slang-shaders/crt/shaders/guest/crt-gdv-new/linearize.slang
hunterk 35c2d7064e
add crt-hyllian and crt-guest updates (#166)
* add TATE mode to mame_hlsl

* add crt-guest-dr-venom2 shaders and presets

* get rid of weird character in filename

* add updated crt-hyllian shaders and presets

* update guest's deconvergence to latest

* more gdv updates

* forgot one
2021-01-16 09:31:32 -06:00

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#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
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 format R32G32B32A32_SFLOAT
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
vec4 SourceSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float inters;
float iscan;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // // Joint parameter with main pass, values must match
#define inters params.inters // interlacing effect smoothing
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#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 * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, 1.0/params.OriginalSize.y)).rgb;
vec3 c = c1;
float intera = 1.0;
float gamma_in = 1.0/GAMMA_INPUT;
if (inter < params.OriginalSize.y && interm > 0.5)
{
intera = 0.5;
float line_no = floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0));
float frame_no = floor(mod(float(params.FrameCount),2.0));
float ii = abs(line_no-frame_no);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r;
if (interm < 3.5)
{
r = max(m1*ii, (1.0-iscan)*min(m1,m2));
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
intera = 0.0;
}
if (interm == 5.0) { c = mix(c2, c1, 0.5); intera = 0.5; }
c = pow(c, vec3(GAMMA_INPUT*0.70));
gamma_in = 1.0/(GAMMA_INPUT*0.70);
}
else c = pow(c, vec3(GAMMA_INPUT));
if (vTexCoord.x > 0.5) gamma_in = intera;
FragColor = vec4(c, gamma_in);
}