mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
503 lines
26 KiB
Plaintext
503 lines
26 KiB
Plaintext
#version 450
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/*
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A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
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The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
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we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
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I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine.
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This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
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Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
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*/
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#pragma format A2B10G10R10_UNORM_PACK32
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layout(push_constant) uniform Push
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{
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// User Settings
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float hcrt_hdr;
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float hcrt_max_nits;
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float hcrt_paper_white_nits;
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float hcrt_lcd_resolution;
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float hcrt_lcd_subpixel;
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float hcrt_colour_system;
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float hcrt_colour_space;
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float hcrt_expand_gamut;
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float hcrt_red_vertical_convergence;
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float hcrt_green_vertical_convergence;
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float hcrt_blue_vertical_convergence;
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float hcrt_red_horizontal_convergence;
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float hcrt_green_horizontal_convergence;
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float hcrt_blue_horizontal_convergence;
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// Developer Settings
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float hcrt_crt_screen_type;
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float hcrt_crt_resolution;
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// Vertical Settings
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float hcrt_red_scanline_min;
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float hcrt_red_scanline_max;
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float hcrt_red_scanline_attack;
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float hcrt_green_scanline_min;
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float hcrt_green_scanline_max;
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float hcrt_green_scanline_attack;
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float hcrt_blue_scanline_min;
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float hcrt_blue_scanline_max;
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float hcrt_blue_scanline_attack;
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// Horizontal Settings
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float hcrt_red_beam_sharpness;
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float hcrt_red_beam_attack;
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float hcrt_green_beam_sharpness;
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float hcrt_green_beam_attack;
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float hcrt_blue_beam_sharpness;
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float hcrt_blue_beam_attack;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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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 hcrt_white_temperature;
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float hcrt_brightness;
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float hcrt_contrast;
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float hcrt_saturation;
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float hcrt_gamma;
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} global;
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#pragma parameter hcrt_title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_space0 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_space1 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_space2 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_user_settings "USER SETTINGS:" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_hdr " HDR | SDR" 0.0 0.0 1.0 1.0
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#pragma parameter hcrt_max_nits " HDR: Display's Peak Luminance" 700.0 0.0 10000.0 10.0
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#pragma parameter hcrt_paper_white_nits " HDR: Display's Paper White Luminance" 700.0 0.0 10000.0 10.0
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#pragma parameter hcrt_colour_space " SDR: Display's Colour Space: sRGB | DCI-P3" 0.0 0.0 1.0 1.0
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#pragma parameter hcrt_lcd_resolution " Display's Resolution: 4K | 8K" 0.0 0.0 1.0 1.0
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#pragma parameter hcrt_lcd_subpixel " Display's Subpixel Layout: RGB | BGR" 0.0 0.0 1.0 1.0
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#pragma parameter hcrt_red_vertical_convergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter hcrt_green_vertical_convergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter hcrt_blue_vertical_convergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter hcrt_red_horizontal_convergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter hcrt_green_horizontal_convergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter hcrt_blue_horizontal_convergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.01
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#pragma parameter hcrt_space3 " " 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_developer_settings "DEVELOPER SETTINGS:" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_crt_screen_type " CRT Type: APERTURE GRILLE | SHADOW MASK | SLOT MASK" 0.0 0.0 2.0 1.0
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#pragma parameter hcrt_crt_resolution " CRT Resolution: 600TVL | 800TVL | 1000TVL" 0.0 0.0 2.0 1.0
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#pragma parameter hcrt_colour_system " CRT Colour System: PAL | NTSC-U | NTSC-J" 1.0 0.0 2.0 1.0
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#pragma parameter hcrt_white_temperature " White Point: (PAL:D65, NTSC-U:D65, NTSC-J:D93)" 0.0 -5000.0 12000.0 100.0
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#pragma parameter hcrt_expand_gamut " HDR: Original/Vivid" 0.0 0.0 1.0 1.0
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#pragma parameter hcrt_brightness " Brightness" 0.0 -1.0 1.0 0.01
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#pragma parameter hcrt_contrast " Contrast" 0.0 -1.0 1.0 0.01
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#pragma parameter hcrt_saturation " Saturation" 0.0 -1.0 1.0 0.01
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#pragma parameter hcrt_gamma " Gamma" 0.0 -1.0 1.0 0.01
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#pragma parameter hcrt_developer_settings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_red_scanline_min " Red Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter hcrt_red_scanline_max " Red Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter hcrt_red_scanline_attack " Red Scanline Attack" 0.20 0.0 1.0 0.01
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#pragma parameter hcrt_green_scanline_min " Green Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter hcrt_green_scanline_max " Green Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter hcrt_green_scanline_attack " Green Scanline Attack" 0.20 0.0 1.0 0.01
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#pragma parameter hcrt_blue_scanline_min " Blue Scanline Min" 0.50 0.0 2.0 0.01
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#pragma parameter hcrt_blue_scanline_max " Blue Scanline Max" 1.00 0.0 2.0 0.01
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#pragma parameter hcrt_blue_scanline_attack " Blue Scanline Attack" 0.20 0.0 1.0 0.01
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#pragma parameter hcrt_developer_settings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0001 0.0
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#pragma parameter hcrt_red_beam_sharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter hcrt_red_beam_attack " Red Beam Attack" 0.50 0.0 2.0 0.01
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#pragma parameter hcrt_green_beam_sharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter hcrt_green_beam_attack " Green Beam Attack" 0.50 0.0 2.0 0.01
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#pragma parameter hcrt_blue_beam_sharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05
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#pragma parameter hcrt_blue_beam_attack " Blue Beam Attack" 0.50 0.0 2.0 0.01
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#define HCRT_HDR params.hcrt_hdr
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#define HCRT_MAX_NITS params.hcrt_max_nits
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#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits
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#define HCRT_LCD_RESOLUTION params.hcrt_lcd_resolution
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#define HCRT_LCD_SUBPIXEL params.hcrt_lcd_subpixel
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#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut
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#define HCRT_RED_VERTICAL_CONVERGENCE params.hcrt_red_vertical_convergence
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#define HCRT_GREEN_VERTICAL_CONVERGENCE params.hcrt_green_vertical_convergence
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#define HCRT_BLUE_VERTICAL_CONVERGENCE params.hcrt_blue_vertical_convergence
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#define HCRT_RED_HORIZONTAL_CONVERGENCE params.hcrt_red_horizontal_convergence
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#define HCRT_GREEN_HORIZONTAL_CONVERGENCE params.hcrt_green_horizontal_convergence
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#define HCRT_BLUE_HORIZONTAL_CONVERGENCE params.hcrt_blue_horizontal_convergence
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#define HCRT_CRT_SCREEN_TYPE params.hcrt_crt_screen_type
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#define HCRT_CRT_RESOLUTION params.hcrt_crt_resolution
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#define HCRT_CRT_COLOUR_SYSTEM params.hcrt_colour_system
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#define HCRT_OUTPUT_COLOUR_SPACE params.hcrt_colour_space
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#define HCRT_WHITE_TEMPERATURE global.hcrt_white_temperature
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#define HCRT_BRIGHTNESS global.hcrt_brightness
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#define HCRT_CONTRAST global.hcrt_contrast
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#define HCRT_SATURATION global.hcrt_saturation
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#define HCRT_GAMMA global.hcrt_gamma
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#define HCRT_RED_SCANLINE_MIN params.hcrt_red_scanline_min
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#define HCRT_RED_SCANLINE_MAX params.hcrt_red_scanline_max
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#define HCRT_RED_SCANLINE_ATTACK params.hcrt_red_scanline_attack
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#define HCRT_GREEN_SCANLINE_MIN params.hcrt_green_scanline_min
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#define HCRT_GREEN_SCANLINE_MAX params.hcrt_green_scanline_max
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#define HCRT_GREEN_SCANLINE_ATTACK params.hcrt_green_scanline_attack
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#define HCRT_BLUE_SCANLINE_MIN params.hcrt_blue_scanline_min
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#define HCRT_BLUE_SCANLINE_MAX params.hcrt_blue_scanline_max
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#define HCRT_BLUE_SCANLINE_ATTACK params.hcrt_blue_scanline_attack
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#define HCRT_RED_BEAM_SHARPNESS params.hcrt_red_beam_sharpness
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#define HCRT_RED_BEAM_ATTACK params.hcrt_red_beam_attack
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#define HCRT_GREEN_BEAM_SHARPNESS params.hcrt_green_beam_sharpness
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#define HCRT_GREEN_BEAM_ATTACK params.hcrt_green_beam_attack
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#define HCRT_BLUE_BEAM_SHARPNESS params.hcrt_blue_beam_sharpness
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#define HCRT_BLUE_BEAM_ATTACK params.hcrt_blue_beam_attack
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#define COMPAT_TEXTURE(c, d) texture(c, d)
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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 * vec2(1.00001); // To resolve rounding issues when sampling
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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 Source;
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#define kRed vec3(1.0, 0.0, 0.0)
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#define kGreen vec3(0.0, 1.0, 0.0)
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#define kBlue vec3(0.0, 0.0, 1.0)
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#define kMagenta vec3(1.0, 0.0, 1.0)
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#define kYellow vec3(1.0, 1.0, 0.0)
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#define kCyan vec3(0.0, 1.0, 1.0)
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#define kBlack vec3(0.0, 0.0, 0.0)
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#define kWhite vec3(1.0, 1.0, 1.0)
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#define kApertureGrille 0
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#define kShadowMask 1
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#define kSlotMask 2
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#define kBGRAxis 2
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#define kTVLAxis 3
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#define kResolutionAxis 2
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// APERTURE GRILLE MASKS
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#define kMaxApertureGrilleSize 7
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
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const uint kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
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const vec3 kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertureGrilleSize] = {
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{ // 4K
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{ kRGBX, kBGRX }, // 600 TVL
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{ kBGR, kRGB }, // 800 TVL
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{ kMG, kGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBX, kBBGGRRX }, // 600 TVL
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{ kRYCBX, kRYCBX }, // 800 TVL
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{ kRGBX, kBGRX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// SHADOW MASKS
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#define kMaxShadowMaskSizeX 12
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#define kMaxShadowMaskSizeY 8
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
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#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
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#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
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#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
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#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
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#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
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#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
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const uint kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 6, 2, 2 }, { 12, 6, 6 } };
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const uint kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 4, 2, 2 }, { 8, 4, 4 } };
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const vec3 kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSizeX] = {
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{ // 4K
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 600 TVL
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{ kMG_GM, kGM_MG }, // 800 TVL
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{ kMG_GM, kGM_MG } // 1000 TVL
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},
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{ // 8K
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{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
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kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 600 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 800 TVL
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{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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// SLOT MASKS
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#define kMaxSlotMaskSize 8
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#define kMaxSlotSizeX 2
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#define kMaxSlotSizeY 4
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#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
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#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
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#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
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#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
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#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
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#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG } }
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#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM } }
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#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR } }
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#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB } }
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#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } }
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#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } }
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#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX } }
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#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX } }
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#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
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#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
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const uint kSlotMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
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const vec3 kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = {
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{ // 4K
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{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
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{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
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{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
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},
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{ // 8K
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{ kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
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{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
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{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
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}
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};
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#undef kXXXX
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#undef kMG
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#undef kGM
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#undef kBGR
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#undef kRGB
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#undef kRGBX
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#undef kBGRX
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#undef kRYCBX
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#undef kBCYRX
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#undef kRRGGBBX
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#undef kBBGGRRX
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float ModInteger(float a, float b)
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{
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float m = a - floor((a + 0.5) / b) * b;
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return floor(m + 0.5);
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}
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const mat4 kCubicBezier = mat4( 1.0f, 0.0f, 0.0f, 0.0f,
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-3.0f, 3.0f, 0.0f, 0.0f,
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3.0f, -6.0f, 3.0f, 0.0f,
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-1.0f, 3.0f, -3.0f, 1.0f );
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float Bezier(const float t0, const vec4 control_points)
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{
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vec4 t = vec4(1.0, t0, t0*t0, t0*t0*t0);
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return dot(t, control_points * kCubicBezier);
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}
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// SDR Colour output spaces
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float sRGBToLinear_1(const float channel)
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{
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return (channel > 0.04045f) ? pow((channel + 0.055f) * (1.0f / 1.055f), 2.4f + HCRT_GAMMA) : channel * (1.0f / 12.92f);
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}
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vec3 sRGBToLinear(const vec3 colour)
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{
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return vec3(sRGBToLinear_1(colour.r), sRGBToLinear_1(colour.g), sRGBToLinear_1(colour.b));
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}
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float LinearTosRGB_1(const float channel)
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{
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return (channel > 0.0031308f) ? (1.055f * pow(channel, 1.0f / 2.4f)) - 0.055f : channel * 12.92f;
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}
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vec3 LinearTosRGB(const vec3 colour)
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{
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return vec3(LinearTosRGB_1(colour.r), LinearTosRGB_1(colour.g), LinearTosRGB_1(colour.b));
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}
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vec3 LinearToDCIP3(const vec3 colour)
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{
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return pow(colour, vec3(1.0f / 2.6f));
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}
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#include "include\hdr10.h"
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#include "include\inverse_tonemap.h"
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#include "include\colour_grade.h"
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#include "include\scanline_generation.h"
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vec3 GammaCorrect(const vec3 scanline_colour)
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{
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if(HCRT_HDR > 0.0f)
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{
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return HCRT_OUTPUT_COLOUR_SPACE == 0.0f ? LinearTosRGB(scanline_colour) : LinearToDCIP3(scanline_colour);
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}
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else
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{
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return Hdr10(scanline_colour, HCRT_PAPER_WHITE_NITS, HCRT_EXPAND_GAMUT);
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}
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}
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void main()
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{
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const float scanline_size = global.OutputSize.y / global.SourceSize.y;
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vec3 scanline_colour = GenerateScanline(global.SourceSize.xy, scanline_size);
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const uint screen_type = uint(HCRT_CRT_SCREEN_TYPE);
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const uint crt_resolution = uint(HCRT_CRT_RESOLUTION);
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const uint lcd_resolution = uint(HCRT_LCD_RESOLUTION);
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const uint lcd_subpixel_layout = uint(HCRT_LCD_SUBPIXEL);
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const vec2 current_position = vTexCoord * global.OutputSize.xy;
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switch(screen_type)
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{
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case kApertureGrille:
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{
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uint mask = uint(ModInteger(floor(current_position.x), kApertureGrilleMaskSize[lcd_resolution][crt_resolution]));
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scanline_colour *= kApertureGrilleMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
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break;
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}
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case kShadowMask:
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{
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uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSizeY[lcd_resolution][crt_resolution]));
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uint mask = uint(ModInteger(floor(current_position.x), kShadowMaskSizeX[lcd_resolution][crt_resolution]));
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scanline_colour *= kShadowMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
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break;
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}
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case kSlotMask:
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{
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uint slot_x = uint(ModInteger(floor(current_position.x / float(kSlotMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
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uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
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uint mask = uint(ModInteger(floor(current_position.x), kSlotMaskSize[lcd_resolution][crt_resolution]));
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scanline_colour *= kSlotMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
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break;
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}
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default:
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{
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break;
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}
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}
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const vec3 hdr10 = GammaCorrect(scanline_colour);
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FragColor = vec4(hdr10, 1.0);
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}
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