/* Interlacing Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com 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. */ #include "../base/common/globals-and-screen-scale-params.inc" #include "../base/common/common-functions.inc" layout(push_constant) uniform Push { vec4 OriginalSize; vec4 OutputSize; uint FrameCount; // float GAMMA_INPUT; // float inter; // float interm; // float inters; // float iscan; // float intres; // float downsample_level; } params; /* layout(std140, set = 0, binding = 0) uniform UBO { vec4 SourceSize; mat4 MVP; } global; // #pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05 */ /* // #pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0 // #pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0 // #define inter params.inter // interlace resolution // #pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0 */ #define interm HSM_INTERLACE_MODE // interlace mode /* // #pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with main pass, values must match */ #define inters HSM_INTERLACE_EFFECT_SMOOTHNESS_INTERS // interlacing effect smoothing /* // #pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05 */ #define iscan HSM_INTERLACE_SCANLINE_EFFECT // interlacing effect scanlining /* // #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match // #define intres params.intres // interlace resolution // #pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 2.0 0.25 */ #define downsample_level HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR // downsample level // #pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 2.0 0.25 #pragma parameter iscans " Interlacing (Scanline) Saturation" 0.25 0 1 0.05 #define iscans global.iscans bool use_vert_scanlines_bool = false; #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 = 1) uniform sampler2D InfoCachePass; layout(set = 0, binding = 3) uniform sampler2D PrePass; layout(set = 0, binding = 4) uniform sampler2D NegativeCropAddedPass; #define COMPAT_TEXTURE(c,d) texture(c,d) vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } // TODO need to adjust downsample vec3 fetch_pixel(vec2 coord) { vec2 prescale_tex_size = textureSize(NegativeCropAddedPass, 0); vec2 dx = vec2(1 / prescale_tex_size.x, 0.0) * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR; vec2 dy = vec2(0.0, 1 / prescale_tex_size.y) * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR; if (use_vert_scanlines_bool) { dx = vec2(1 / prescale_tex_size.x, 0.0) * HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR; dy = vec2(0.0, 1 / prescale_tex_size.y) * HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR; } vec2 d1 = dx + dy; vec2 d2 = dx - dy; float sum = 15.0; vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb + 2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb + 2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb + 2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb + 2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb + COMPAT_TEXTURE(PrePass, coord + d1).rgb + COMPAT_TEXTURE(PrePass, coord - d1).rgb + COMPAT_TEXTURE(PrePass, coord + d2).rgb + COMPAT_TEXTURE(PrePass, coord - d2).rgb; return result/sum; } // 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, float noise_amount){ if (noise_amount < 0.0) v.z = -noise_amount; 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 main() { /* HSM Removed vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb; */ vec3 c1 = vec3(0); vec3 c2 = vec3(0); // HSM Added HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord); use_vert_scanlines_bool = (USE_VERTICAL_SCANLINES > 0.5); // HSM Added if (HSM_ROTATE_CORE_IMAGE > 0.5) { use_vert_scanlines_bool = !use_vert_scanlines_bool; } vec2 rotated_derezed_size = HSM_GetRotatedDerezedSize(); float derezed_opposite_dir_res = use_vert_scanlines_bool ? rotated_derezed_size.x : rotated_derezed_size.y; float derezed_scaled_opposite_dir_res = derezed_opposite_dir_res * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; float orig_opposite_dir_res = use_vert_scanlines_bool ? ROTATED_CORE_PREPPED_SIZE.x : ROTATED_CORE_PREPPED_SIZE.y; float scaled_opposite_dir_res = orig_opposite_dir_res * HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR; float orig_scanline_dir_res = use_vert_scanlines_bool ? ROTATED_CORE_PREPPED_SIZE.y : ROTATED_CORE_PREPPED_SIZE.x; float tex_coord_scan_dir = use_vert_scanlines_bool ? vTexCoord.x : vTexCoord.y; vec2 downsample_offset = vec2(0, 1 / orig_opposite_dir_res / NEGATIVE_CROP_EXPAND_MULTIPLIER ); if (use_vert_scanlines_bool) downsample_offset = vec2(1 / orig_opposite_dir_res / NEGATIVE_CROP_EXPAND_MULTIPLIER, 0 ); if ((HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR + HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR) > 0.0) { c1 = fetch_pixel(vTexCoord); c2 = fetch_pixel(vTexCoord + downsample_offset); } else { c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb; c2 = COMPAT_TEXTURE(PrePass, vTexCoord + downsample_offset).rgb; } vec3 c = c1; float intera = 1.0; float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0); float m1 = max(max(c1.r,c1.g),c1.b); float m2 = max(max(c2.r,c2.g),c2.b); vec3 df = abs(c1-c2); float d = max(max(df.r,df.g),df.b); if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001))); float r = m1; /* HSM Removed float yres_div = 1.0; if (intres > 1.25) yres_div = intres; if (inter < params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5) */ // HSM Added if (HSM_INTERLACE_TRIGGER_RES <= derezed_scaled_opposite_dir_res && interm > 0.5) { intera = 0.25; /* HSM Removed float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0); */ // HSM Added float line_no = clamp( floor( mod( orig_opposite_dir_res * tex_coord_scan_dir, 2.0 ) ), 0.0, 1.0 ); float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0); float ii = abs(line_no-frame_no); if (interm < 3.5) { c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b)); r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0); c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r); if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii); intera = 0.0; } if (interm == 4.0) { c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b)); intera = 0.45; } } #ifndef DO_NOT_LINEARIZE // Linearize Color c = pow(c, vec3(gamma_in)); #endif // if (USE_VERTICAL_SCANLINES > 0.5) // intera = 1; // HSM Added Noise based on Guest.r's noise from deconvergence pass if (HSM_SIGNAL_NOISE_ON > 0.5) { float rc = 0.6*sqrt(max(max(c.r, c.g), c.b))+0.4; vec2 upscale_mult = global.SourceSize.xy / global.DerezedPassSize.xy; float noise_size = 1; // Scanline sized noise if (HSM_SIGNAL_NOISE_SIZE_MODE == 0) noise_size = upscale_mult.x * HSM_SIGNAL_NOISE_SIZE_MULT / SAMPLING_OPPOSITE_DIR_MULT; // Core resolution sized noise if (HSM_SIGNAL_NOISE_SIZE_MODE == 1) noise_size = upscale_mult.x * HSM_SIGNAL_NOISE_SIZE_MULT; // Uprezed sized noise if (HSM_SIGNAL_NOISE_SIZE_MODE == 2) noise_size = HSM_SIGNAL_NOISE_SIZE_MULT; vec3 noise0 = noise(vec3(floor(global.SourceSize.xy * vTexCoord / noise_size), float(global.FrameCount)), HSM_SIGNAL_NOISE_AMOUNT); if (HSM_SIGNAL_NOISE_TYPE < 0.5) c = mix(c, noise0, 0.25 * abs(HSM_SIGNAL_NOISE_AMOUNT) * rc); else c = min(c * mix(1.0, 1.5 * noise0.x, 0.5 * abs(HSM_SIGNAL_NOISE_AMOUNT)), 1.0); } if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in; FragColor = vec4(c, gamma_in); }