#version 450 /* CRT - Guest - NTSC - Pass1 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 { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SIGMA_HOR; float HSHARPNESS; float S_SHARP; float HARNG; float HSHARP; float spike; float internal_res; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter HSHARPNESS " Horizontal Filter Range" 1.5 1.0 8.0 0.05 #define HSHARPNESS params.HSHARPNESS #pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.90 0.1 7.0 0.05 #define SIGMA_HOR params.SIGMA_HOR #pragma parameter S_SHARP " Substractive Sharpness" 0.9 0.0 2.0 0.10 #define S_SHARP params.S_SHARP #pragma parameter HSHARP " Sharpness Definition" 1.2 0.0 2.0 0.10 #define HSHARP params.HSHARP #pragma parameter HARNG " Substractive Sharpness Ringing" 0.4 0.0 4.0 0.10 #define HARNG params.HARNG #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord #define OutputSize params.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; float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR); float gaussian(float x) { return exp(-x*x*invsqrsigma); } void main() { vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy; vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y); float f = fract(SourceSize.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw; vec3 color = 0.0.xxx; float scolor = 0.0; vec2 dx = vec2(SourceSize.z, 0.0); float w = 0.0; float swsum = 0.0; float wsum = 0.0; vec3 pixel; float hsharpness = HSHARPNESS; vec3 cmax = 0.0.xxx; vec3 cmin = 1.0.xxx; float sharp = gaussian(hsharpness) * S_SHARP; float maxsharp = 0.20; float FPR = hsharpness; float fpx = 0.0; float sp = 0.0; float sw = 0.0; float ts = 0.025; vec3 luma = vec3(0.2126, 0.7152, 0.0722); float LOOPSIZE = ceil(2.0*FPR); float CLAMPSIZE = round(2.0*LOOPSIZE/3.0); float n = -LOOPSIZE; do { pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb; sp = max(max(pixel.r,pixel.g),pixel.b); w = gaussian(n+f) - sharp; fpx = abs(n+f-sign(n)*FPR)/FPR; if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), HSHARP)), 0.0); color = color + w * pixel; wsum = wsum + w; sw = max(w, 0.0) * (dot(pixel,luma) + ts); scolor = scolor + sw * sp; swsum = swsum + sw; n = n + 1.0; } while (n <= LOOPSIZE); color = color / wsum; scolor = scolor / swsum; color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0); scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0); FragColor = vec4(color, scolor); }