#version 450 /* CRT - Guest - Advanced - Fast - Pass1 Copyright (C) 2018-2021 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 { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float IOS, h_sharp, s_sharp, spike, ring; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10 #define h_sharp params.h_sharp // pixel sharpness #pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 2.0 0.10 #define s_sharp params.s_sharp // substractive sharpness #pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05 #define ring params.ring // substractive sharpness ringing #pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike params.spike #define COMPAT_TEXTURE(c,d) texture(c,d) #define TEX0 vTexCoord #define SourceSize params.OriginalSize #define OutputSize params.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 LinearizePass; void main() { float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a; // Calculating texel coordinates vec2 texcoord = TEX0.xy; vec2 pos = texcoord; vec2 coffset = vec2(0.5, 0.5); vec2 ps = SourceSize.zw; vec2 OGL2Pos = pos * SourceSize.xy - coffset; float fpx = fract(OGL2Pos.x); vec2 offx = vec2(ps.x,0.0); // Reading the texels vec2 x2 = 2.0*offx; vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; float zero = exp2(-h_sharp); float sharp1 = s_sharp * zero; float wl2 = 1.0 + fpx; float wl1 = fpx; float wr1 = 1.0 - fpx; float wr2 = 2.0 - fpx; wl2*=wl2; wl2 = exp2(-h_sharp*wl2); wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr2*=wr2; wr2 = exp2(-h_sharp*wr2); float fp1 = 1.-fpx; float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float twl1 = max(wl1 - sharp1, -0.12); float twr1 = max(wr1 - sharp1, -0.12); float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); bool sharp = (sharp1 > 0.0); vec3 l2, l1, r1, r2, color1, colmin, colmax; l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb; l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb; r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb; r2 = COMPAT_TEXTURE(LinearizePass, pC4 +x2).rgb; colmin = min(min(l1,r1), min(l2,r2)); colmax = max(max(l1,r1), max(l2,r2)); color1 = (l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2)/(twl2+twl1+twr1+twr2); if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0); float ts = 0.025; vec3 luma = vec3(0.2126, 0.7152, 0.0722); float lm2 = max(max(l2.r,l2.g),l2.b); float lm1 = max(max(l1.r,l1.g),l1.b); float rm1 = max(max(r1.r,r1.g),r1.b); float rm2 = max(max(r2.r,r2.g),r2.b); float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts); float swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts); float swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts); float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts); float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2); float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0); FragColor = vec4(color1, sresult); }