#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 halation; 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 halation "Halation" 0.0 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 halation global.halation #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, 0.50, 2.0*(beam_min-1.0)),0.10, 0.60); 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, 0.50, 2.0*(beam_min-1.0)),0.10, 0.60); 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); float fpx = fp.x; float fp1 = 1.0-fpx; 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); wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr2*=wr2; wr2 = exp2(-h_sharp*wr2); wl2 = max(wl2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fp1*fp1),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, 0.0, 1.0-fpx*fpx),float(cubic > 0.05))); float sl2 = max(wl2,0.0); float sl1 = wl1; float sr1 = wr1; float sr2 = max(wr2,0.0); 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*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2; vec3 scolor1 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts; scolor1 = pow(scolor1, vec3(1.0/6.0)); vec3 mscolor1 = scolor1; scolor1 = mix(color1, scolor1, 1.0); 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*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2; vec3 scolor2 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts; scolor2 = pow(scolor2, vec3(1.0/6.0)); vec3 mscolor2 = scolor2; scolor2 = mix(color2, scolor2, 1.0); 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 = clamp(mix(orig, msctemp, 1.25),0.0,1.0); ctemp = w1+w2; float w3 = max(max(ctemp.r,ctemp.g),ctemp.b); tmp1 = pow(tmp1, vec3(0.65)); 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 hglow = 0.5*(Bloom + Bglow); float maxb = max(max(hglow.r,hglow.g),hglow.b); maxb*=maxb; 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)); float colmx = pixbr1; Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx); color = color + 0.75*(0.75+maxb)*Bloom*(0.75+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; 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); }