slang-shaders/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang
2017-12-28 20:34:39 -06:00

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.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 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;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float crt_gamma;
float lcd_gamma;
float levels_contrast;
float halation_weight;
float diffusion_weight;
float bloom_underestimate_levels;
float bloom_excess;
float beam_min_sigma;
float beam_max_sigma;
float beam_spot_power;
float beam_min_shape;
float beam_max_shape;
float beam_shape_power;
float beam_horiz_filter;
float beam_horiz_sigma;
float beam_horiz_linear_rgb_weight;
float convergence_offset_x_r;
float convergence_offset_x_g;
float convergence_offset_x_b;
float convergence_offset_y_r;
float convergence_offset_y_g;
float convergence_offset_y_b;
float mask_type;
float mask_sample_mode_desired;
float mask_num_triads_desired;
float aa_subpixel_r_offset_x_runtime;
float aa_subpixel_r_offset_y_runtime;
float aa_cubic_c;
float aa_gauss_sigma;
float geom_mode_runtime;
float geom_radius;
float geom_view_dist;
float geom_tilt_angle_x;
float geom_tilt_angle_y;
float geom_aspect_ratio_x;
float geom_aspect_ratio_y;
float geom_overscan_x;
float geom_overscan_y;
float border_size;
float border_darkness;
float border_compress;
float interlace_bff;
float interlace_1080i;
} global;
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
// PASS SETTINGS:
// gamma-management.h needs to know what kind of pipeline we're using and
// what pass this is in that pipeline. This will become obsolete if/when we
// can #define things like this in the .cgp preset file.
#define FIRST_PASS
#define SIMULATE_CRT_ON_LCD
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../../../../include/compat_macros.inc"
#include "../user-settings.h"
#include "bind-shader-params.h"
#include "../../../../include/gamma-management.h"
#include "scanline-functions.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 tex_uv;
layout(location = 1) out vec2 uv_step;
layout(location = 2) out float interlaced;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord * 1.00001;
uv_step = float2(1.0)/IN.texture_size;
// Detect interlacing: 1.0 = true, 0.0 = false.
const float2 _video_size = IN.video_size;
interlaced = float(is_interlaced(_video_size.y));
}
#pragma stage fragment
#pragma format R8G8B8A8_SRGB
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 uv_step;
layout(location = 2) in float interlaced;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define input_texture Source
void main()
{
// Linearize the input based on CRT gamma and bob interlaced fields.
// Bobbing ensures we can immediately blur without getting artifacts.
// Note: TFF/BFF won't matter for sources that double-weave or similar.
if(bool(interlace_detect))
{
// Sample the current line and an average of the previous/next line;
// tex2D_linearize will decode CRT gamma. Don't bother branching:
// const float2 tex_uv = tex_uv;
const float2 v_step = float2(0.0, uv_step.y);
const float3 curr_line = tex2D_linearize(
input_texture, tex_uv).rgb;
const float3 last_line = tex2D_linearize(
input_texture, tex_uv - v_step).rgb;
const float3 next_line = tex2D_linearize(
input_texture, tex_uv + v_step).rgb;
const float3 interpolated_line = 0.5 * (last_line + next_line);
// If we're interlacing, determine which field curr_line is in:
const float modulus = interlaced + 1.0;
const float field_offset =
fmod(params.frame_count + global.interlace_bff, modulus);
const float curr_line_texel = tex_uv.y * IN.texture_size.y;
// Use under_half to fix a rounding bug around exact texel locations.
const float line_num_last = floor(curr_line_texel - under_half);
const float wrong_field = fmod(line_num_last + field_offset, modulus);
// Select the correct color, and output the result:
const float3 color = lerp(curr_line, interpolated_line, wrong_field);
FragColor = encode_output(float4(color, 1.0));
}
else
{
FragColor = encode_output(tex2D_linearize(input_texture, tex_uv));
}
}