#version 450 /* CRT - Guest - Advanced (Hi-Res version) Copyright (C) 2018-2021 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, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask, slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, intres; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float bloom; float halation; float mclip; float scans; float scansub; float slotms; float gamma_c; float mask_gamma; float gamma_out; float overscanX; float overscanY; float c_shape; float barspeed; float barintensity; float bardir; } global; #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " Glow Strength" 0.08 -2.0 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 global.bloom // bloom effect #pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025 #define halation global.halation // halation effect #pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02 #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 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 0.0 20.0 0.5 #define scanline1 params.scanline1 // scanline param, vertical sharpness #pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness #pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05 #define beam_min params.beam_min // dark area beam min - narrow #pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05 #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" 0.60 0.0 1.0 0.05 #define scans global.scans // scanline saturation // Scanline darken 'edges' effect - need to uncomment it. // #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005 // #define scansub global.scansub // scanline substraction #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike #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 1.5 0.10 #define s_sharp params.s_sharp // substractive sharpness #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match #define intres params.intres // interlace resolution #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 csize " Corner size" 0.0 0.0 0.25 0.01 #define csize params.csize // corner size #pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0 #define bsize params.bsize // border smoothness #pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0 #pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01 #pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0 #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 -50.0 50.0 1.0 #define overscanX global.overscanX // OverscanX pixels #pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0 #define overscanY global.overscanY // OverscanY pixels #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, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0 #define shadowMask params.shadowMask // Mask Style #pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05 #define maskstr params.maskstr // maskstr Mask Strength #pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05 #define mcut params.mcut // Mask 5-7 dark color strength #pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 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 mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05 #define mask_gamma global.mask_gamma // Mask application gamma #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 params.slotmask1 #pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5 #define slotwidth params.slotwidth // Slot Mask Width #pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 #define double_slot params.double_slot // Slot Mask Height #pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0 #define slotms global.slotms // Slot Mask Size #pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05 #define mclip global.mclip // Slot Mask Size #pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 #define gamma_out global.gamma_out // output gamma #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 GlowPass; layout(set = 0, binding = 5) uniform sampler2D PrePass; #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) { pos = floor(pos/masksize); vec3 mask = vec3(maskDark, maskDark, maskDark); vec3 one = vec3(1.0); float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 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 < 0.5) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } else { mask.r = mc; mask.g = 1.0; mask.b = mc; } } // Very compressed TV style shadow mask. else if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/6.0) < 0.5) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.5) line = maskDark; pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) 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 < 0.333) mask.r = maskLight; else if (pos.x < 0.666) 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 < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Trinitron mask 5 else if (shadowMask == 5.0) { mask = vec3(0.0); pos.x = fract(pos.x/2.0); if (pos.x < 0.5) { 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; } // Trinitron mask 6 else if (shadowMask == 6.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = 1.0; else if (pos.x < 0.666) 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) { float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate; mask = vec3(maskTmp); pos.x = fract(pos.x/2.0); if (pos.x < 0.5) mask = vec3(1.0); } // 4k mask else { mask = vec3(mc); 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; } return mask; } float SlotMask(vec2 pos, float m) { if ((slotmask + slotmask1) == 0.0) return 1.0; else { pos = floor(pos/slotms); float mlen = slotwidth*2.0; float px = fract(pos.x/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 < 0.5) slot = slot_dark; else if (py == double_slot && px >= 0.5) slot = slot_dark; return slot; } } 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; } float humbar(float pos) { if (global.barintensity == 0.0) return 1.0; else { pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); pos = (global.barintensity < 0.0) ? pos : (1.0-pos); return (1.0-global.barintensity) + global.barintensity*pos; } } // Borrowed from maskstr'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 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); } void main() { vec4 SourceSize = global.OriginalSize; float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).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 < 0.75); bool notate = (TATE < 0.5); float SourceY = mix(SourceSize.y, SourceSize.x, TATE); float sy = 1.0; if (intres == 0.5) sy = SourceY/224.0; else if (intres == 1.0) sy = SourceY/240.0; else if (intres > 1.25) sy = intres; if (notate) SourceSize.yw*=vec2(1.0/sy, sy); else SourceSize.xz*=vec2(1.0/sy, sy); // Calculating texel coordinates vec2 texcoord = TEX0.xy; if (IOS > 0.0){ vec2 ofactor = OutputSize.xy/SourceSize.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, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y); vec2 pos = Warp(texcoord); vec2 pos0 = Warp(TEX0.xy); 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 (interb) pC4.y = pos.y; float h_sharp1 = pow(h_sharp, 1.4); float zero = exp2(-h_sharp1); float sharp1 = s_sharp * zero; float wl5 = 4.0 + fpx; wl5*=0.5; float wl4 = 3.0 + fpx; wl4*=0.5; float wl3 = 2.0 + fpx; wl3*=0.5; float wl2 = 1.0 + fpx; wl2*=0.5; float wl1 = fpx; wl1*=0.5; float wr1 = 1.0 - fpx; wr1*=0.5; float wr2 = 2.0 - fpx; wr2*=0.5; float wr3 = 3.0 - fpx; wr3*=0.5; float wr4 = 4.0 - fpx; wr4*=0.5; float wr5 = 5.0 - fpx; wr5*=0.5; wl5*=wl5; wl5 = exp2(-h_sharp1*wl5); wl4*=wl4; wl4 = exp2(-h_sharp1*wl4); wl3*=wl3; wl3 = exp2(-h_sharp1*wl3); wl2*=wl2; wl2 = exp2(-h_sharp1*wl2); wl1*=wl1; wl1 = exp2(-h_sharp1*wl1); wr1*=wr1; wr1 = exp2(-h_sharp1*wr1); wr2*=wr2; wr2 = exp2(-h_sharp1*wr2); wr3*=wr3; wr3 = exp2(-h_sharp1*wr3); wr4*=wr4; wr4 = exp2(-h_sharp1*wr4); wr5*=wr5; wr5 = exp2(-h_sharp1*wr5); float fp1 = 1.-fpx; float twl5 = max(wl5 - sharp1, 0.0); float twl4 = max(wl4 - sharp1, mix(0.0,mix(-0.03, 0.00, fpx),float(s_sharp > 0.05))); float swl4 = max(wl4 - sharp1, 0.0); float twl3 = max(wl3 - sharp1, mix(0.0,mix(-0.10, -0.03, fpx),float(s_sharp > 0.05))); float swl3 = max(wl3 - sharp1, 0.0); float twl2 = max(wl2 - sharp1, 0.0); float twl1 = max(wl1 - sharp1, 0.0); float twr1 = max(wr1 - sharp1, 0.0); float twr2 = max(wr2 - sharp1, 0.0); float twr3 = max(wr3 - sharp1, mix(0.0,mix(-0.10, -0.03, fp1),float(s_sharp > 0.05))); float swr3 = max(wr3 - sharp1, 0.0); float twr4 = max(wr4 - sharp1, mix(0.0,mix(-0.03, 0.00, fp1),float(s_sharp > 0.05))); float swr4 = max(wr4 - sharp1, 0.0); float twr5 = max(wr5 - sharp1, 0.0); float wtt = 1.0/(twl5+twl4+twl3+twl2+twl1+twr1+twr2+twr3+twr4+twr5); float wt = 1.0/(swl3+twl2+twl1+twr1+twr2+swr3); bool sharp = (s_sharp > 0.05); vec3 l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; vec3 l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; vec3 l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; vec3 l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; vec3 l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; vec3 r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; vec3 r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; vec3 r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; vec3 r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; vec3 r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; vec3 sl3 = l3*l3*l3; sl3*=sl3; vec3 sl2 = l2*l2*l2; sl2*=sl2; vec3 sl1 = l1*l1*l1; sl1*=sl1; vec3 sr1 = r1*r1*r1; sr1*=sr1; vec3 sr2 = r2*r2*r2; sr2*=sr2; vec3 sr3 = r3*r3*r3; sr3*=sr3; vec3 color1 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; vec3 colmin1 = min(min(l1,r1), min(l2,r2)); vec3 colmax1 = max(max(l1,r1), max(l2,r2)); vec3 colmin2 = min(min(l3,r3), min(l4,r4)); vec3 colmax2 = max(max(l3,r3), max(l4,r4)); vec3 colmin = min(colmin1, colmin2); vec3 colmax = max(colmax1, colmax2); if (sharp) color1 = clamp(color1, colmin, colmax); vec3 gtmp = vec3(1.0/6.0); vec3 scolor1 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1; scolor1 = min(mix(color1, scolor1, spike),1.0); vec3 color2, scolor2, mcolor2; if (!interb) { pC4+=offy; l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz; l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz; l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz; l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz; l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz; r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz; r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz; r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz; r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz; r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz; sl3 = l3*l3*l3; sl3*=sl3; sl2 = l2*l2*l2; sl2*=sl2; sl1 = l1*l1*l1; sl1*=sl1; sr1 = r1*r1*r1; sr1*=sr1; sr2 = r2*r2*r2; sr2*=sr2; sr3 = r3*r3*r3; sr3*=sr3; color2 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt; colmin1 = min(min(l1,r1), min(l2,r2)); colmax1 = max(max(l1,r1), max(l2,r2)); colmin2 = min(min(l3,r3), min(l3,r3)); colmax2 = max(max(l4,r4), max(l4,r4)); colmin = min(colmin1, colmin2); colmax = max(colmax1, colmax2); if (sharp) color2 = clamp(color2, colmin, colmax); scolor2 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt; scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2; scolor2 = min(mix(color2, scolor2, spike),1.0); } // calculating scanlines vec3 ctmp; vec3 mcolor; float w3; vec3 color; vec3 one = vec3(1.0); if (!interb) { float shape1 = mix(scanline1, scanline2, f); float shape2 = mix(scanline1, scanline2, 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; mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2); ctmp = color00/(wt1+wt2); vec3 sctmp = scolor0/(wt1+wt2); float wf1, wf2; vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b); vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b); 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 darken 'edges' effect - need to uncomment it. // float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1); // float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2); // Scanline saturation application vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); w3 = wf1+wf2; cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001); cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001); w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1); w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2); vec3 cd1 = one; vec3 cd2 = one; 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 = mcolor1; } 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; vec2 maskcoord = gl_FragCoord.yx * 1.000001; if (notate) maskcoord = maskcoord.yx; float smask = SlotMask(maskcoord, mx); cmask*= Mask(maskcoord, mx); color = pow(color, vec3(mask_gamma/gamma_in)); color = color*cmask; color = min(color,1.0); color = color*smask; color = pow(color, vec3(gamma_in/mask_gamma)); 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); if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); color*=bb; vec3 Glow = COMPAT_TEXTURE(GlowPass, pos ).rgb; vec3 Bloom = Glow; float maxb = COMPAT_TEXTURE(GlowPass, pos ).a; float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; vec3 Bloom1 = min(Glow*(orig1+color), max(0.5*(colmx + orig1 - color),0.0)); color = color + bloom*Bloom1; color = min(color, mix(one, cmask, mclip)); if (!interb) color = declip(color, pow(w3,0.6)); if (halation > 0.025) { Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; } Glow = mix(Glow, 0.25*color, 0.7*colmx); if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } color = min(color, 1.0); color = pow(color, vec3(1.0/gamma_out)); float corner0 = corner(pos0); FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0); }