mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
7cdc185f8c
Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
184 lines
5.5 KiB
C++
184 lines
5.5 KiB
C++
/*
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CRT - Guest - NTSC - Pass1
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Copyright (C) 2018-2023 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float SIGMA_HOR;
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float HSHARPNESS;
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float S_SHARP;
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float HARNG;
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float HSHARP;
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float NTSCspike;
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} params;
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//---------------------------------------------------------------------------------------------------
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// NTSC Filtering
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//---------------------------------------------------------------------------------------------------
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#pragma parameter HSM_NTSC_FILTERING_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter HSM_NTSC_FILTERING_TITLE "[ NTSC FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter HSHARPNESS " NTSC Horizontal Filter Range -- HSHARPNESS" 1.5 1.0 1.5 0.05
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#define HSHARPNESS params.HSHARPNESS
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#pragma parameter SIGMA_HOR " NTSC Horizontal Blur Sigma -- SIGMA_HOR" 0.90 0.1 7.0 0.05
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#define SIGMA_HOR params.SIGMA_HOR
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#pragma parameter S_SHARP " NTSC Substractive Sharpness -- S_SHARP" 0.9 0.0 2.0 0.10
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#define S_SHARP params.S_SHARP
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#pragma parameter HSHARP " NTSC Sharpness Definition -- HSHARP" 1.2 0.0 2.0 0.10
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#define HSHARP params.HSHARP
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#pragma parameter HARNG " NTSC Substractive Sharpness Ringing -- HARNG" 0.4 0.0 4.0 0.10
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#define HARNG params.HARNG
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#pragma parameter NTSCspike " NTSC Scanline Spike Removal -- NTSCspike" 1.0 0.0 2.0 0.10
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#define spike params.NTSCspike
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define OutputSize params.OutputSize
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#define gl_FragCoord (vTexCoord * OutputSize.xy)
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.00001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 3) uniform sampler2D InfoCachePass;
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float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR);
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float gaussian(float x)
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{
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return exp(-x*x*invsqrsigma);
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}
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void main()
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{
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// HSM Added
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vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// If it's the potato preset render the whole frame
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#ifndef IS_POTATO_PRESET
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#ifndef IS_NO_REFLECT_PRESET
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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TUBE_DIFFUSE_SCALE,
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TUBE_SCALE,
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SCREEN_ASPECT,
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false,
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BEZEL_OUTSIDE_SCALE,
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BEZEL_OUTSIDE_COORD,
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BEZEL_OUTSIDE_CURVED_COORD,
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FRAME_OUTSIDE_CURVED_COORD);
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#endif
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#endif
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/* HSM Removed
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vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy;
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vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y);
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*/
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vec2 prescalex = global.NegativeCropAddedPassSize.xy / params.OriginalSize.xy;
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vec4 SourceSize = global.NegativeCropAddedPassSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y);
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float f = fract(SourceSize.x * vTexCoord.x);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec3 color = 0.0.xxx;
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float scolor = 0.0;
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vec2 dx = vec2(SourceSize.z, 0.0);
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float w = 0.0;
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float swsum = 0.0;
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float wsum = 0.0;
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vec3 pixel;
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vec3 cmax = 0.0.xxx;
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vec3 cmin = 1.0.xxx;
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float sharp = gaussian(HSHARPNESS) * S_SHARP;
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float maxsharp = 0.20;
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float FPR = HSHARPNESS;
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float fpx = 0.0;
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float sp = 0.0;
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float sw = 0.0;
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float ts = 0.025;
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vec3 luma = vec3(0.2126, 0.7152, 0.0722);
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float LOOPSIZE = ceil(2.0*FPR);
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float CLAMPSIZE = round(2.0*LOOPSIZE/3.0);
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float n = -LOOPSIZE;
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do
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{
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pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
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sp = max(max(pixel.r,pixel.g),pixel.b);
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w = gaussian(n+f) - sharp;
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fpx = abs(n+f-sign(n)*FPR)/FPR;
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if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
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if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), HSHARP)), 0.0);
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color = color + w * pixel;
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wsum = wsum + w;
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sw = max(w, 0.0) * (dot(pixel,luma) + ts);
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scolor = scolor + sw * sp;
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swsum = swsum + sw;
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n = n + 1.0;
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} while (n <= LOOPSIZE);
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color = color / wsum;
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scolor = scolor / swsum;
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color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0);
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scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0);
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FragColor = vec4(color, scolor);
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}
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