#version 450 /* CRT - Guest - Advanced - HD - Pass2 Copyright (C) 2018-2023 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 IOS, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, glow, inters, bloom, halation, scans, gamma_c, no_scanlines, MAXS, tds, clips, ssharp; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float warpX; float warpY; float csize; float bsize1; float intres; float c_shape; float barspeed; float barintensity; float bardir; float SIGMA_VER; float VSHARPNESS; float S_SHARPV; float VARNG; float VSHARP; float internal_res; float scangamma; float sborder; float scan_falloff; float overscanX; float overscanY; float bloom_dist; float bmask1; float hmask1; } global; #pragma parameter bogus_vfiltering "[ VERTICAL/INTERLACING FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter MAXS " Maximum Sharpness" 0.15 0.0 0.30 0.01 #define MAXS params.MAXS #pragma parameter VSHARPNESS " Vertical Filter Range" 1.0 1.0 8.0 0.05 #define VSHARPNESS global.VSHARPNESS #pragma parameter SIGMA_VER " Vertical Blur Sigma" 0.50 0.1 7.0 0.025 #define SIGMA_VER global.SIGMA_VER #pragma parameter S_SHARPV " Vert. Substractive Sharpness" 1.0 0.0 2.0 0.10 #define S_SHARPV global.S_SHARPV #pragma parameter VSHARP " Vert. Sharpness Definition" 1.20 0.0 2.0 0.10 #define VSHARP global.VSHARP #pragma parameter VARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10 #define VARNG global.VARNG #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match #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 warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 #define warpX global.warpX // Curvature X #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 #define warpY global.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 csize " Corner Size" 0.0 0.0 0.25 0.005 #define csize global.csize // corner size #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 #define bsize1 global.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 bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " (Magic) 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 params.bloom // bloom effect #pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05 #define mask_bloom params.mask_bloom // bloom effect #pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 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 params.halation // halation effect #pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025 #define bmask1 global.bmask1 // bloom/halation mask strength #pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025 #define hmask1 global.hmask1 // bloom/halation mask strength #pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025 #define gamma_c params.gamma_c // adjust brightness #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 clips " Clip Saturated Color Beams" 0.0 -1.0 1.0 0.05 #define clips params.clips // kinky effect #pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0 #define gsl params.gsl // Alternate scanlines #pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 40.0 0.5 #define scanline1 params.scanline1 // scanline param, vertical sharpness #pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness #pragma parameter beam_min " Scanline Shape Dark Pixels" 1.20 0.25 10.0 0.05 #define beam_min params.beam_min // dark area beam min - narrow #pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025 #define beam_max params.beam_max // bright area beam max - wide #pragma parameter tds " Thinner Dark Scanlines" 0.0 0. 1.0 1.0 #define tds params.tds // thinner dark scanlines #pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05 #define beam_size params.beam_size // increased max. beam size #pragma parameter scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10 #define scans params.scans // scanline saturation #pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.025 #define scan_falloff global.scan_falloff // scanline falloff #pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05 #define scangamma global.scangamma #pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01 #define ssharp params.ssharp #pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05 #define no_scanlines params.no_scanlines #pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10 #define internal_res global.internal_res #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 Pass1; layout(set = 0, binding = 3) uniform sampler2D LinearizePass; layout(set = 0, binding = 4) uniform sampler2D BloomPass; layout(set = 0, binding = 5) uniform sampler2D PrePass; #define eps 1e-10 float st(float x) { return exp2(-10.0*x*x); } float st1(float x) { return exp2(-8.0*x*x); } float sw0(float x, float color, float scanline) { float tmp = mix(beam_min, beam_max, color); float ex = x*tmp; ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4); return exp2(-scanline*ex); } float sw1(float x, float color, float scanline) { x = mix (x, beam_min*x, max(x-0.4*color,0.0)); float tmp = mix(1.2*beam_min, beam_max, color); float ex = x*tmp; return exp2(-scanline*ex*ex); } float sw2(float x, float color, float scanline) { float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color); tmp = mix(beam_max, tmp, pow(x, color+0.3)); float ex = x*tmp; return exp2(-scanline*ex*ex); } vec3 gc(vec3 c) { float mc = max(max(c.r,c.g),c.b); float mg = pow(mc, 1.0/gamma_c); return c * mg/(mc + eps); } vec2 Overscan(vec2 pos, float dx, float dy){ pos=pos*2.0-1.0; pos*=vec2(dx,dy); return pos*0.5+0.5; } 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; } float invsqrsigma = 1.0/(2.0*SIGMA_VER*SIGMA_VER*internal_res*internal_res); float gaussian(float x) { return exp(-x*x*invsqrsigma); } vec3 v_resample (vec2 tex0, vec4 Size) { float f = fract(Size.y * tex0.y); f = 0.5 - f; vec2 tex = tex0; tex.y = floor(Size.y * tex.y)*Size.w + 0.5*Size.w; vec3 color = 0.0.xxx; vec2 dy = vec2(0.0, Size.w); float w = 0.0; float wsum = 0.0; vec3 pixel; vec3 cmax = 0.0.xxx; vec3 cmin = 1.0.xxx; float vsharpness = VSHARPNESS*internal_res; float sharp = gaussian(vsharpness) * S_SHARPV; float maxsharp = MAXS; float FPR = vsharpness; float fpx = 0.0; float LOOPSIZE = ceil(2.0*FPR); float CLAMPSIZE = round(2.0*LOOPSIZE/3.0); float n = -LOOPSIZE; do { pixel = COMPAT_TEXTURE(Pass1, tex + n*dy).rgb; w = gaussian(n+f) - sharp; fpx = abs(n+f-sign(n)*FPR)/FPR; if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), VSHARP)), 0.0); color = color + w * pixel; wsum = wsum + w; n = n + 1.0; } while (n <= LOOPSIZE); color = color / wsum; color = clamp(mix(clamp(color, cmin, cmax), color, VARNG), 0.0, 1.0); return color; } vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } void main() { vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / global.OriginalSize.xy; vec4 SourceSize = vec4(global.SourceSize.x, global.OriginalSize.y, global.SourceSize.z, global.OriginalSize.w); 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) || (no_scanlines > 0.025)); float SourceY = SourceSize.y; float sy = 1.0; if (global.intres == 1.0) sy = SourceY/224.0; if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres; SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); // 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 = diff.y; texcoord = Overscan(texcoord, scan, scan); if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y); } texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); vec2 pos = Warp(texcoord); float coffset = 0.5; vec2 ps = SourceSize.zw; float OGL2Pos = pos.y * SourceSize.y - coffset; float f = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); // Reading the texels vec2 pC4; pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y; pC4.x = pos.x; if (global.intres == 0.5 && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; if (interb && no_scanlines > 0.025) pC4.y = pC4.y + smoothstep(0.40-0.5*no_scanlines, 0.60 + 0.5*no_scanlines, f)*SourceSize.w; vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; color1 = pow(color1, vec3(scangamma/gamma_in)); float prescaley = float(textureSize(LinearizePass, 0).y) / global.OriginalSize.y; if (interb && no_scanlines < 0.05) color1 = v_resample(pos, SourceSize * vec4(1.0, prescaley, 1.0, 1.0/prescaley)); pC4+=dy; if (global.intres == 0.5 && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w; vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; color2 = pow(color2, vec3(scangamma/gamma_in)); // calculating scanlines vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) { vec3 luma = vec3(0.2126, 0.7152, 0.0722); float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma))); float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f); float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f); float wt1 = st(f); float wt2 = st(1.0-f); vec3 color00 = color1*wt1 + color2*wt2; vec3 scolor0 = scolor1*wt1 + scolor2*wt2; ctmp = color00/(wt1+wt2); vec3 sctmp = max(scolor0/(wt1+wt2), ctmp); float wf1, wf2; vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff); vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff); if (tds > 0.5) { shape1 = mix(scanline2, shape1, creff1); shape2 = mix(scanline2, shape2, creff2); } float f1 = f; float f2 = 1.0-f; if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else { wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);} if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; } // Scanline saturation application vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2); w3 = wf1+wf2; float mc1 = max(max(color1.r,color1.g),color1.b) + eps; float mc2 = max(max(color2.r,color2.g),color2.b) + eps; cref1 = color1 / mc1; cref2 = color2 / mc2; float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375); float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375); w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1))); w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2))); if (abs(clips) > 0.005) { sy = mc1; vec3 l1 = sqrt(w1*wt1); vec3 l2 = sqrt(w2*wt2); one = (clips > 0.0) ? w1 : mix(w1, l1, sy); float sat = 1.0001-min(min(cref1.r,cref1.g),cref1.b); color1 = mix(color1, plant(pow(color1, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips)); sy = mc2; sat = 1.0001-min(min(cref2.r,cref2.g),cref2.b); one = (clips > 0.0) ? w2 : mix(w2, l2, sy); color2 = mix(color2, plant(pow(color2, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips)); } color = (gc(color1)*w1 + gc(color2)*w2); color = min(color, 1.0); } if (interb) { color = gc(color1); } float colmx = max(max(ctmp.r,ctmp.g),ctmp.b); if (!interb) color = pow( color, vec3(gamma_in/scangamma) ); FragColor = vec4(color, colmx); }