#version 450 /* CRT - Guest - Advanced - Fastest - Pass2 Copyright (C) 2018-2022 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 brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, glow, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, inters, bloom, halation, scans, slotms, mclip, gamma_c, gamma_out, DER, DEG, DEB, DES, IOS; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float warpX; float warpY; float csize; float bsize; float c_shape; float slotmask1; float scan_falloff; float bloom_dist; float mshift; float mask_layout; float maskboost; float no_scanlines; float intres; float fcompat; float smask_mit; float ssharp; } global; #pragma parameter fcompat " Compatibility Mode (slower, use if glitchy)" 0.0 0.0 1.0 1.0 #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 3.0 0.5 // Joint parameter with linearize pass, values must match #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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 #define warpX global.warpX // Curvature X #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 #define warpY global.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 csize " Corner Size" 0.0 0.0 0.25 0.01 #define csize global.csize // corner size #pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0 #define bsize global.bsize // border smoothness #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " Glow Strength" 0.08 0.0 2.0 0.01 #define glow params.glow // Glow Strength #pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05 #define bloom params.bloom // bloom effect #pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05 #define bloom_dist global.bloom_dist // bloom effect distribution #pragma parameter halation " Halation Strength" 0.0 0.0 1.0 0.025 #define halation params.halation // halation effect #pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025 #define gamma_c params.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 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 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 vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1 #define vertmask params.vertmask // Scanline deconvergence colors #pragma parameter scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10 #define scans params.scans // scanline saturation #pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05 #define scan_falloff global.scan_falloff // scanline falloff #pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01 #define ssharp global.ssharp #pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05 #define no_scanlines global.no_scanlines #pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-13:'Trinitron'" 0.0 -1.0 13.0 1.0 #define shadowMask params.shadowMask // Mask Style #pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025 #define maskstr params.maskstr // Mask Strength #pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05 #define mcut params.mcut // Mask 5-12 dark color strength #pragma parameter maskboost " CRT Mask Boost" 1.0 1.0 3.0 0.05 #define maskboost global.maskboost // Mask Boost #pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0 #define masksize params.masksize // Mask Size #pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05 #define maskDark params.maskDark // Dark "Phosphor" #pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05 #define maskLight params.maskLight // Light "Phosphor" #pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5 #define mshift global.mshift // mask 'line' shift/stagger #pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0 #define mask_layout global.mask_layout // mask layout: RGB or BGR #pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05 #define slotmask params.slotmask #pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05 #define slotmask1 global.slotmask1 #pragma parameter slotwidth " Slot Mask Width (0:Auto)" 0.0 0.0 16.0 1.0 #define slotwidth params.slotwidth // Slot Mask Width #pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 2.0 1.0 4.0 1.0 #define double_slot params.double_slot // Slot Mask Height #pragma parameter slotms " Slot Mask Thickness" 1.0 1.0 4.0 1.0 #define slotms params.slotms // Slot Mask Thickness #pragma parameter mclip " Keep Mask effect with clipping" 0.0 0.0 1.0 0.05 #define mclip params.mclip // Slot Mask Size #pragma parameter smask_mit " Mitigate Slotmask Interaction" 0.0 0.0 1.0 0.05 #define smask_mit global.smask_mit #pragma parameter bogus_deconvergence22 "[ HORIZONTAL DECONVERGENCE ]:" 0.0 0.0 1.0 1.0 #pragma parameter DER " Deconvergence Red offset" 0.0 -15.0 15.0 0.5 #pragma parameter DEG " Deconvergence Green offset" 0.0 -15.0 15.0 0.5 #pragma parameter DEB " Deconvergence Blue offset" 0.0 -15.0 15.0 0.5 #pragma parameter DES " Deconvergence Strength" 0.7 0.0 1.0 0.05 #pragma parameter gamma_out " Gamma out" 2.4 1.0 5.0 0.05 #define gamma_out params.gamma_out // output gamma #pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize pass, values must match #define inters params.inters // interlacing effect smoothing #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 * 1.00000; } #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 LinearizePass; layout(set = 0, binding = 4) uniform sampler2D PrePassDontChange; layout(set = 0, binding = 5) uniform sampler2D Pass2Feedback; #define eps 1e-10 float st(float x) { return exp2(-10.0*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); } // Shadow mask (1-4 from PD CRT Lottes shader). vec3 Mask(vec2 pos, float mx, inout float swidth) { vec2 pos0 = pos; pos.y = floor(pos.y/masksize); float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0; float next_line = float(fract((pos.y/stagg_lvl)*0.5) > 0.25); pos0.x = (mshift > -0.25) ? (pos0.x + next_line * floor(mshift)) : (pos0.x + floor(pos.y / stagg_lvl) * floor(abs(mshift))); pos = floor(pos0/masksize); vec3 mask = vec3(maskDark, maskDark, maskDark); vec3 one = vec3(1.0); // brightness correcture masks 5-12 float sm = 0.45; if(shadowMask == 8.0 || shadowMask == 11.0 || shadowMask == 13.0) sm = 0.7; float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - sm, 0.0) + 1.0, 1.0, mx); float mc = 1.0 - max(maskstr, 0.0); // No mask if (shadowMask == -1.0) { mask = vec3(1.0); } // Phosphor. else if (shadowMask == 0.0) { pos.x = fract(pos.x*0.5); if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } else { mask.r = mc; mask.g = 1.0; mask.b = mc; } swidth = 2.0; } // Very compressed TV style shadow mask. else if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/6.0) < 0.49) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.49) line = maskDark; pos.x = floor(mod(pos.x,3.0)); if (pos.x < 0.5) mask.r = maskLight; else if (pos.x < 1.5) mask.g = maskLight; else mask.b = maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = floor(mod(pos.x,3.0)); if (pos.x < 0.5) mask.r = maskLight; else if (pos.x < 1.5) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; swidth = 6.0; } // Trinitron mask 5 else if (shadowMask == 5.0) { mask = vec3(0.0); pos.x = fract(pos.x/2.0); if (pos.x < 0.49) { mask.r = 1.0; mask.b = 1.0; } else mask.g = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; swidth = 2.0; } // Trinitron mask 6 else if (shadowMask == 6.0) { mask = vec3(0.0); pos.x = floor(mod(pos.x,3.0)); if (pos.x < 0.5) mask.r = 1.0; else if (pos.x < 1.5) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // BW Trinitron mask 7 else if (shadowMask == 7.0) { mask = vec3(0.0); pos.x = fract(pos.x/2.0); if (pos.x < 0.49) { mask = 0.0.xxx; } else mask = 1.0.xxx; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; swidth = 2.0; } // BW Trinitron mask 8 else if (shadowMask == 8.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask = 0.0.xxx; else if (pos.x < 0.6) mask = 1.0.xxx; else mask = 1.0.xxx; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // Magenta - Green - Black mask else if (shadowMask == 9.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask = 0.0.xxx; else if (pos.x < 0.6) mask.rb = 1.0.xx; else mask.g = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // RGBX else if (shadowMask == 10.0) { mask = vec3(0.0); pos.x = fract(pos.x * 0.25); if (pos.x < 0.2) mask = 0.0.xxx; else if (pos.x < 0.4) mask.r = 1.0; else if (pos.x < 0.7) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; swidth = 4.0; } // 4k mask else if (shadowMask == 11.0) { mask = vec3(0.0); pos.x = fract(pos.x * 0.25); if (pos.x < 0.2) mask.r = 1.0; else if (pos.x < 0.4) mask.rg = 1.0.xx; else if (pos.x < 0.7) mask.gb = 1.0.xx; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; swidth = 4.0; } // RRGGBBX mask else if (shadowMask == 12.0) { mask = vec3(0.0); pos.x = floor(mod(pos.x,7.0)); if (pos.x < 0.5) mask = 0.0.xxx; else if (pos.x < 2.5) mask.r = 1.0; else if (pos.x < 4.5) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; swidth = 7.0; } // 4k mask else { mask = vec3(0.0); pos.x = floor(mod(pos.x,6.0)); if (pos.x < 0.5) mask = 0.0.xxx; else if (pos.x < 1.5) mask.r = 1.0; else if (pos.x < 2.5) mask.rg = 1.0.xx; else if (pos.x < 3.5) mask.rgb = 1.0.xxx; else if (pos.x < 4.5) mask.gb = 1.0.xx; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; swidth = 6.0; } swidth*=masksize; float maskmin = min(min(mask.r,mask.g),mask.b); return (mask - maskmin) * (1.0 + (maskboost-1.0)) + maskmin; } float SlotMask(vec2 pos, float m, float swidth) { if ((slotmask + slotmask1) == 0.0) return 1.0; else { pos.y = floor(pos.y/slotms); float mlen = swidth*2.0; float px = floor(mod(pos.x, 0.99999*mlen)); float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); float slot = 1.0; if (py == 0.0 && px < swidth) slot = slot_dark; else if (py == double_slot && px >= swidth) slot = slot_dark; return slot; } } 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 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; } vec2 Overscan(vec2 pos, float dx, float dy){ pos=pos*2.0-1.0; pos*=vec2(dx,dy); return pos*0.5+0.5; } 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; } // Borrowed from cgwg's crt-geom, under GPL float corner(vec2 coord) { coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x); vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002))); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*bsize,0.0, 1.0); } vec3 calculate_bloom (vec2 pos, vec2 x, vec2 y) { return ( COMPAT_TEXTURE(LinearizePass, pos -x -y).rgb * 0.091849 + COMPAT_TEXTURE(LinearizePass, pos -y).rgb * 0.119368 + COMPAT_TEXTURE(LinearizePass, pos +x -y).rgb * 0.091849 + COMPAT_TEXTURE(LinearizePass, pos -x ).rgb * 0.119368 + COMPAT_TEXTURE(LinearizePass, pos ).rgb * 0.155131 + COMPAT_TEXTURE(LinearizePass, pos +x ).rgb * 0.119368 + COMPAT_TEXTURE(LinearizePass, pos -x +y).rgb * 0.091849 + COMPAT_TEXTURE(LinearizePass, pos +y).rgb * 0.119368 + COMPAT_TEXTURE(LinearizePass, pos +x +y).rgb * 0.091849 ); } void main() { float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a; bool interb = ((intera < 0.75) || (no_scanlines > 0.025)); vec4 result = COMPAT_TEXTURE(Pass2Feedback, vTexCoord); 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 = diff.y; texcoord = Overscan(texcoord, scan, scan); if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y); } vec2 yy = vec2(0.0, global.OriginalSize.w); vec2 xx = vec2(global.OriginalSize.z, 0.0); vec2 y2 = yy+yy; vec2 pos = Warp(texcoord); vec2 pc4 = pos; pc4 = floor(pc4 * global.OriginalSize.xy - vec2(0.0, 0.5)) * global.OriginalSize.zw + 0.5*global.OriginalSize.zw; float same2 = COMPAT_TEXTURE(PrePassDontChange,pc4-yy).a; float same3 = COMPAT_TEXTURE(PrePassDontChange,pc4 ).a; float same4 = COMPAT_TEXTURE(PrePassDontChange,pc4+yy).a; float same5 = COMPAT_TEXTURE(PrePassDontChange,pc4+y2).a; float refresh1 = 60.0; float refresh2 = round(TEX0.y*59.0); bool frames = (abs(floor(mod(float(global.FrameCount), refresh1)) - refresh2) < 0.001); bool not_same = (same2 + same3 + same4 + same5) > 0.5; if ( not_same || frames || (interb && (no_scanlines < 0.025)) || global.fcompat > 0.5) { vec4 SourceSize = global.OriginalSize; float SourceY = SourceSize.y; 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; SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a; // Calculating texel coordinates vec2 cpos = (IOS > 2.5) ? TEX0 : texcoord; float corner0 = corner(Warp(cpos)); float coffset = 0.5; vec2 ps = SourceSize.zw; float OGL2Pos = pos.y * SourceSize.y - coffset; float f = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); // Reading the texels vec2 pC4; pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y; pC4.x = pos.x; if (global.intres == 0.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; if (interb && no_scanlines < 0.025) pC4.y = pos.y - inters * SourceSize.w; else if (interb) pC4.y = pC4.y + smoothstep(0.40-0.5*no_scanlines, 0.60 + 0.5*no_scanlines, f)*SourceSize.w; vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).rgb; vec3 dcolor1 = color1; dcolor1.r = COMPAT_TEXTURE(Source, pC4 + dx*params.DER).r; dcolor1.g = COMPAT_TEXTURE(Source, pC4 + dx*params.DEG).g; dcolor1.b = COMPAT_TEXTURE(Source, pC4 + dx*params.DEB).b; color1 = mix(color1, dcolor1, params.DES); vec3 scolor1 = COMPAT_TEXTURE(Source, pC4 ).aaa; if (interb && no_scanlines < 0.025) pC4.y = pos.y + inters * SourceSize.w; else pC4+=dy; if (global.intres == 0.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; vec3 color2 = COMPAT_TEXTURE(Source, pC4 ).rgb; vec3 dcolor2 = color2; dcolor2.r = COMPAT_TEXTURE(Source, pC4 + dx*params.DER).r; dcolor2.g = COMPAT_TEXTURE(Source, pC4 + dx*params.DEG).g; dcolor2.b = COMPAT_TEXTURE(Source, pC4 + dx*params.DEB).b; color2 = mix(color2, dcolor2, params.DES); vec3 scolor2 = COMPAT_TEXTURE(Source, pC4 ).aaa; // calculating scanlines vec3 ctmp = color1; vec3 mcolor = scolor1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) { vec3 luma = vec3(0.2126, 0.7152, 0.0722); 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 = max(scolor0/(wt1+wt2), ctmp); mcolor = sctmp; 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); 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, 0.33); float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.33); 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))); // Scanline Deconvergence vec3 cd1 = one; vec3 cd2 = one; if (abs(vertmask) > 0.025) { float vm = sqrt(abs(vertmask)); float v_high1 = 1.0 + 0.3*vm; float v_high2 = 1.0 + 0.6*vm; float v_low = 1.0 - vm; float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0); float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0); if (vertmask < 0.0) { cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); } else { cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); } } color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2); color = min(color, 1.0); } if (interb) { color = gc(color1); mcolor = scolor1; } float mx = max(max(mcolor.r,mcolor.g),mcolor.b); mx = pow(mx, 1.20/gamma_in); // Apply Mask vec3 orig1 = color; vec3 cmask = one; float swidth = 3.0; cmask*= Mask(gl_FragCoord.xy * 1.000001, mx, swidth); if (slotwidth > 0.5) swidth = slotwidth; float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx, swidth); smask = clamp(smask + mix(smask_mit, 0.0, min(w3, pow(w3*max(max(orig1.r,orig1.g),orig1.b), 0.33333))), 0.0, 1.0); if (mask_layout > 0.5) cmask = cmask.rbg; color = color*cmask; color = min(color,1.0); color = color*smask; cmask = min(cmask*smask, 1.0); if (interb) ctmp = color; float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out); float bb = mix(brightboost, brightboost1, colmx); color*=bb; vec3 Glow = calculate_bloom (pos, xx, 0.75*yy); float maxb = max(max(Glow.r, Glow.g),Glow.b); Glow = pow(Glow, 1.4.xxx); vec3 Bloom = Glow; if(bloom > 0.025) { vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); color = color + bloom * Bloom1; } if (!interb) color = declip(color, pow(w3,0.60)); if (halation > 0.025) { Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); color = color + 0.75*(0.75+maxb)*Bloom*(0.4+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } Glow = mix(Glow, 0.25*color, colmx); color = color + 0.5*glow*Glow; color = min(color, mix(one, cmask, mclip)); color = pow(color, vec3(1.0/gamma_out)); color = min(color, 1.0); result = vec4(color*corner0, corner0); } FragColor = result; }