/* CRT - Guest - Advanced - NTSC Copyright (C) 2018-2022 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, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size, h_sharp, s_sharp, warpX, warpY, glow, shadowMask, masksize, vertmask, ring; } params; // layout(std140, set = 0, binding = 0) uniform UBO // { // mat4 MVP; // vec4 SourceSize; // vec4 OriginalSize; // vec4 OutputSize; // uint FrameCount; // float bloom; // float halation; // float scans; // float gamma_c; // float gamma_out; // float overscanX; // float overscanY; // float intres; // float prescalex; // float c_shape; // float blendMode; // float scangamma; // float rolling_scan; // float sborder; // float scan_falloff; // float bloom_dist; // } global; #pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0 #pragma parameter glow " Glow Strength -- glow" 0.08 -2.0 2.0 0.01 #define glow global.glow // Glow Strength #pragma parameter bloom " Bloom Strength -- bloom" 0.0 -2.0 2.0 0.05 #define bloom global.bloom // bloom effect #pragma parameter bloom_dist " Bloom Distribution -- bloom_dist" 0.0 0.0 3.0 0.05 #define bloom_dist global.bloom_dist // bloom effect distribution #pragma parameter halation " Halation Strength -- halation" 0.0 0.0 2.0 0.025 #define halation global.halation // halation effect #pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.02 #define gamma_c global.gamma_c // adjust brightness #pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05 #define brightboost global.brightboost // adjust brightness #pragma parameter brightboost1 " Bright Boost Bright Pixels -- brightboost1" 1.10 0.25 3.00 0.025 #define brightboost1 global.brightboost1 // adjust brightness #pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter gsl " Scanline Type -- gsl" 0.0 -1.0 2.0 1.0 #define gsl global.gsl // Alternate scanlines #pragma parameter scanline1 " Scanline Beam Shape Center -- scanline1" 6.0 -20.0 20.0 0.5 #define scanline1 global.scanline1 // scanline param, vertical sharpness #pragma parameter scanline2 " Scanline Beam Shape Edges -- scanline2" 8.0 0.0 70.0 1.0 #define scanline2 global.scanline2 // scanline param, vertical sharpness #pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.25 5 0.05 #define beam_min global.beam_min // dark area beam min - narrow #pragma parameter beam_max " Scanline Shape Bright Pixels -- beam_max" 1.00 0.4 3.5 0.025 #define beam_max global.beam_max // bright area beam max - wide #pragma parameter beam_size " Increased Bright Scanline Beam -- beam_size" 0.60 0.0 1.0 0.05 #define beam_size global.beam_size // increased max. beam size #pragma parameter vertmask " Scanline Color Deconvergence -- vertmask" 0.0 -1.0 1.0 0.1 #define vertmask global.vertmask // Scanline deconvergence colors #pragma parameter scans " Scanline Saturation / Mask Falloff -- scans" 0.60 0.0 2.5 0.05 #define scans global.scans // scanline saturation #pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.25 2.0 0.05 #define scan_falloff global.scan_falloff // scanline falloff #pragma parameter scangamma " Scanline Gamma -- scangamma" 2.40 0.5 5.0 0.05 #define scangamma global.scangamma #pragma parameter rolling_scan " Rolling Scanlines -- rolling_scan" 0.0 -1.0 1.0 0.01 #define rolling_scan global.rolling_scan // rolling scanlines // #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 // #pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...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 OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0 // #define OS params.OS // Do overscan // #pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0 // #define BLOOM params.BLOOM // Bloom overscan percentage // #pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 // #define warpX params.warpX // Curvature X // #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 // #define warpY params.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 prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // #define prescalex global.prescalex // prescale-x factor /// HSM Removed // #define COMPAT_TEXTURE(c,d) texture(c,d) // HSM Added #define COMPAT_TEXTURE(c,d) HSM_GetCroppedTexSample(c,d) // End Addition #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 * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D LinearizePass; layout(set = 0, binding = 3) uniform sampler2D AvgLumPass; layout(set = 0, binding = 4) uniform sampler2D Pass1; layout(set = 0, binding = 6) uniform sampler2D InfoCachePass; layout(set = 0, binding = 7) uniform sampler2D InfoCachePassFeedback; #define eps 1e-8 float st(float x) { return exp2(-10.0*x*x); } float st1(float x) { return exp2(-7.0*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); } /* HSM Removed 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; } vec2 Overscan(vec2 pos, float dx, float dy){ pos=pos*2.0-1.0; pos*=vec2(dx,dy); return pos*0.5+0.5; } */ 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); } void main() { // HSM Added vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord); vec2 cache_bounds_coord = SCREEN_COORD; // If it's the potato preset render the whole frame #ifndef IS_POTATO_PRESET #ifndef IS_NO_REFLECT_PRESET // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area HSM_GetBezelCoords(SCREEN_COORD, SCREEN_SCALE, TUBE_SCALE, SCREEN_ASPECT, false, BEZEL_OUTSIDE_SCALE, BEZEL_OUTSIDE_COORD, BEZEL_OUTSIDE_CURVED_COORD, FRAME_OUTSIDE_CURVED_COORD); cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5; #endif #endif if (HHLP_IsOutsideCoordSpace(cache_bounds_coord)) { FragColor = vec4(0); return; } /* HSM Removed vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex, 1.0, 0.5/prescalex, 1.0); float f = fract(SourceSize.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw; */ // HSM Added vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT); SourceSize*= vec4(2.0, 1.0, 0.5, 1.0); float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a; 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); /* HSM Removed float SourceY = SourceSize.y; float sy = 1.0; if (global.intres == 0.5) sy = SourceY/224.0; else if (global.intres == 1.0) sy = SourceY/240.0; else if (global.intres > 1.25) sy = global.intres; SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); // Calculating texel coordinates vec2 texcoord = TEX0.xy; */ // HSM Added vec2 texcoord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); texcoord = HSM_GetMirrorWrappedCoord(texcoord); // End Addition /* HSM Removed if (IOS > 0.0 && !interb){ vec2 ofactor = OutputSize.xy/SourceSize.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); } float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; texcoord = Overscan(texcoord, factor, factor); texcoord = Overscan(texcoord, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y); vec2 pos = Warp(texcoord); vec2 pos0 = Warp(TEX0.xy); */ // HSM Added vec2 screen_curved_coord = HSM_GetCurvedCoord(SCREEN_COORD, HSM_CRT_CURVATURE_SCALE, SCREEN_ASPECT); vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord); vec2 coffset = vec2(0.5, 0.5); vec2 ps = SourceSize.zw; vec2 OGL2Pos = pos * SourceSize.xy - coffset; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); // Reading the texels float f = fp.y; vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; pC4.x = pos.x; if (interb) pC4.y = pos.y; vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in)); pC4+=dy; vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb; vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa; if(!interb) color2 = pow(color2, vec3(scangamma/gamma_in)); vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1; vec3 one = vec3(1.0); if (!interb) { // calculating scanlines float shape1 = mix(scanline1, scanline2, f); float shape2 = mix(scanline1, scanline2, 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 = scolor0/(wt1+wt2); 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); float f1 = f; float f2 = 1.0-f; float scanpix = SourceSize.x/OutputSize.x; f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix); f2 = 1.0 - f1; 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; cref1=cref1*cref1; cref1*=cref1; cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2; w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps); w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps); // Scanline Deconvergence vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask)); float v_high1 = 1.0 + 0.3*vm; float v_high2 = 1.0 + 0.6*vm; float v_low = 1.0 - vm; float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0); float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0); if (vertmask < 0.0) { cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1); cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2); } else { cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1); cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2); } color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2; if (abs(rolling_scan) > 0.005) { wt1 = st1(f); wt2 = st1(1.0-f); color00 = (color1*wt1 + color2*wt2)/(wt1+wt2); color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2)); } color = min(color, 1.0); } if (interb) { color = gc(color1); } float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in); if(!interb) color = pow( color, vec3(gamma_in/scangamma) ); FragColor = vec4(color, colmx); }