#version 450 /* CRT Advanced color altering Copyright (C) 2019-2021 guest(r) and Dr. Venom 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 TNTC; float LS; float LUTLOW, LUTBR; float WP; float wp_saturation; float BP; float vigstr; float vigdef; float sega_fix; float pre_bb; } params; #pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0 #pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0 #define TNTC params.TNTC #pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0 #define LS params.LS #define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons #define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0 #pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0 #pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05 #pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01 #pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0 #pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0 #pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025 #pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2 #define WP params.WP #define wp_saturation params.wp_saturation #define BP params.BP 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; #define gl_FragCoord (vTexCoord * params.OutputSize.xy) 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 Source; layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1; layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2; layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3; layout(set = 0, binding = 6) uniform sampler2D SamplerLUT4; layout(set = 0, binding = 7) uniform sampler2D OriginalHistory0; layout(set = 0, binding = 8) uniform sampler2D OriginalHistory1; #define COMPAT_TEXTURE(c,d) texture(c,d) // Color profile matrices const mat3 ToSRGB = mat3( 3.240970, -0.969244, 0.055630, -1.537383, 1.875968, -0.203977, -0.498611, 0.041555, 1.056972 ); // Color temperature matrices const mat3 D65_to_D55 = mat3 ( 0.4850339153, 0.2500956126, 0.0227359648, 0.3488957224, 0.6977914447, 0.1162985741, 0.1302823568, 0.0521129427, 0.6861537456); const mat3 D65_to_D93 = mat3 ( 0.3683017655, 0.1899055978, 0.0172641453, 0.3555467892, 0.7110935785, 0.1185155964, 0.2475020592, 0.0990008237, 1.3035108450); vec3 fix_lut(vec3 lutcolor, vec3 ref) { float r = length(ref); float l = length(lutcolor); float m = max(max(ref.r,ref.g),ref.b); ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25)); return mix(lutcolor, ref, LUTBR); } vec2 ctransform (vec2 inputc) { return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x)); } float vignette (vec2 coords) { vec2 ccoords = ctransform(2.0*(coords-0.5)); ccoords = ccoords * ccoords; float vstr = sqrt(ccoords.x+ccoords.y); vstr = pow(vstr, params.vigdef); return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0); } void main() { vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy); float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0); float bp = w * BP/255.0; imgColor.rgb = imgColor.rgb * params.pre_bb; if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0); imgColor.rgb = min(imgColor.rgb, 1.0); vec3 color = imgColor.rgb; if (int(TNTC) == 0) { color.rgb = imgColor.rgb; } else { float lutlow = LUTLOW/255.0; float invLS = 1.0/LS; vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx)); float lutb = lut_ref.b * (1.0-0.5*invLS); lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS; float tile1 = ceil (lutb * (LS-1.0)); float tile0 = max(tile1 - 1.0, 0.0); float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0; vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0); vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0); vec4 color1, color2, res; if (int(TNTC) == 1) { color1 = COMPAT_TEXTURE(SamplerLUT1, coord0); color2 = COMPAT_TEXTURE(SamplerLUT1, coord1); res = mix(color1, color2, f); } else if (int(TNTC) == 2) { color1 = COMPAT_TEXTURE(SamplerLUT2, coord0); color2 = COMPAT_TEXTURE(SamplerLUT2, coord1); res = mix(color1, color2, f); } else if (int(TNTC) == 3) { color1 = COMPAT_TEXTURE(SamplerLUT3, coord0); color2 = COMPAT_TEXTURE(SamplerLUT3, coord1); res = mix(color1, color2, f); } else if (int(TNTC) == 4) { color1 = COMPAT_TEXTURE(SamplerLUT4, coord0); color2 = COMPAT_TEXTURE(SamplerLUT4, coord1); res = mix(color1, color2, f); } res.rgb = fix_lut (res.rgb, imgColor.rgb); color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0)); } vec3 c = clamp(color, 0.0, 1.0); vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color); float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); vec3 scolor2 = mix(vec3(luma), color, wp_saturation); color = (wp_saturation > 1.0) ? scolor1 : scolor2; float p = 2.2; color = pow(color, vec3(p)); color = clamp(color, 0.0, 1.0); vec3 warmer = D65_to_D55*color; warmer = ToSRGB*warmer; vec3 cooler = D65_to_D93*color; cooler = ToSRGB*cooler; float m = abs(WP)/100.0; vec3 comp = (WP < 0.0) ? cooler : warmer; color = mix(color, comp, m); color = pow(max(color, 0.0), vec3(1.0/p)); color = color + bp; vec2 dx = vec2(params.SourceSize.z, 0.0); vec2 x2 = 2.5 *dx; vec2 xx = dx + dx; vec2 x3 = x2 + dx; vec2 pC4 = vTexCoord; vec3 ol3 = COMPAT_TEXTURE(OriginalHistory1, pC4 -x2).rgb; vec3 ol2 = COMPAT_TEXTURE(OriginalHistory1, pC4 -dx).rgb; vec3 ol1 = COMPAT_TEXTURE(OriginalHistory1, pC4 ).rgb; vec3 or1 = COMPAT_TEXTURE(OriginalHistory1, pC4 +dx).rgb; vec3 or2 = COMPAT_TEXTURE(OriginalHistory1, pC4 +xx).rgb; vec3 cl3 = COMPAT_TEXTURE(OriginalHistory0, pC4 -x2).rgb; vec3 cl2 = COMPAT_TEXTURE(OriginalHistory0, pC4 -dx).rgb; vec3 cl1 = COMPAT_TEXTURE(OriginalHistory0, pC4 ).rgb; vec3 cr1 = COMPAT_TEXTURE(OriginalHistory0, pC4 +dx).rgb; vec3 cr2 = COMPAT_TEXTURE(OriginalHistory0, pC4 +xx).rgb; vec3 res = abs(ol3-cl3) + abs(ol2-cl2) + abs(ol1-cl1) + abs(or1-cr1) + abs(or2-cr2); float res1 = 1.0; if ((res.r+res.g+res.b) == 0.0) res1 = 0.0; FragColor = vec4(color * vignette(vTexCoord.xy), res1); }