + vec3 w1, w2 = vec3(0.0); + + if (stype < 0.5) + { + w1 = sw0(f1, ref1, scan1); + w2 = sw0(f2, ref2, scan2); + } + else + if (stype < 1.5) + { + w1 = sw1(f1, ref1, scan1); + w2 = sw1(f2, ref2, scan2); + } + else + if (stype < 2.5) + { + w1 = sw2(f1, ref1, scan1); + w2 = sw2(f2, ref2, scan2); + } + else + { + w1 = vec3(f2); + w2 = vec3(f1); + } + + + vec3 ctemp = (t1*color1 + t2*color2)*wt; vec3 orig = ctemp; float pixbr = max(max(orig.r,orig.g),orig.b); vec3 one = vec3(1.0); + vec3 tmp1 = mix(orig, msctemp, 2.0); + ctemp = w1+w2; + float w3 = max(max(ctemp.r,ctemp.g),ctemp.b); + + tmp1 = pow(tmp1, vec3(0.75)); + float pixbr1 = max(max(tmp1.r,tmp1.g),tmp1.b); + + float maskd = mix(min(maskdark,1.0), 0.25*max(maskbright,0.0), pixbr1); if (mask == 3.0 || mask == 4.0) maskd*=1.33; maskd = mix(1.0, 1.0/(1.0-0.5*maskd), autobrm); + maskd = mix(maskd, 1.0, pow(pixbr,0.85)); + + float brightboost_d = brightboost1; + float brightboost_b = brightboost2; + + if (stype == 1.0) { brightboost_d = min(brightboost1, 1.40); maskd = 1.0; } + + color1 = gc(color1, brightboost_d, maskd); + color2 = gc(color2, brightboost_d, maskd); + + color1 = min(color1, 1.0); + color2 = min(color2, 1.0); + + color = w1*color1.rgb + w2*color2.rgb; + color = maskd*color; + + vec3 scan3 = vec3(0.0); + + float spos = (gl_FragCoord.x); + float spos2 = floor(1.000001*gl_FragCoord.x/masksize) + floor(1.000001*gl_FragCoord.y/masksize); + + spos = floor((spos * 1.000001)/masksize); float spos1 = 0.0; + + + if (mask == 0.0 || mask == 1.0) + { + if (mask == 1.0) spos = spos2; + spos1 = fract(spos*0.5); + if (spos1 < 0.5) scan3.rb = one.rb; + else scan3.g = one.g; + } + else + if (mask == 2.0) + { + spos1 = fract(spos*0.5); + if (spos1 < 0.5) scan3.rg = one.rg; + else scan3.b = one.b; + } + else + if (mask == 3.0) + { + spos1 = fract(spos/3.0); + if (spos1 < 0.3333) scan3.r = one.r; + else if (spos1 < 0.6666) scan3.g = one.g; + else scan3.b = one.b; + } + else + if (mask == 4.0) + { + spos1 = fract(spos*0.25); + if (spos1 < 0.25) scan3.r = one.r; + else if (spos1 < 0.50) scan3.rg = one.rg; + else if (spos1 < 0.75) scan3.gb = one.gb; + else scan3.b = one.b; + } + else + { + spos1 = fract(spos*0.25); + if (spos1 < 0.25) scan3.r = one.r; + else if (spos1 < 0.50) scan3.rb = one.rb; + else if (spos1 < 0.75) scan3.gb = one.gb; + else scan3.g = one.g; + } + + vec3 mixmask = tmp1; + if (maskmode == 1.0) mixmask = vec3(pixbr1); else + if (maskmode == 2.0) mixmask = tmp1*w3; + + vec3 cmask = clamp(mix( mix(one, scan3, maskdark), mix(one, scan3, maskbright), mixmask), 0.0, 1.0); + vec3 orig1 = color; + color = color*cmask*brightboost_b; + + vec3 Bloom = COMPAT_TEXTURE(Source, tex).rgb; + vec3 Bglow = COMPAT_TEXTURE(LinPass, tex).rgb; + Bglow = clamp(Bloom - Bglow,0.0,1.0); + + vec3 Bloom1 = 2.0*Bloom*Bloom; + Bloom1 = min(Bloom1, 0.75); + float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b); + float pmax = 0.85; + Bloom1 = min(Bloom1, pmax*bmax)/pmax; + + Bloom1 = mix(min( Bloom1, 0.5*(orig1+color)), Bloom1, 0.5*(orig1+color)); + Bloom1 = Bloom1*mix(w1+w2,one,1.0-color); + + Bloom1 = bloom*Bloom1*cmask; + + color = color + Bloom1; + color = min(color,1.0); + color = declip(color, pow(w3, 1.0-sclip)); + + color = color + bglow*Bglow; + color = min(color, mix(cmask,one,sclip)); + + float fgamma = 1.0/gamma_out; + if (stype == 1.0) fgamma = gamma; + vec3 color1g = pow(color, vec3(fgamma)); + + FragColor = vec4(color1g, 1.0); +} diff --git a/crt/shaders/guest/crt-sm/d65-d50-sm.slang b/crt/shaders/guest/crt-sm/d65-d50-sm.slang new file mode 100644 index 0000000..e3932f4 --- /dev/null +++ b/crt/shaders/guest/crt-sm/d65-d50-sm.slang @@ -0,0 +1,97 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float WP; + float wp_saturation; + float tate, fliph, flipv; +} params; + +#pragma parameter tate "TATE Mode" 0.0 0.0 1.0 1.0 +#pragma parameter fliph "Flip The Image Horizontally" -1.0 -1.0 1.0 2.0 +#pragma parameter flipv "Flip The Image Vertically" 1.0 -1.0 1.0 2.0 +#pragma parameter WP "Color Temperature %" 0.0 -100.0 100.0 5.0 +#pragma parameter wp_saturation "Saturation Adjustment" 1.0 0.0 2.0 0.05 + +#define WP params.WP +#define wp_saturation params.wp_saturation +#define tate params.tate +#define fliph params.fliph +#define flipv params.flipv + +#define COMPAT_TEXTURE(c,d) texture(c,d) +#define TEX0 vTexCoord + +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 * mix(vec4(1.0), vec4(flipv, fliph, 1.0, 1.0), tate); + 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; + +const mat3 D65_to_XYZ = mat3 ( + 0.4306190, 0.2220379, 0.0201853, + 0.3415419, 0.7066384, 0.1295504, + 0.1783091, 0.0713236, 0.9390944); + +const mat3 XYZ_to_D65 = mat3 ( + 3.0628971, -0.9692660, 0.0678775, + -1.3931791, 1.8760108, -0.2288548, + -0.4757517, 0.0415560, 1.0693490); + +const mat3 D50_to_XYZ = mat3 ( + 0.4552773, 0.2323025, 0.0145457, + 0.3675500, 0.7077956, 0.1049154, + 0.1413926, 0.0599019, 0.7057489); + +const mat3 XYZ_to_D50 = mat3 ( + 2.9603944, -0.9787684, 0.0844874, + -1.4678519, 1.9161415, -0.2545973, + -0.4685105, 0.0334540, 1.4216174); + +void main() +{ + vec3 color = COMPAT_TEXTURE(Source, TEX0.xy).rgb; + + color = normalize(pow(color + 1e-4, vec3(wp_saturation)))*length(color); + + float p = 2.4; + + color = pow(color, vec3(p)); + + vec3 warmer = D50_to_XYZ*color; + warmer = XYZ_to_D65*warmer; + + vec3 cooler = D65_to_XYZ*color; + cooler = XYZ_to_D50*cooler; + + float m = abs(WP)/100.0; + + vec3 comp = (WP < 0.0) ? cooler : warmer; + + color = mix(color, comp, m); + + color = pow(color, vec3(1.0/p)); + + float a = 0.0; if (tate > 0.5) a = 0.5; + + FragColor = vec4(color,a); +} \ No newline at end of file diff --git a/crt/shaders/guest/crt-sm/linearize-sm.slang b/crt/shaders/guest/crt-sm/linearize-sm.slang new file mode 100644 index 0000000..aedb5a6 --- /dev/null +++ b/crt/shaders/guest/crt-sm/linearize-sm.slang @@ -0,0 +1,41 @@ +#version 450 + +layout(push_constant) uniform Push +{ + float GAMMA_INPUT; +} params; + +#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.5 5.0 0.05 +#define GAMMA_INPUT params.GAMMA_INPUT + +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; + +void main() +{ + float ratio = texture(Source, vec2(0.5,0.1)).a; + if (vTexCoord.y > ratio) discard; + float gamma = 2.4; + if ( (GAMMA_INPUT > 0.4) || (GAMMA_INPUT < 4.1) ) gamma = GAMMA_INPUT; + gamma = 1.0/gamma; + + FragColor = vec4(pow(vec3(texture(Source, vTexCoord).rgb), vec3(GAMMA_INPUT)),gamma); +} \ No newline at end of file