#version 450 /* CRT - Guest - SM (Scanline Mask) Shader Copyright (C) 2019 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: 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 2: Common red/green/blue pattern. Mask 3: 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 4: 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, brightboost, scanline, beam_min, beam_max, s_gamma, h_sharp, mask, maskstr, masksize, gamma_out; } params; // smart Y integer scaline #pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0 // adjust brightness #pragma parameter brightboost "Bright boost" 1.15 0.5 2.0 0.05 // scanline param, vertical sharpness #pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0 // dark area beam min - narrow #pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05 // bright area beam max -wide #pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05 // scanline gamma #pragma parameter s_gamma "Scanline gamma" 2.4 1.5 3.0 0.05 // pixel sharpness #pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05 // crt mask #pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0 // raw crt mask strength #pragma parameter maskstr "Raw CRT Mask Strength" 0.15 0.0 1.0 0.05 // crt mask size #pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0 // gamma out #pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05 #define smart params.smart #define brightboost params.brightboost #define scanline params.scanline #define beam_min params.beam_min #define beam_max params.beam_max #define s_gamma params.s_gamma #define h_sharp params.h_sharp #define mask params.mask #define maskstr params.maskstr #define masksize params.masksize #define gamma_out params.gamma_out #define TEX0 vTexCoord #define COMPAT_TEXTURE(c,d) texture(c,d) #define Texture Source #define InputSize SourceSize layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } 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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; float st(float x) { return exp2(-scanline*x*x); } vec3 sw(float x, vec3 color) { vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color); tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color+0.3)); vec3 ex = vec3(x)*tmp; return exp2(-scanline*ex*ex)/(0.65 + 0.35*color); } float Overscan(float pos, float dy){ pos=pos*2.0-1.0; pos*=dy; return pos*0.5+0.5; } void main() { vec2 tex = TEX0.xy * 1.000001; if (smart == 1.0) { float factor = params.OutputSize.y/params.InputSize.y; float intfactor = round(factor); float diff = factor/intfactor; tex.y = Overscan(tex.y*(params.SourceSize.y/params.InputSize.y), diff)*(params.InputSize.y/params.SourceSize.y); } vec2 OGL2Pos = tex * params.SourceSize.xy - vec2(0.5); vec2 fp = fract(OGL2Pos); vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * params.SourceSize.zw; // Reading the texels vec3 ul = COMPAT_TEXTURE(Texture, pC4 ).xyz; ul*=ul; vec3 ur = COMPAT_TEXTURE(Texture, pC4 + vec2(params.SourceSize.z,0.0)).xyz; ur*=ur; vec3 dl = COMPAT_TEXTURE(Texture, pC4 + vec2(0.0,params.SourceSize.w)).xyz; dl*=dl; vec3 dr = COMPAT_TEXTURE(Texture, pC4 + params.SourceSize.zw ).xyz; dr*=dr; float lx = fp.x; lx = pow(lx, h_sharp); float rx = 1.0 - fp.x; rx = pow(rx, h_sharp); float w = 1.0/(lx+rx); vec3 color1 = w*(ur*lx + ul*rx); vec3 color2 = w*(dr*lx + dl*rx); ul*=ul*ul; ul*=ul; ur*=ur*ur; ur*=ur; dl*=dl*dl; dl*=dl; dr*=dr*dr; dr*=dr; vec3 scolor1 = w*(ur*lx + ul*rx); scolor1 = pow(scolor1, vec3(s_gamma*(1.0/12.0))); vec3 scolor2 = w*(dr*lx + dl*rx); scolor2 = pow(scolor2, vec3(s_gamma*(1.0/12.0))); // calculating scanlines float f = fp.y; float t1 = st(f); float t2 = st(1.0-f); vec3 color = color1*t1 + color2*t2; vec3 scolor = scolor1*t1 + scolor2*t2; vec3 ctemp = color / (t1 + t2); vec3 sctemp = scolor / (t1 + t2); vec3 cref1 = mix(scolor1, sctemp, 0.35); vec3 cref2 = mix(scolor2, sctemp, 0.35); vec3 w1 = sw(f,cref1); vec3 w2 = sw(1.0-f,cref2); color = color1*w1 + color2*w2; color = min(color, 1.0); vec3 scan3 = vec3(0.0); float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0; vec3 tmp1 = 0.5*(ctemp+sqrt(ctemp)); if (mask == 0.0) { spos1 = fract(spos*0.5); if (spos1 < 0.5) scan3.rb = color.rb; else scan3.g = color.g; } else if (mask == 1.0) { spos1 = fract(spos*0.5); if (spos1 < 0.5) scan3.rg = color.rg; else scan3.b = color.b; } else if (mask == 2.0) { spos1 = fract(spos/3.0); if (spos1 < 0.333) scan3.r = color.r; else if (spos1 < 0.666) scan3.g = color.g; else scan3.b = color.b; } else if (mask == 3.0) { spos1 = fract(spos*0.25); if (spos1 < 0.25) scan3.r = color.r; else if (spos1 < 0.50) scan3.rg = color.rg; else if (spos1 < 0.75) scan3.gb = color.gb; else scan3.b = color.b; } else { spos1 = fract(spos*0.25); if (spos1 < 0.25) scan3.r = color.r; else if (spos1 < 0.50) scan3.rb = color.rb; else if (spos1 < 0.75) scan3.gb = color.gb; else scan3.g = color.g; } color = mix(1.15*scan3, color, (1.0-maskstr)*tmp1)*(1.0 + 0.15*maskstr); color*=brightboost; float corr = (max(max(color.r,color.g),color.b) + 0.0001); if (corr < 1.0) corr = 1.0; color = color/corr; color = pow(color, vec3(1.0/gamma_out)); FragColor = vec4(color, 1.0); }