#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; vec4 MASKED_SCANLINESSize; vec4 BLOOM_APPROXSize; } registers; #include "params.inc" ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // 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 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 ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// #include "../user-settings.h" #include "derived-settings-and-constants.h" #include "bind-shader-params.h" ////////////////////////////////// INCLUDES ////////////////////////////////// //#include "../../../../include/gamma-management.h" //#include "../../../../include/blur-functions.h" #include "phosphor-mask-resizing.h" #include "scanline-functions.h" #include "bloom-functions.h" #include "includes.h" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 video_uv; layout(location = 1) out vec2 scanline_tex_uv; layout(location = 2) out float bloom_sigma_runtime; layout(location = 3) out vec2 blur3x3_tex_uv; void main() { gl_Position = params.MVP * Position; const vec2 tex_uv = TexCoord; // Our various input textures use different coords: video_uv = tex_uv; scanline_tex_uv = video_uv * registers.MASKED_SCANLINESSize.xy * registers.MASKED_SCANLINESSize.zw; blur3x3_tex_uv = video_uv * registers.BLOOM_APPROXSize.xy * registers.BLOOM_APPROXSize.zw; // Calculate a runtime bloom_sigma in case it's needed: const float mask_tile_size_x = get_resized_mask_tile_size( registers.OutputSize.xy, registers.OutputSize.xy * mask_resize_viewport_scale, false).x; bloom_sigma_runtime = get_min_sigma_to_blur_triad( mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh); } #pragma stage fragment layout(location = 0) in vec2 video_uv; layout(location = 1) in vec2 scanline_tex_uv; layout(location = 2) in float bloom_sigma_runtime; layout(location = 3) in vec2 blur3x3_tex_uv; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D MASKED_SCANLINES; layout(set = 0, binding = 4) uniform sampler2D BLOOM_APPROX; void main() { // Sample the masked scanlines: const vec3 intensity_dim = tex2D_linearize(MASKED_SCANLINES, scanline_tex_uv).rgb; // Get the full intensity, including auto-undimming, and mask compensation: const float auto_dim_factor = levels_autodim_temp; const float undim_factor = 1.0/auto_dim_factor; const float mask_amplify = get_mask_amplify(); const vec3 intensity = intensity_dim * undim_factor * mask_amplify * levels_contrast; // Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines // would look like, so we can estimate how much energy we'll receive from // blooming neighbors: const vec3 phosphor_blur_approx = levels_contrast * tex2D_linearize( BLOOM_APPROX, blur3x3_tex_uv).rgb; // Compute the blur weight for the center texel and the maximum energy we // expect to receive from neighbors: const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime); const float center_weight = get_center_weight(bloom_sigma); const vec3 max_area_contribution_approx = max(vec3(0.0), phosphor_blur_approx - center_weight * intensity); // Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0), // because it actually gets better results (on top of being very simple), // but adjust all intensities for the user's desired underestimate factor: const vec3 area_contrib_underestimate = bloom_underestimate_levels * max_area_contribution_approx; const vec3 intensity_underestimate = bloom_underestimate_levels * intensity; // Calculate the blur_ratio, the ratio of intensity we want to blur: #ifdef BRIGHTPASS_AREA_BASED // This area-based version changes blur_ratio more smoothly and blurs // more, clipping less but offering less phosphor differentiation: const vec3 phosphor_blur_underestimate = bloom_underestimate_levels * phosphor_blur_approx; const vec3 soft_intensity = max(intensity_underestimate, phosphor_blur_underestimate * mask_amplify); const vec3 blur_ratio_temp = ((vec3(1.0) - area_contrib_underestimate) / soft_intensity - vec3(1.0)) / (center_weight - 1.0); #else const vec3 blur_ratio_temp = ((vec3(1.0) - area_contrib_underestimate) / intensity_underestimate - vec3(1.0)) / (center_weight - 1.0); #endif const vec3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0); // Calculate the brightpass based on the auto-dimmed, unamplified, masked // scanlines, encode if necessary, and return! const vec3 brightpass = intensity_dim * mix(blur_ratio, vec3(1.0), bloom_excess); FragColor = encode_output(vec4(brightpass, 1.0)); }