#version 450 /* CRT - Guest - Advanced 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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, csize, bsize1, warpX, warpY, glow, shadowMask, masksize, slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, mshift, mask_layout, mask_bloom; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float bloom; float halation; float slotms; float mclip; float mask_gamma; float gamma_out; float overscanX; float overscanY; float intres; float c_shape; float barspeed; float barintensity; float bardir; float sborder; float bloom_dist; float deconr; float decons; float addnoised; float noisetype; float noiseresd; float deconrr; float deconrg; float deconrb; float deconrry; float deconrgy; float deconrby; float dctypex; float dctypey; float post_br; float maskboost; float smoothmask; float gamma_c; float m_glow; } global; #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter m_glow " Ordinary Glow / Magic Glow" 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 -2.0 2.0 0.05 #define bloom global.bloom // bloom effect #pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05 #define mask_bloom params.mask_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 -2.0 2.0 0.025 #define halation global.halation // halation effect #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 gamma_c " Gamma correct" 1.0 0.50 2.0 0.025 #define gamma_c global.gamma_c // adjust brightness #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 #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 0.005 #define csize params.csize // corner size #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 #define bsize1 params.bsize1 // border Size #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05 #define sborder global.sborder // border intensity #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 -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 #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 params.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 params.mask_layout // mask layout: RGB or BGR #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 8.0 1.0 #define slotwidth params.slotwidth // Slot Mask Width #pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 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" 0.0 0.0 1.0 0.05 #define mclip global.mclip // #pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0 #define smoothmask global.smoothmask #pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 #define gamma_out global.gamma_out // output gamma #pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 #pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 #pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05 #pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25 #pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25 #pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 #pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25 #pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25 #pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25 #pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10 #pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02 #pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 #pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 #pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01 #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 BloomPass; layout(set = 0, binding = 6) uniform sampler2D PrePass; layout(set = 0, binding = 7) uniform sampler2D Source; #define eps 1e-10 // Shadow mask (1-4 from PD CRT Lottes shader). vec3 Mask(vec2 pos, float mx, float mb) { 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; } } // 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 = fract(pos.x/3.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight; else if (pos.x < 0.6) 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; } // 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; } // Trinitron mask 6 else if (shadowMask == 6.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask.r = 1.0; else if (pos.x < 0.6) 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; } // 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; } // 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; } // 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; } // 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; } float maskmin = min(min(mask.r,mask.g),mask.b); return (mask - maskmin) * (1.0 + (maskboost-1.0)*mb) + maskmin; } float SlotMask(vec2 pos, float m) { if ((slotmask + slotmask1) == 0.0) return 1.0; else { if (shadowMask == 2.0 || shadowMask == 6.0) pos.x = pos.x + 1.0; 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; } } float corner(vec2 pos) { vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; pos = clamp(pos, 0.0, 1.0); pos = abs(2.0*(pos - 0.5)); float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); pos = max(pos, crn); vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); res = pow(res, sborder.xx); return sqrt(res.x*res.y); } vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } 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; } float igc(float mc) { return pow(mc, gamma_c); } // noise function: // Dedicated to the public domain. // If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). // Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz vec3 noise(vec3 v){ if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0; // ensure reasonable range v = fract(v) + fract(v*1e4) + fract(v*1e-4); // seed v += vec3(0.12345, 0.6789, 0.314159); // more iterations => more random v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); return v; } void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) { float stepx = OutputSize.z; float stepy = OutputSize.w; float ds = global.decons; vec2 dx = vec2(stepx, 0.0); vec2 dy = vec2(0.0, stepy); float posx = 2.0*coord.x - 1.0; float posy = 2.0*coord.y - 1.0; if (global.dctypex > 0.025) { posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex); dx = posx * dx; } if (global.dctypey > 0.025) { posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey); dy = posy * dy; } // if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey)); vec2 rc = global.deconrr * dx + global.deconrry*dy; vec2 gc = global.deconrg * dx + global.deconrgy*dy; vec2 bc = global.deconrb * dx + global.deconrby*dy; float r1 = COMPAT_TEXTURE(Source, coord + rc).r; float g1 = COMPAT_TEXTURE(Source, coord + gc).g; float b1 = COMPAT_TEXTURE(Source, coord + bc).b; vec3 d = vec3(r1, g1, b1); c = clamp(mix(c, d, ds), 0.0, 1.0); r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r; g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g; b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b; d = vec3(r1, g1, b1); b = clamp(mix(b, d, ds), 0.0, 1.0); } void main() { vec4 SourceSize = global.OriginalSize; 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); bool notate = (TATE < 0.5); // 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 pos1 = TEX0.xy; vec2 pos = Warp(texcoord); vec2 pos0 = Warp(TEX0.xy); // color and bloom fetching vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb; if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2) fetch_pixel(color, Bloom, pos1, pos); // deconvergence float cm = igc(max(max(color.r,color.g),color.b)); float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; float colmx = max(mx1, cm); float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0); vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE); float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; float mxg = max(max(mx0,mx1),max(mx2,cm)); float mx = pow(mxg, 1.40/gamma_in); // mask boost tweak dx = mix(vec2(global.OriginalSize.z, 0.0), vec2(0.0, global.OriginalSize.w), TATE) * 0.25; mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0); vec3 one = vec3(1.0); // 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, mb); if (mask_layout > 0.5) cmask = cmask.bgr; cmask*=smask; vec3 cmask1 = cmask; if (mask_bloom > 0.025) { float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg); maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist); cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask); } color = pow(color, vec3(mask_gamma/gamma_in)); color = color*cmask; color = min(color,1.0); color = pow(color, vec3(gamma_in/mask_gamma)); cmask = min(cmask, 1.0); cmask1 = min(cmask1, 1.0); float bb = mix(brightboost, brightboost1, mx); if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); color*=bb; vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb; vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb; float maxb = COMPAT_TEXTURE(BloomPass, 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 = Bloom; if (abs(bloom) > 0.025) { if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); 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 = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma)); } color = min(color, mix(one, cmask1, mclip)); if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0; if (halation > 0.01) { Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } else if (halation < -0.01) { float mbl = max(max(Bloom.r,Bloom.g),Bloom.b); Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75)); color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); } if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); } if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, 0.7*colmx); else { vec3 gb = plant(orig1, 1.0); maxb = max(max(Glow.r,Glow.g),Glow.b); gb = mix(maxb*vec3(0.0, 0.0, 1.0), Glow, clamp(gb.r + gb.g - 0.375*gb.b,0.0,1.0)); Glow = mix(0.75*Glow,5.0*plant(mix(gb,orig1, 0.5*sqrt(colmx)*abs(plant(Glow,1.0)-plant(orig1,1.0))), maxb), pow(colmx, 0.50/gamma_in)); Glow = mix(Glow, 0.4*Glow, 1.0-colmx*colmx); } if (glow >= 0.0 && global.m_glow < 0.5) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + abs(glow)*cmask*Glow; } color = min(color, 1.0); color = pow(color, vec3(1.0/gamma_out)); float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; if (abs(global.addnoised) > 0.01) { vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); } FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0); }