slang-shaders/crt/shaders/guest/fast/crt-guest-advanced-pass2f.slang
2022-07-28 19:48:28 -05:00

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#version 450
/*
CRT - Guest - Advanced - Fastest - Pass2
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
{
float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
glow, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight,
maskstr, inters, bloom, halation, scans, slotms, mclip, gamma_c, gamma_out, DER, DEG, DEB, DES, IOS;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float warpX;
float warpY;
float csize;
float bsize;
float c_shape;
float slotmask1;
float scan_falloff;
float bloom_dist;
float mshift;
float mask_layout;
} global;
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX global.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY global.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.01
#define csize global.csize // corner size
#pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0
#define bsize global.bsize // border smoothness
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 0.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
#define bloom params.bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 0.0 1.0 0.025
#define halation params.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c params.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 70.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 5.0 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 3.5 0.025
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.60 0.0 3.5 0.05
#define scans params.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.25 2.0 0.05
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025
#define maskstr params.maskstr // Mask Strength
#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-12 dark color strength
#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0
#define mshift global.mshift // mask 'line' shift/stagger
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout global.mask_layout // mask layout: RGB or BGR
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 global.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms params.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
#define mclip params.mclip // Slot Mask Size
#pragma parameter bogus_deconvergence22 "[ HORIZONTAL DECONVERGENCE ]:" 0.0 0.0 1.0 1.0
#pragma parameter DER " Deconvergence Red offset" 0.0 -15.0 15.0 0.5
#pragma parameter DEG " Deconvergence Green offset" 0.0 -15.0 15.0 0.5
#pragma parameter DEB " Deconvergence Blue offset" 0.0 -15.0 15.0 0.5
#pragma parameter DES " Deconvergence Strength" 0.7 0.0 1.0 0.05
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out params.gamma_out // output gamma
#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize pass, values must match
#define inters params.inters // interlacing effect smoothing
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define SourceSize global.SourceSize
#define OutputSize global.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 * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
layout(set = 0, binding = 4) uniform sampler2D PrePassDontChange;
layout(set = 0, binding = 5) uniform sampler2D Pass2Feedback;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
vec2 pos0 = pos;
pos.y = floor(pos.y/masksize);
float next_line = float(fract(pos.y*0.5) > 0.25);
pos0.x = pos0.x + next_line * mshift;
pos = floor(pos0/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
else { mask.r = mc; mask.g = 1.0; mask.b = mc; }
}
// Very compressed TV style shadow mask.
else if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.49)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.49)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.49)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask.r = 1.0;
else if (pos.x < 0.6) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.49)
{ mask = 0.0.xxx;
}
else mask = 1.0.xxx;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 8
else if (shadowMask == 8.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask = 0.0.xxx;
else if (pos.x < 0.6) mask = 1.0.xxx;
else mask = 1.0.xxx;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Magenta - Green - Black mask
else if (shadowMask == 9.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask = 0.0.xxx;
else if (pos.x < 0.6) mask.rb = 1.0.xx;
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// RGBX
else if (shadowMask == 10.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask = 0.0.xxx;
else if (pos.x < 0.4) mask.r = 1.0;
else if (pos.x < 0.7) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// 4k mask
else if (shadowMask == 11.0)
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
}
else if (shadowMask == 12.0)
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rb = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.g = 1.0;
}
// RRGGBBX mask
else
{
mask = vec3(0.0);
pos.x = floor(mod(pos.x,7.0));
if (pos.x < 1.0) mask = 0.0.xxx;
else if (pos.x < 3.0) mask.r = 1.0;
else if (pos.x < 5.0) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if (slotmask == 0.0 && slotmask1 == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
vec3 declip(vec3 c, float b)
{
float m = max(max(c.r,c.g),c.b);
if (m > b) c = c*b/m;
return c;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
return pos*0.5 + 0.5;
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
vec3 calculate_bloom (vec2 pos, vec2 x, vec2 y)
{
return ( COMPAT_TEXTURE(LinearizePass, pos -x -y).rgb * 0.091849 +
COMPAT_TEXTURE(LinearizePass, pos -y).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos +x -y).rgb * 0.091849 +
COMPAT_TEXTURE(LinearizePass, pos -x ).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos ).rgb * 0.155131 +
COMPAT_TEXTURE(LinearizePass, pos +x ).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos -x +y).rgb * 0.091849 +
COMPAT_TEXTURE(LinearizePass, pos +y).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos +x +y).rgb * 0.091849 );
}
void main()
{
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
bool interb = (intera < 0.75);
vec4 result = COMPAT_TEXTURE(Pass2Feedback, vTexCoord);
vec2 texcoord = TEX0.xy;
if (IOS > 0.0 && !interb){
vec2 ofactor = OutputSize.xy/SourceSize.xy;
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = diff.y;
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
}
vec2 yy = vec2(0.0, global.OriginalSize.w);
vec2 xx = vec2(global.OriginalSize.z, 0.0);
vec2 y2 = yy+yy;
vec2 pos = Warp(texcoord);
vec2 pc4 = pos;
pc4 = floor(pc4 * global.OriginalSize.xy - vec2(0.0, 0.5)) * global.OriginalSize.zw + 0.5*global.OriginalSize.zw;
float same2 = COMPAT_TEXTURE(PrePassDontChange,pc4-yy).a;
float same3 = COMPAT_TEXTURE(PrePassDontChange,pc4 ).a;
float same4 = COMPAT_TEXTURE(PrePassDontChange,pc4+yy).a;
float same5 = COMPAT_TEXTURE(PrePassDontChange,pc4+y2).a;
float refresh1 = 30.0;
float refresh2 = round(TEX0.y*29.0);
bool frames = (floor(mod(float(global.FrameCount), refresh1)) == refresh2);
bool not_same = (same2 + same3 + same4 + same5) > 0.25;
if ( not_same || frames || interb )
{
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
// Calculating texel coordinates
vec2 cpos = (IOS > 2.5) ? TEX0 : texcoord;
float corner0 = corner(Warp(cpos));
float coffset = 0.5;
vec2 ps = SourceSize.zw;
float OGL2Pos = pos.y * SourceSize.y - coffset;
float f = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 pC4;
pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y;
pC4.x = pos.x;
if (interb) pC4.y = pos.y - inters * SourceSize.w;
vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).rgb;
vec3 dcolor1 = color1;
dcolor1.r = COMPAT_TEXTURE(Source, pC4 + dx*params.DER).r;
dcolor1.g = COMPAT_TEXTURE(Source, pC4 + dx*params.DEG).g;
dcolor1.b = COMPAT_TEXTURE(Source, pC4 + dx*params.DEB).b;
color1 = mix(color1, dcolor1, params.DES);
vec3 scolor1 = COMPAT_TEXTURE(Source, pC4 ).aaa;
if (interb) pC4.y = pos.y + inters * SourceSize.w; else
pC4+=dy;
vec3 color2 = COMPAT_TEXTURE(Source, pC4 ).rgb;
vec3 dcolor2 = color2;
dcolor2.r = COMPAT_TEXTURE(Source, pC4 + dx*params.DER).r;
dcolor2.g = COMPAT_TEXTURE(Source, pC4 + dx*params.DEG).g;
dcolor2.b = COMPAT_TEXTURE(Source, pC4 + dx*params.DEB).b;
color2 = mix(color2, dcolor2, params.DES);
vec3 scolor2 = COMPAT_TEXTURE(Source, pC4 ).aaa;
// calculating scanlines
vec3 ctmp = color1; vec3 mcolor = scolor1; float w3 = 1.0; vec3 color = color1;
vec3 one = vec3(1.0);
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
ctmp = color00/(wt1+wt2);
vec3 sctmp = max(scolor0/(wt1+wt2), ctmp);
mcolor = sctmp;
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
cref1 = color1 / mc1; cref1=cref1*cref1; cref1*=cref1;
cref2 = color2 / mc2; cref2=cref2*cref2; cref2*=cref2;
w1 = max( mix(w1*mix(one, cref1, scans), w1, wf1*min((1.0+0.15*scans), 1.2)), 0.0); w1 = min(w1*color1, mc1)/(color1 + eps);
w2 = max( mix(w2*mix(one, cref2, scans), w2, wf2*min((1.0+0.15*scans), 1.2)), 0.0); w2 = min(w2*color2, mc2)/(color2 + eps);
// Scanline Deconvergence
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
mcolor = scolor1;
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// Apply Mask
vec3 orig1 = color;
vec3 cmask = one;
float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx);
cmask*= Mask(gl_FragCoord.xy * 1.000001, mx);
if (mask_layout > 0.5) cmask = cmask.rbg;
color = color*cmask;
color = min(color,1.0);
color = color*smask;
cmask = min(cmask*smask, 1.0);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
float bb = mix(brightboost, brightboost1, colmx);
if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.60);
color*=bb;
vec3 Glow = calculate_bloom (pos, xx, 0.75*yy);
float maxb = max(max(Glow.r, Glow.g),Glow.b);
Glow = pow(Glow, 1.4.xxx);
vec3 Bloom = Glow;
vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
color = color + bloom * Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.60));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
color = color + 0.75*(0.75+maxb)*Bloom*(0.4+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; }
Glow = mix(Glow, 0.25*color, 0.7*colmx);
color = color + 0.5*glow*Glow;
color = pow(color, vec3(1.0/gamma_out));
color = min(color, 1.0);
result = vec4(color*corner0, corner0);
}
FragColor = result;
}