/* CRT - Guest - Advanced 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. */ #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 mask_bloom " Mask Bloom -- mask_bloom" 0.0 0.0 2.0 0.05 #define mask_bloom global.mask_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_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0 // #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 // #define TATE global.TATE // Screen orientation // #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0 // #define TATE params.TATE // Screen orientation // #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 csize " Corner Size" 0.0 0.0 0.25 0.005 // #define csize params.csize // corner size // #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 // #define bsize1 params.bsize1 // border Size // #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05 // #define sborder global.sborder // border intensity #pragma parameter gdv_humbar_title "[ HUM BAR ]: " 0.0 0.0 0.1 0.1 #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 - -1:AUTO | VERTICAL | HORIZ" -1.0 -1.0 1.0 1.0 // #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 prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // #define prescalex global.prescalex // prescale-x factor #pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0 #pragma parameter shadowMask "CRT Mask: -1:None|0:CGWG|1-4:Lottes|5-12:Trinitrn -- shadowMask" 0.0 -1.0 12.0 1.0 #define shadowMask global.shadowMask // Mask Style #pragma parameter masksize " Mask Size - 0:Auto | 2K | 4k -- masksize" 1.0 0.0 4 1.0 #define masksize global.masksize // Mask Size #pragma parameter maskstr " Mask Strength (0, 5-12) -- maskstr" 0.3 -0.5 1.0 0.025 #define maskstr global.maskstr // CGWG Mask Strength #pragma parameter mcut " Mask 5-12 Low Strength -- mcut" 1.10 0.0 2.0 0.05 #define mcut global.mcut // Mask 5-9 cutoff #pragma parameter maskDark " Mask 1-4 Lottes maskDark" 0.5 0.0 2.0 0.05 #define maskDark global.maskDark // Dark "Phosphor" #pragma parameter maskLight " Mask 1-4 Lottes maskLight" 1.5 0.0 2.0 0.05 #define maskLight global.maskLight // Light "Phosphor" #pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0 #define mshift global.mshift // mask 'line' shift/stagger #pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) -- mask_layout" 0.0 0.0 1.0 1.0 #define mask_layout global.mask_layout // mask layout: RGB or BGR #pragma parameter mask_gamma " Mask Gamma -- mask_gamma" 2.40 1.0 5.0 0.05 #define mask_gamma global.mask_gamma // Mask application gamma #pragma parameter slotmask " Slot Mask Strength Bright Pixels -- slotmask" 0.0 0.0 1.0 0.05 #define slotmask global.slotmask // Slot Mask ON/OFF #pragma parameter slotmask1 " Slot Mask Strength Dark Pixels -- slotmask1" 0.0 0.0 1.0 0.05 #define slotmask1 global.slotmask1 #pragma parameter slotwidth " Slot Mask Width -- slotwidth" 2.0 1.0 8.0 1.0 #define slotwidth global.slotwidth // Slot Mask Width #pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1... -- double_slot" 1.0 1.0 4.0 1.0 #define double_slot global.double_slot // Slot Mask Height #pragma parameter slotms " Slot Mask Size - Auto | 2K | 4k -- slotms" 1.0 0.0 4.0 1.0 #define slotms global.slotms // Slot Mask Size #pragma parameter mclip " Keep Mask effect with clipping -- mclip" 0.50 0.0 1.0 0.05 #define mclip global.mclip // #pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05 #define gamma_out HSM_GAMMA_OUT_CRT // output gamma #pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0 #pragma parameter GDV_DECONVERGENCE_ON " Use Deconvergence" 0 0 1 1 #define GDV_DECONVERGENCE_ON global.GDV_DECONVERGENCE_ON #pragma parameter dctypex " Type X : 0.0 - static, other - dynamic -- dctypex" 0.0 0.0 0.75 0.05 #pragma parameter dctypey " Type Y : 0.0 - static, other - dynamic -- dctypey" 0.0 0.0 0.75 0.05 #pragma parameter deconrr " Horizontal Red Range -- deconrr" 1.0 -15.0 15.0 0.25 #pragma parameter deconrg " Horizontal Green Range -- deconrg" 0.0 -15.0 15.0 0.25 #pragma parameter deconrb " Horizontal Blue Range -- deconrb" -1.0 -15.0 15.0 0.25 #pragma parameter deconrry " Vertical Red Range -- deconrry" 1.0 -15.0 15.0 0.25 #pragma parameter deconrgy " Vertical Green Range -- deconrgy" 0.0 -15.0 15.0 0.25 #pragma parameter deconrby " Vertical Blue Range -- deconrby" -1.0 -15.0 15.0 0.25 #pragma parameter decons " Strength -- decons" 1 0 3.0 0.10 #pragma parameter noise_title "[ NOISE ]: " 0.0 0.0 1.0 1.0 #pragma parameter GDV_NOISE_ON " Noise ON" 0 0 1 1 #pragma parameter addnoised " Add Noise" 0.2 -1.0 1.0 0.02 #pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0 #pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0 // #pragma parameter post_br " Post CRT Brightness" 1.0 0.25 5.0 0.01 #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 * 1.0001; } #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 GlowPass; layout(set = 0, binding = 5) uniform sampler2D BloomPass; /* HSM Removed - Only used for vignette layout(set = 0, binding = 6) uniform sampler2D PrePass; */ layout(set = 0, binding = 7) uniform sampler2D Source; // HSM Added layout(set = 0, binding = 8) uniform sampler2D InfoCachePass; layout(set = 0, binding = 9) uniform sampler2D InfoCachePassFeedback; #define eps 1e-10 // Shadow mask (1-4 from PD CRT Lottes shader). vec3 Mask(vec2 pos, float mx) { // HSM Added float final_mask_size = masksize; // If using automatic Mask Size if (masksize < 0.5) final_mask_size = global.FinalViewportSize.y > 2000 ? 2 : 1; final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2)); /* HSM Removed vec2 pos0 = pos; pos.y = floor(pos.y/masksize); float next_line = float(fract(pos.y*0.5) > 0.25); pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); pos = floor(pos0/masksize); */ vec2 pos0 = pos; pos.y = floor(pos.y/final_mask_size); float next_line = float(fract(pos.y*0.5) > 0.25); pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift); pos = floor(pos0 / final_mask_size); // End HSM Added /* HSM Removed pos = floor(pos/masksize); */ vec3 mask = vec3(maskDark, maskDark, maskDark); vec3 one = vec3(1.0); float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx); float mc = 1.0 - max(maskstr, 0.0); // No mask if (shadowMask == -1.0) { mask = vec3(1.0); } // Phosphor. else if (shadowMask == 0.0) { pos.x = fract(pos.x*0.5); if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } else { mask.r = mc; mask.g = 1.0; mask.b = mc; } } // Very compressed TV style shadow mask. else if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/6.0) < 0.49) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.49) line = maskDark; pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.3) mask.r = maskLight; else if (pos.x < 0.6) mask.g = maskLight; else mask.b = maskLight; } // Trinitron mask 5 else if (shadowMask == 5.0) { mask = vec3(0.0); pos.x = fract(pos.x/2.0); if (pos.x < 0.49) { mask.r = 1.0; mask.b = 1.0; } else mask.g = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // Trinitron mask 6 else if (shadowMask == 6.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask.r = 1.0; else if (pos.x < 0.6) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // BW Trinitron mask 7 else if (shadowMask == 7.0) { mask = vec3(0.0); pos.x = fract(pos.x/2.0); if (pos.x < 0.49) { mask = 0.0.xxx; } else mask = 1.0.xxx; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // BW Trinitron mask 8 else if (shadowMask == 8.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask = 0.0.xxx; else if (pos.x < 0.6) mask = 1.0.xxx; else mask = 1.0.xxx; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // Magenta - Green - Black mask else if (shadowMask == 9.0) { mask = vec3(0.0); pos.x = fract(pos.x/3.0); if (pos.x < 0.3) mask = 0.0.xxx; else if (pos.x < 0.6) mask.rb = 1.0.xx; else mask.g = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // RGBX else if (shadowMask == 10.0) { mask = vec3(0.0); pos.x = fract(pos.x * 0.25); if (pos.x < 0.2) mask = 0.0.xxx; else if (pos.x < 0.4) mask.r = 1.0; else if (pos.x < 0.7) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // 4k mask else if (shadowMask == 11.0) { mask = vec3(0.0); pos.x = fract(pos.x * 0.25); if (pos.x < 0.2) mask.r = 1.0; else if (pos.x < 0.4) mask.rg = 1.0.xx; else if (pos.x < 0.7) mask.gb = 1.0.xx; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } // RRGGBBX mask else { mask = vec3(0.0); pos.x = floor(mod(pos.x,7.0)); if (pos.x < 1.0) mask = 0.0.xxx; else if (pos.x < 3.0) mask.r = 1.0; else if (pos.x < 5.0) mask.g = 1.0; else mask.b = 1.0; mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate; } return mask; } float SlotMask(vec2 pos, float m) { if ((slotmask + slotmask1) == 0.0) return 1.0; else { // HSM Added float final_mask_size = slotms; // If using automatic Mask Size if (slotms < 0.5) final_mask_size = (global.FinalViewportSize.x + global.FinalViewportSize.y) / 3 > 1900 ? 2 : 1; final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2)); pos = floor(pos / final_mask_size); // End HSM Added /* HSM Removed pos = floor(pos/slotms); */ float mlen = slotwidth*2.0; float px = fract(pos.x/mlen); float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m); float slot = 1.0; if (py == 0.0 && px < 0.5) slot = slot_dark; else if (py == double_slot && px >= 0.5) slot = slot_dark; return slot; } } /* 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; } */ float humbar(float pos) { if (global.barintensity == 0.0) return 1.0; else { pos = (global.barintensity >= 0.0) ? pos : (1.0-pos); pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0)); pos = (global.barintensity < 0.0) ? pos : (1.0-pos); return (1.0-global.barintensity) + global.barintensity*pos; } } /* HSM Removed float corner(vec2 pos) { vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05; pos = clamp(pos, 0.0, 1.0); pos = abs(2.0*(pos - 0.5)); float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x)); crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); pos = max(pos, crn); vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); res = pow(res, sborder.xx); return sqrt(res.x*res.y); } */ vec3 plant (vec3 tar, float r) { float t = max(max(tar.r,tar.g),tar.b) + 0.00001; return tar * r / t; } vec3 declip(vec3 c, float b) { float m = max(max(c.r,c.g),c.b); if (m > b) c = c*b/m; return c; } // noise function: // Dedicated to the public domain. // If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick). // Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz vec3 noise(vec3 v){ if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0; // ensure reasonable range v = fract(v) + fract(v*1e4) + fract(v*1e-4); // seed v += vec3(0.12345, 0.6789, 0.314159); // more iterations => more random v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); v = fract(v*dot(v, v)*123.456); return v; } void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord) { float stepx = OutputSize.z; float stepy = OutputSize.w; float ds = global.decons; vec2 dx = vec2(stepx, 0.0); vec2 dy = vec2(0.0, stepy); float posx = 2.0*coord.x - 1.0; float posy = 2.0*coord.y - 1.0; if (global.dctypex > 0.025) { posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex); dx = posx * dx; } if (global.dctypey > 0.025) { posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey); dy = posy * dy; } // if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey)); vec2 rc = global.deconrr * dx + global.deconrry*dy; vec2 gc = global.deconrg * dx + global.deconrgy*dy; vec2 bc = global.deconrb * dx + global.deconrby*dy; float r1 = COMPAT_TEXTURE(Source, coord + rc).r; float g1 = COMPAT_TEXTURE(Source, coord + gc).g; float b1 = COMPAT_TEXTURE(Source, coord + bc).b; vec3 d = vec3(r1, g1, b1); c = clamp(mix(c, d, ds), 0.0, 1.0); /* HSM Removed r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r; g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g; b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b; */ // HSM Added r1 = HSM_GetCroppedTexSample(BloomPass, bcoord + rc).r; g1 = HSM_GetCroppedTexSample(BloomPass, bcoord + gc).g; b1 = HSM_GetCroppedTexSample(BloomPass, bcoord + bc).b; d = vec3(r1, g1, b1); b = clamp(mix(b, d, ds), 0.0, 1.0); } void main() { /* HSM Removed vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0); */ // HSM Added vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord); vec2 SourceSize = CROPPED_ROTATED_SIZE_WITH_RES_MULT; float TATE = USE_VERTICAL_SCANLINES; 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 (cache_bounds_coord.x < -0.01 || cache_bounds_coord.x > 1.01 || cache_bounds_coord.y < -0.01 || cache_bounds_coord.y > 1.01) { FragColor = vec4(0); return; } 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); bool notate = (TATE < 0.5); /* HSM Removed // Calculating texel coordinates vec2 texcoord = TEX0.xy; if (IOS > 0.0){ vec2 ofactor = OutputSize.xy/SourceSize.xy; vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor); vec2 diff = ofactor/intfactor; float scan = mix(diff.y, diff.x, TATE); texcoord = Overscan(texcoord, scan, scan); if (IOS == 1.0 || IOS == 3.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE); } float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0; texcoord = Overscan(texcoord, factor, factor); texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y); */ vec2 pos1 = TEX0.xy; /* HSM Removed 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 pos0 = pos; vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb; float c0 = max(max(color0.r, color0.g),color0.b); // color and bloom fetching vec3 color = COMPAT_TEXTURE(Source,pos1).rgb; vec3 Bloom = HSM_GetCroppedTexSample(BloomPass, pos).rgb; // HSM Added if (GDV_DECONVERGENCE_ON > 0.5) fetch_pixel(color, Bloom, pos1, pos); // deconvergence float cm = max(max(color.r,color.g),color.b); float mx1 = COMPAT_TEXTURE(Source, pos1 ).a; float colmx = max(mx1, cm); float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0); vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE); float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a; float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a; float mx = max(max(mx0,mx1),max(mx2,cm)); vec3 one = vec3(1.0); // Apply Mask vec3 orig1 = color; vec3 cmask = one; vec2 maskcoord = gl_FragCoord.yx * 1.000001; if (notate) maskcoord = maskcoord.yx; float smask = SlotMask(maskcoord, mx); cmask*= Mask(maskcoord, mx); if (mask_layout > 0.5) cmask = cmask.rbg; vec3 cmask1 = cmask; float smask1 = smask; if (mask_bloom > 0.025) { float maxb = max(max(Bloom.r,Bloom.g),Bloom.b); maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275); vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5)); float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b); cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx); smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0); } color = pow(color, vec3(mask_gamma/gamma_in)); color = color*cmask; color = min(color,1.0); color = color*smask; color = pow(color, vec3(gamma_in/mask_gamma)); cmask = min(cmask*smask, 1.0); cmask1 = min(cmask1*smask1, 1.0); float bb = mix(brightboost, brightboost1, colmx); if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70); color*=bb; /* HSM Removed vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb; vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb; float maxb = COMPAT_TEXTURE(BloomPass, pos).a; float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a; */ vec3 Glow = HSM_GetCroppedTexSample(GlowPass, pos).rgb; vec3 Ref = HSM_GetCroppedTexSample(LinearizePass, pos).rgb; float maxb = HSM_GetCroppedTexSample(BloomPass, pos).a; vec3 Bloom1 = Bloom; if (bloom < -0.01) Bloom1 = plant(Bloom, maxb); Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1)); Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color)); Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist); color = color + abs(bloom) * Bloom1; color = min(color, mix(one, cmask1, mclip)); if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0; if (halation > 0.01) { Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx); color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; } Glow = mix(Glow, 0.25*color, 0.7*colmx); if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; } /* HSM Removed color = min(color, 1.0); */ color = pow(color, vec3(1.0/gamma_out)); float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4; if (global.GDV_NOISE_ON > 0.5) { vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount))); if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc); else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0); } /* HSM Removed FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0); */ // HSM Added float adjusted_bardir = global.bardir < 0 ? TATE : global.bardir; color.rgb *= humbar(mix(pos.y, pos.x, adjusted_bardir)); FragColor = vec4(color, 1.0); }