slang-shaders/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.inc
2022-12-22 00:16:29 -05:00

182 lines
5.2 KiB
C++

/*
CRT - Guest - NTSC - Pass1
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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIGMA_HOR;
float HSHARPNESS;
float S_SHARP;
float HARNG;
float HSHARP;
float spike;
float internal_res;
} params;
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter HSHARPNESS " Horizontal Filter Range -- HSHARPNESS" 1.5 1.0 8.0 0.05
#define HSHARPNESS params.HSHARPNESS
#pragma parameter SIGMA_HOR " Horizontal Blur Sigma -- SIGMA_HOR" 0.90 0.1 7.0 0.05
#define SIGMA_HOR params.SIGMA_HOR
#pragma parameter S_SHARP " Substractive Sharpness -- S_SHARP" 0.9 0.0 2.0 0.10
#define S_SHARP params.S_SHARP
#pragma parameter HSHARP " Sharpness Definition -- HSHARP" 1.2 0.0 2.0 0.10
#define HSHARP params.HSHARP
#pragma parameter HARNG " Substractive Sharpness Ringing -- HARNG" 0.4 0.0 4.0 0.10
#define HARNG params.HARNG
#pragma parameter spike " Scanline Spike Removal -- spike" 1.0 0.0 2.0 0.10
#define spike params.spike
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#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;
layout(set = 0, binding = 3) uniform sampler2D InfoCachePass;
float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
// HSM Added
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
// 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(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
SCREEN_ASPECT,
false,
BEZEL_OUTSIDE_SCALE,
BEZEL_OUTSIDE_COORD,
BEZEL_OUTSIDE_CURVED_COORD,
FRAME_OUTSIDE_CURVED_COORD);
#endif
#endif
/* HSM Removed
vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy;
vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y);
*/
vec2 prescalex = global.NegativeCropAddedPassSize.xy / params.OriginalSize.xy;
vec4 SourceSize = global.NegativeCropAddedPassSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y);
float f = fract(SourceSize.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec3 color = 0.0.xxx;
float scolor = 0.0;
vec2 dx = vec2(SourceSize.z, 0.0);
float w = 0.0;
float swsum = 0.0;
float wsum = 0.0;
vec3 pixel;
float hsharpness = HSHARPNESS;
vec3 cmax = 0.0.xxx;
vec3 cmin = 1.0.xxx;
float sharp = gaussian(hsharpness) * S_SHARP;
float maxsharp = 0.20;
float FPR = hsharpness;
float fpx = 0.0;
float sp = 0.0;
float sw = 0.0;
float ts = 0.025;
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float LOOPSIZE = ceil(2.0*FPR);
float CLAMPSIZE = round(2.0*LOOPSIZE/3.0);
float n = -LOOPSIZE;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
sp = max(max(pixel.r,pixel.g),pixel.b);
w = gaussian(n+f) - sharp;
fpx = abs(n+f-sign(n)*FPR)/FPR;
if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), HSHARP)), 0.0);
color = color + w * pixel;
wsum = wsum + w;
sw = max(w, 0.0) * (dot(pixel,luma) + ts);
scolor = scolor + sw * sp;
swsum = swsum + sw;
n = n + 1.0;
} while (n <= LOOPSIZE);
color = color / wsum;
scolor = scolor / swsum;
color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0);
scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0);
FragColor = vec4(color, scolor);
}