#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OutputSize; uint FrameCount; float rg; float rb; float gr; float gb; float br; float bg; float Downscale; } params; // Parameter lines go here: #pragma parameter PRE_SCALE "Pre-Scale Sharpening" 1.5 1.0 4.0 0.1 #pragma parameter blurx "Convergence X" 0.25 -4.0 4.0 0.05 #pragma parameter blury "Convergence Y" 0.1 -4.0 4.0 0.05 #pragma parameter warpx " Curvature X" 0.02 0.0 0.12 0.01 #pragma parameter warpy " Curvature Y" 0.04 0.0 0.12 0.01 #pragma parameter corner " Corner size" 0.01 0.0 0.10 0.01 #pragma parameter smoothness " Border Smoothness" 400.0 100.0 600.0 5.0 #pragma parameter inter "Interlacing Toggle" 1.0 0.0 1.0 1.0 #pragma parameter Downscale "Interlacing Downscale Scanlines" 2.0 1.0 8.0 1.0 #pragma parameter scanlow "Beam low" 6.0 1.0 15.0 1.0 #pragma parameter scanhigh "Beam high" 8.0 1.0 15.0 1.0 #pragma parameter beamlow "Scanlines dark" 1.45.5 2.5 0.05 #pragma parameter beamhigh "Scanlines bright" 1.05 0.5 2.5 0.05 #pragma parameter brightboost1 " Bright boost dark pixels" 1.2 0.0 3.0 0.05 #pragma parameter brightboost2 " Bright boost bright pixels" 1.0 0.0 3.0 0.05 #pragma parameter glow " Glow Strength" 0.0 0.0 1.0 0.02 #pragma parameter Size " Glow Size" 2.0 0.1 4.0 0.05 #pragma parameter nois " Add Noise" 0.0 0.0 32.0 1.0 #pragma parameter postbr " Post Brightness" 1.0 0.0 2.5 0.02 #pragma parameter Shadowmask "Mask Type" 0.0 -1.0 8.0 1.0 #pragma parameter masksize "Mask Size" 1.0 1.0 2.0 1.0 #pragma parameter MaskDark "Mask dark" 0.5 0.0 2.0 0.1 #pragma parameter MaskLight "Mask light" 1.5 0.0 2.0 0.1 #pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05 #pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5 #pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 #pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0 #pragma parameter GAMMA_OUT " Gamma Out" 2.2 0.0 4.0 0.1 #pragma parameter intensity " NTSC colors intensity" 0.0 0.0 1.0 0.05 #pragma parameter sat " Saturation" 1.0 0.0 2.0 0.05 #pragma parameter contrast " Contrast, 1.0:Off" 1.0 0.00 2.00 0.05 #pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0 #pragma parameter rg " Red-Green Tint" 0.0 -1.0 1.0 0.005 #pragma parameter rb " Red-Blue Tint" 0.0 -1.0 1.0 0.005 #pragma parameter gr " Green-Red Tint" 0.0 -1.0 1.0 0.005 #pragma parameter gb " Green-Blue Tint" 0.0 -1.0 1.0 0.005 #pragma parameter br " Blue-Red Tint" 0.0 -1.0 1.0 0.005 #pragma parameter bg " Blue-Green Tint" 0.0 -1.0 1.0 0.005 #pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0 #pragma parameter vpower "Vignette Power" 0.15 0.0 1.0 0.01 #pragma parameter vstr "Vignette strength" 40.0 0.0 50.0 1.0 #pragma parameter alloff "Switch off shader" 0.0 0.0 1.0 1.0 #define rg params.rg #define rb params.rb #define gr params.gr #define gb params.gb #define br params.br #define bg params.bg #define Downscale params.Downscale layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float blurx; float blury; float warpx; float warpy; float corner; float smoothness; float scanlow; float scanhigh; float beamlow; float beamhigh; float brightboost1; float brightboost2; float Shadowmask; float masksize; float MaskDark; float MaskLight; float slotmask; float slotwidth; float double_slot; float slotms; float GAMMA_OUT; float glow; float Size; float sat; float contrast; float nois; float WP; float inter; float vignette; float vpower; float vstr; float alloff; float postbr; float PRE_SCALE; float intensity; } global; #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 * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define iTime (float(params.FrameCount) / 2.0) #define iTimer (float(params.FrameCount) / 60.0) vec2 Warp(vec2 pos) { pos = pos * 2.0 - 1.0; pos *= vec2(1.0 + (pos.y * pos.y) * global.warpx, 1.0 + (pos.x * pos.x) * global.warpy); return pos * 0.5 + 0.5; } float sw(float y, float l) { float beam = mix(global.scanlow, global.scanhigh, y); float scan = mix(global.beamlow, global.beamhigh, l); float ex = y * scan; return exp2(-beam * ex * ex); } vec3 mask(vec2 x, vec3 col, float l) { x = floor(x / global.masksize); if (global.Shadowmask == 0.0) { float m = fract(x.x * 0.4999); if (m < 0.4999) return vec3(1.0, global.MaskDark, 1.0); else return vec3(global.MaskDark, 1.0, global.MaskDark); } else if (global.Shadowmask == 1.0) { vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark); float line = global.MaskLight; float odd = 0.0; if (fract(x.x / 6.0) < 0.5) odd = 1.0; if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark; float m = fract(x.x / 3.0); if (m < 0.333) Mask.b = global.MaskLight; else if (m < 0.666) Mask.g = global.MaskLight; else Mask.r = global.MaskLight; Mask *= line; return Mask; } else if (global.Shadowmask == 2.0) { float m = fract(x.x*0.3333); if (m < 0.3333) return vec3(global.MaskDark, global.MaskDark, global.MaskLight); if (m < 0.6666) return vec3(global.MaskDark, global.MaskLight, global.MaskDark); else return vec3(global.MaskLight, global.MaskDark, global.MaskDark); } if (global.Shadowmask == 3.0) { float m = fract(x.x * 0.5); if (m < 0.5) return vec3(1.0, 1.0, 1.0); else return vec3(global.MaskDark, global.MaskDark, global.MaskDark); } else if (global.Shadowmask == 4.0) { vec3 Mask = vec3(col.rgb); float line = global.MaskLight; float odd = 0.0; if (fract(x.x / 4.0) < 0.5) odd = 1.0; if (fract((x.y + odd) / 2.0) < 0.5) line = global.MaskDark; float m = fract(x.x / 2.0); if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; } else Mask.g = 1.0; Mask *= line; return Mask; } else if (global.Shadowmask == 5.0) { vec3 Mask = vec3(1.0, 1.0, 1.0); if (fract(x.x / 4.0) < 0.5) { if (fract(x.y / 3.0) < 0.666) { if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0); else Mask = vec3(global.MaskDark, 1.0, global.MaskDark); } else Mask *= l; } else if (fract(x.x / 4.0) >= 0.5) { if (fract(x.y / 3.0) > 0.333) { if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, global.MaskDark, 1.0); else Mask = vec3(global.MaskDark, 1.0, global.MaskDark); } else Mask *= l; } return Mask; } else if (global.Shadowmask == 6.0) { vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark); if (fract(x.x / 6.0) < 0.5) { if (fract(x.y / 4.0) < 0.75) { if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight; else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight; else Mask.b = global.MaskLight; } else Mask * l * 0.9; } else if (fract(x.x / 6.0) >= 0.5) { if (fract(x.y / 4.0) >= 0.5 || fract(x.y / 4.0) < 0.25) { if (fract(x.x / 3.0) < 0.3333) Mask.r = global.MaskLight; else if (fract(x.x / 3.0) < 0.6666) Mask.g = global.MaskLight; else Mask.b = global.MaskLight; } else Mask * l * 0.9; } return Mask; } else if (global.Shadowmask == 7.0) { float m = fract(x.x * 0.3333); if (m < 0.3333) return vec3(global.MaskDark, global.MaskLight, global.MaskLight * col.b); //Cyan if (m < 0.6666) return vec3(global.MaskLight * col.r, global.MaskDark, global.MaskLight); //Magenta else return vec3(global.MaskLight, global.MaskLight * col.g, global.MaskDark); //Yellow } else if (global.Shadowmask == 8.0) { vec3 Mask = vec3(global.MaskDark, global.MaskDark, global.MaskDark); float bright = global.MaskLight; float left = 0.0; if (fract(x.x / 6.0) < 0.5) left = 1.0; float m = fract(x.x / 3.0); if (m < 0.333) Mask.b = 0.9; else if (m < 0.666) Mask.g = 0.9; else Mask.r = 0.9; if (mod(x.y, 2.0) == 1.0 && left == 1.0 || mod(x.y, 2.0) == 0.0 && left == 0.0) Mask *= bright; return Mask; } else return vec3(1.0, 1.0, 1.0); } float SlotMask(vec2 pos, vec3 c) { if (global.slotmask == 0.0) return 1.0; pos = floor(pos / global.slotms); float mx = pow(max(max(c.r, c.g), c.b), 1.33); float mlen = global.slotwidth * 2.0; float px = fract(pos.x / mlen); float py = floor(fract(pos.y / (2.0 * global.double_slot)) * 2.0 * global.double_slot); float slot_dark = mix(1.0 - global.slotmask, 1.0 - 0.80 * global.slotmask, mx); float slot = 1.0 + 0.7 * global.slotmask * (1.0 - mx); if (py == 0.0 && px < 0.5) slot = slot_dark; else if (py == global.double_slot && px >= 0.5) slot = slot_dark; return slot; } mat4 contrastMatrix(float contrast) { float t = (1.0 - global.contrast) / 2.0; return mat4(global.contrast, 0, 0, 0, 0, global.contrast, 0, 0, 0, 0, global.contrast, 0, t, t, t, 1); } mat3 vign(float l) { vec2 vpos = vTexCoord; vpos *= 1.0 - vpos.xy; float vig = vpos.x * vpos.y * global.vstr; vig = min(pow(vig, global.vpower), 1.0); if (global.vignette == 0.0) vig = 1.0; return mat3(vig, 0, 0, 0, vig, 0, 0, 0, vig); } vec3 saturation(vec3 textureColor) { float luminance = length(textureColor.rgb) * 0.5775; vec3 luminanceWeighting = vec3(0.4, 0.5, 0.1); if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb) + (luminanceWeighting.rgb * luminanceWeighting.rgb); luminance = dot(textureColor.rgb, luminanceWeighting); vec3 greyScaleColor = vec3(luminance, luminance, luminance); vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, global.sat)); return res; } vec3 glow0 (vec2 texcoord, vec3 col) { vec3 sum = vec3(0.0, 0.0, 0.0); float blurSize = global.Size / params.OutputSize.y; sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y)).rgb * 0.02; sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x, texcoord.y)).rgb * 0.04; sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y)).rgb * 0.02; //sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.02; sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.02; sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y - blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.02; //sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.02; //sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + 2.0 * blurSize)) * 0.02; sum += texture(Source, vec2(texcoord.x - 2.0 * blurSize, texcoord.y + blurSize)).rgb * 0.02; sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + 2.0 * blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x - blurSize, texcoord.y + blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + blurSize, texcoord.y - 2.0 * blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - blurSize)).rgb * 0.02; //sum += texture(Source, vec2(texcoord.x + 2.0 * blurSize, texcoord.y - 2.0 * blurSize)) * 0.02; sum += texture(Source, vec2(texcoord.x, texcoord.y - 2.0 * blurSize)).rgb * 0.02; sum += texture(Source, vec2(texcoord.x, texcoord.y - blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x, texcoord.y + blurSize)).rgb * 0.03; sum += texture(Source, vec2(texcoord.x, texcoord.y + 2.0 * blurSize)).rgb * 0.02; return sum * global.glow/15.0; } float noise(vec2 co) { return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } float corner0(vec2 coord) { coord = (coord - vec2(0.5, 0.5)) * 1.0 + vec2(0.5, 0.5); coord = min(coord, vec2(1.0, 1.0) - coord) * vec2(1.0, params.SourceSize.y / params.SourceSize.x); vec2 cdist = vec2(global.corner, global.corner); coord = (cdist - min(coord, cdist)); float dist = sqrt(dot(coord, coord)); return clamp((cdist.x - dist) * global.smoothness, 0.0, 1.0); } const mat3 D65_to_XYZ = mat3( 0.4306190, 0.2220379, 0.0201853, 0.3415419, 0.7066384, 0.1295504, 0.1783091, 0.0713236, 0.9390944); const mat3 XYZ_to_D65 = mat3( 3.0628971, -0.9692660, 0.0678775, -1.3931791, 1.8760108, -0.2288548, -0.4757517, 0.0415560, 1.0693490); const mat3 D50_to_XYZ = mat3( 0.4552773, 0.2323025, 0.0145457, 0.3675500, 0.7077956, 0.1049154, 0.1413926, 0.0599019, 0.7057489); const mat3 XYZ_to_D50 = mat3( 2.9603944, -0.9787684, 0.0844874, -1.4678519, 1.9161415, -0.2545973, -0.4685105, 0.0334540, 1.4216174); /////NTSC COLOR CONVERSION vec3 DecodeGamma(vec3 color, float gamma) { color = clamp(color, 0.0, 1.0); color.r = (color.r <= 0.00313066844250063) ? color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; color.g = (color.g <= 0.00313066844250063) ? color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; color.b = (color.b <= 0.00313066844250063) ? color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; return color; } vec3 XYZtoSRGB(vec3 XYZ) { const mat3x3 m = mat3x3( 3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434,-0.2040259, 1.0572252); return XYZ * m; } vec3 sRGB(vec3 c) { vec3 v = XYZtoSRGB(c); v = DecodeGamma(v, 2.4); //Companding return v; } vec3 RGBtoXYZ(vec3 RGB) { const mat3x3 m = mat3x3( 0.6068909, 0.1735011, 0.2003480, 0.2989164, 0.5865990, 0.1144845, 0.0000000, 0.0660957, 1.1162243); return RGB * m; } // conversion from NTSC RGB Reference White D65 ( color space used by NA/Japan TV's ) to XYZ vec3 NTSC(vec3 c) { vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding return RGBtoXYZ(v); } // NTSC RGB to sRGB vec3 NTSCtoSRGB( vec3 c ) { return sRGB(NTSC( c )); } ////NTSC COLOR CONVERSION void main() { vec2 pos = Warp(vTexCoord.xy); vec2 tex_size = params.SourceSize.xy; vec2 pC4 = (pos + 0.5/tex_size); vec2 fp = fract(pos * tex_size); if (global.inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*1.0/Downscale);} vec4 res = vec4(1.0); if (global.alloff == 1.0) res = texture(Source, pC4); else { vec2 texel = pos * tex_size; vec2 texel_floored = floor(texel); float scale = global.PRE_SCALE; float region_range = 0.5 - 0.5 / scale; // Figure out where in the texel to sample to get correct pre-scaled bilinear. // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. vec2 center_dist = fp - 0.5; vec2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; vec2 mod_texel = texel_floored + fpp; vec2 coords = mod_texel / params.SourceSize.xy; vec3 sample1 = texture(Source, vec2(coords.x + global.blurx*params.SourceSize.z, coords.y - global.blury*params.SourceSize.w)).rgb; vec3 sample2 = texture(Source, coords).rgb; vec3 sample3 = texture(Source, vec2(coords.x - global.blurx*params.SourceSize.z, coords.y + global.blury*params.SourceSize.w )).rgb; vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5, sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25, sample2.b * 0.5 + sample3.b * 0.5); //COLOR TEMPERATURE FROM GUEST.R-DR.VENOM if (global.WP != 0.0) { vec3 warmer = D50_to_XYZ * color; warmer = XYZ_to_D65 * warmer; vec3 cooler = D65_to_XYZ * color; cooler = XYZ_to_D50 * cooler; float m = abs(global.WP) / 100.0; vec3 comp = (global.WP < 0.0) ? cooler : warmer; comp = clamp(comp, 0.0, 1.0); color = vec3(mix(color, comp, m)); } mat3 hue = mat3 (1., rg, rb, //red tint gr, 1., gb, //green tint br, bg, 1.); //blue tint color = hue * color; color = (2.0*pow(color,vec3(2.9))) - pow(color,vec3(3.8)); color = mix(color.rgb, NTSCtoSRGB(color.rgb), global.intensity); float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1; float f = center_dist.y+0.5; //fix excessive moire if (global.inter > 0.5 && tex_size.y > 400.0) color = color; else {color = color * sw(f,lum) + color * sw (1.0-f,lum);} color *= mask((vTexCoord * params.OutputSize.xy) * 1.0001, color,lum); if (global.slotmask != 0.0) color *= SlotMask((vTexCoord * params.OutputSize.xy) * 1.0001, color); color *= mix(global.brightboost1, global.brightboost2, max(max(color.r, color.g), color.b)); if (global.glow != 0.0) color += glow0(coords,color); color = pow(color,vec3(1.0 / global.GAMMA_OUT)); if (global.sat != 1.0) color = saturation(color); if (global.corner != 0.0) color *= corner0(pC4); if (global.nois != 0.0) color *= 1.0 + noise(coords * 2.0) / global.nois; color *= mix(1.0, global.postbr, lum); res = vec4(color, 1.0); if (global.contrast != 1.0) res = contrastMatrix(global.contrast) * res; if (global.inter > 0.5 && params.SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95; res.rgb *= vign(lum); } FragColor = res; }