#version 450 /* CRT - Guest - Advanced Copyright (C) 2018-2023 guest(r) - guest.r@gmail.com Incorporates many good ideas and suggestions from Dr. Venom. I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader. 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. */ layout(push_constant) uniform Push { float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, h_sharp, s_sharp, csize, bsize1, warpX, warpY, glow, spike, ring, no_scanlines, tds, clips, ssharp; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float bloom; float halation; float scans; float gamma_c; float smart_ei; float ei_limit; float sth; float overscanX; float overscanY; float c_shape; float intres; float prescalex; float scan_falloff; float bloom_dist; float scangamma; float bmask1; float hmask1; } global; #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " (Magic) Glow Strength" 0.08 -2.0 2.0 0.01 #define glow params.glow // Glow Strength #pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05 #define bloom global.bloom // bloom effect #pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05 #define mask_bloom params.mask_bloom // bloom effect #pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05 #define bloom_dist global.bloom_dist // bloom effect distribution #pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025 #define halation global.halation // halation effect #pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025 #define bmask1 global.bmask1 // bloom/halation mask strength #pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025 #define hmask1 global.hmask1 // bloom/halation mask strength #pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025 #define gamma_c global.gamma_c // adjust brightness #pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05 #define brightboost params.brightboost // adjust brightness #pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025 #define brightboost1 params.brightboost1 // adjust brightness #pragma parameter clips " Clip Saturated Color Beams" 0.0 -1.0 1.0 0.05 #define clips params.clips // kinky effect #pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0 #define gsl params.gsl // Alternate scanlines #pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 40.0 0.5 #define scanline1 params.scanline1 // scanline param, vertical sharpness #pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness #pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 10.0 0.05 #define beam_min params.beam_min // dark area beam min - narrow #pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025 #define beam_max params.beam_max // bright area beam max - wide #pragma parameter tds " Thinner Dark Scanlines" 0.0 0. 1.0 1.0 #define tds params.tds // thinner dark scanlines #pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05 #define beam_size params.beam_size // increased max. beam size #pragma parameter scans " Scanline Saturation / Mask Falloff" 0.5 -5.0 5.0 0.10 #define scans global.scans // scanline saturation #pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.025 #define scan_falloff global.scan_falloff // scanline falloff #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike #pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01 #define ssharp params.ssharp #pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05 #define scangamma global.scangamma #pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05 #define no_scanlines params.no_scanlines #pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10 #define h_sharp params.h_sharp // pixel sharpness #pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 2.0 0.10 #define s_sharp params.s_sharp // substractive sharpness #pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05 #define ring params.ring // substractive sharpness ringing #pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 0.75 0.01 #define smart_ei global.smart_ei // smart edge handling #pragma parameter ei_limit " Smart Edges Effect Strength Limit" 0.25 0.0 0.75 0.01 #define ei_limit global.ei_limit // smart edge handling #pragma parameter sth " Smart Edges Smoothing Threshold" 0.23 0.0 1.0 0.01 #define sth global.sth // corner size #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 #define TATE params.TATE // Screen orientation #pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0 #define IOS params.IOS // Smart Integer Scaling #pragma parameter OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 #define OS params.OS // Do overscan #pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 #define BLOOM params.BLOOM // Bloom overscan percentage #pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 #define warpX params.warpX // Curvature X #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 #define warpY params.warpY // Curvature Y #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05 #define c_shape global.c_shape // curvature shape #pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0 #define overscanX global.overscanX // OverscanX pixels #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0 #define overscanY global.overscanY // OverscanY pixels #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord #define OutputSize global.OutputSize #define gl_FragCoord (vTexCoord * 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 * 1.00001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D LinearizePass; layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; layout(set = 0, binding = 4) uniform sampler2D PrePass; #define eps 1e-10 float st(float x) { return exp2(-10.0*x*x); } float st1(float x) { return exp2(-8.0*x*x); } float sw0(float x, float color, float scanline) { float tmp = mix(beam_min, beam_max, color); float ex = x*tmp; ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4); return exp2(-scanline*ex); } float sw1(float x, float color, float scanline) { x = mix (x, beam_min*x, max(x-0.4*color,0.0)); float tmp = mix(1.2*beam_min, beam_max, color); float ex = x*tmp; return exp2(-scanline*ex*ex); } float sw2(float x, float color, float scanline) { float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color); tmp = mix(beam_max, tmp, pow(x, color+0.3)); float ex = x*tmp; return exp2(-scanline*ex*ex); } vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape); return pos*0.5 + 0.5; } vec2 Overscan(vec2 pos, float dx, float dy){ pos=pos*2.0-1.0; pos*=vec2(dx,dy); return pos*0.5+0.5; } vec3 gc(vec3 c) { float mc = max(max(c.r,c.g),c.b); float mg = pow(mc, 1.0/gamma_c); return c * mg/(mc + eps); } vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } void main() { vec2 prescalex = vec2(vec2(textureSize(LinearizePass, 0))/global.OriginalSize.xy); vec4 SourceSize = global.OriginalSize * mix( vec4(prescalex.x, 1.0, 1.0/prescalex.x, 1.0), vec4(1.0, prescalex.y, 1.0, 1.0/prescalex.y), TATE); float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a; float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a; bool interb = ((intera < 0.5) || (no_scanlines > 0.025)); bool notate = (TATE < 0.5); float SourceY = mix(SourceSize.y, SourceSize.x, TATE); float sy = 1.0; if (global.intres == 1.0) sy = SourceY/224.0; if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres; if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0); // Calculating texel coordinates vec2 texcoord = TEX0.xy; if (IOS > 0.0 && !interb){ vec2 ofactor = OutputSize.xy/global.OriginalSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; float scan = mix(diff.y, diff.x, TATE); texcoord = Overscan(texcoord, scan, scan); if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); } float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; texcoord = Overscan(texcoord, factor, factor); texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); vec2 pos = Warp(texcoord); bool smarte = (smart_ei > 0.01 && notate); // smart edge interpolation on / off vec2 coffset = vec2(0.5, 0.5); vec2 ps = SourceSize.zw; vec2 OGL2Pos = pos * SourceSize.xy - coffset; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); // Reading the texels vec2 x2 = 2.0*dx; vec2 y2 = 2.0*dy; vec2 offx = dx; vec2 off2 = x2; vec2 offy = dy; float fpx = fp.x; if(!notate) { offx = dy; off2 = y2; offy = dx; fpx = fp.y; } float f = (notate) ? fp.y : fp.x; vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor(pC4.x * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z; if (interb && no_scanlines < 0.025) pC4.y = pos.y; else if (interb) pC4.y = pC4.y + smoothstep(0.40-0.5*no_scanlines, 0.60 + 0.5*no_scanlines, f)*mix(SourceSize.w, SourceSize.z, TATE); float zero = exp2(-h_sharp); float sharp1 = s_sharp * zero; float idiv = clamp(mix(SourceSize.x, SourceSize.y, TATE) / 400.0, 1.0, 2.0); float fdivider = max(min(mix(prescalex.x, prescalex.y,TATE), 2.0), idiv*float(interb)); float wl3 = (2.0 + fpx)/fdivider; float wl2 = (1.0 + fpx)/fdivider; float wl1 = ( fpx)/fdivider; float wr1 = (1.0 - fpx)/fdivider; float wr2 = (2.0 - fpx)/fdivider; float wr3 = (3.0 - fpx)/fdivider; wl3*=wl3; wl3 = exp2(-h_sharp*wl3); wl2*=wl2; wl2 = exp2(-h_sharp*wl2); wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr2*=wr2; wr2 = exp2(-h_sharp*wr2); wr3*=wr3; wr3 = exp2(-h_sharp*wr3); float fp1 = 1.-fpx; float twl3 = max(wl3 - sharp1, 0.0); float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float twl1 = max(wl1 - sharp1, -0.12); float twr1 = max(wr1 - sharp1, -0.12); float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); float twr3 = max(wr3 - sharp1, 0.0); bool sharp = (sharp1 > 0.0); vec3 c1, c2; if (smarte) { twl3 = 0.0; twr3 = 0.0; c1 = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz; c2 = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz; c1 = max(c1 - sth, 0.0); c2 = max(c2 - sth, 0.0); } vec3 l3, l2, l1, r1, r2, r3, color1, color2, colmin, colmax; l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb; r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb; colmin = min(min(l1,r1), min(l2,r2)); colmax = max(max(l1,r1), max(l2,r2)); if (smarte) { float pc = min(smart_ei*c1.y, ei_limit); float pl = min(smart_ei*max(c1.y,c1.x), ei_limit); float pr = min(smart_ei*max(c1.y,c1.z), ei_limit); twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1); twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2); } color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0); float ts = 0.025; vec3 luma = vec3(0.2126, 0.7152, 0.0722); float lm2 = max(max(l2.r,l2.g),l2.b); float lm1 = max(max(l1.r,l1.g),l1.b); float rm1 = max(max(r1.r,r1.g),r1.b); float rm2 = max(max(r2.r,r2.g),r2.b); float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); float swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts); float swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts); float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0)); if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in)); vec3 scolor2; if (!interb) { pC4+=offy; if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*offy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor((pos.x + 0.33*offy.x) * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z; l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb; l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb; r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb; colmin = min(min(l1,r1), min(l2,r2)); colmax = max(max(l1,r1), max(l2,r2)); if (smarte) { float pc = min(smart_ei*c2.y, ei_limit); float pl = min(smart_ei*max(c2.y,c2.x), ei_limit); float pr = min(smart_ei*max(c2.y,c2.z), ei_limit); twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1); twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2); } color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3); if (sharp) color2 = clamp(mix(clamp(color2, colmin, colmax), color2, ring), 0.0, 1.0); lm2 = max(max(l2.r,l2.g),l2.b); lm1 = max(max(l1.r,l1.g),l1.b); rm1 = max(max(r1.r,r1.g),r1.b); rm2 = max(max(r2.r,r2.g),r2.b); swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts); swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts); swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0)); color2 = pow(color2, vec3(scangamma/gamma_in)); } vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) { // calculating scanlines float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma))); float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f); float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f); float wt1 = st(f); float wt2 = st(1.0-f); vec3 color00 = color1*wt1 + color2*wt2; vec3 scolor0 = scolor1*wt1 + scolor2*wt2; ctmp = color00/(wt1+wt2); vec3 sctmp = scolor0/(wt1+wt2); float wf1, wf2; vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff); vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff); if (tds > 0.5) { shape1 = mix(scanline2, shape1, creff1); shape2 = mix(scanline2, shape2, creff2); } float f1 = f; float f2 = 1.0-f; if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else { wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);} if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; } // Scanline saturation application vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); w3 = wf1+wf2; float mc1 = max(max(color1.r,color1.g),color1.b) + eps; float mc2 = max(max(color2.r,color2.g),color2.b) + eps; cref1 = color1 / mc1; cref2 = color2 / mc2; float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375); float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375); w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1))); w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2))); if (abs(clips) > 0.005) { sy = mc1; vec3 l1 = sqrt(w1*wt1); vec3 l2 = sqrt(w2*wt2); one = (clips > 0.0) ? w1 : mix(w1, l1, sy); float sat = 1.0001-min(min(cref1.r,cref1.g),cref1.b); color1 = mix(color1, plant(pow(color1, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips)); sy = mc2; sat = 1.0001-min(min(cref2.r,cref2.g),cref2.b); one = (clips > 0.0) ? w2 : mix(w2, l2, sy); color2 = mix(color2, plant(pow(color2, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips)); } color = (gc(color1)*w1 + gc(color2)*w2); color = min(color, 1.0); } if (interb) { color = gc(color1); } float colmx = max(max(ctmp.r,ctmp.g),ctmp.b); if(!interb) color = pow( color, vec3(gamma_in/scangamma) ); FragColor = vec4(color, colmx); }