mirror of
https://github.com/italicsjenga/slang-shaders.git
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380 lines
12 KiB
Plaintext
380 lines
12 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Advanced - Fast - Pass2
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Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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glow, vertmask, maskstr, inters, bloom, halation, scans, gamma_c, gamma_out, IOS, no_scanlines;
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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 addnoise;
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float warpX;
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float warpY;
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float csize;
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float bsize1;
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float intres;
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float c_shape;
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float barspeed;
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float barintensity;
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float bardir;
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float sborder;
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float scan_falloff;
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float overscanX;
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float overscanY;
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float bloom_dist;
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} global;
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#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
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#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
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#define IOS params.IOS // Smart Integer Scaling
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#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX global.warpX // Curvature X
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#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY global.warpY // Curvature Y
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#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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#define c_shape global.c_shape // curvature shape
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#pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
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#define overscanX global.overscanX // OverscanX pixels
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#pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
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#define overscanY global.overscanY // OverscanY pixels
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#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
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#define csize global.csize // corner size
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#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
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#define bsize1 global.bsize1 // border size
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#pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
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#define sborder global.sborder // border intensity
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#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
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#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
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#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
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#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
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#define glow params.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
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#define bloom params.bloom // bloom effect
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#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
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#define mask_bloom params.mask_bloom // bloom effect
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#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
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#define bloom_dist global.bloom_dist // bloom effect distribution
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#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
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#define halation params.halation // halation effect
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#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
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#define gamma_c params.gamma_c // adjust brightness
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#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
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#define brightboost1 params.brightboost1 // adjust brightness
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#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
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#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 -20.0 20.0 0.5
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#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0
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#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 10.0 0.05
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#define beam_min params.beam_min // dark area beam min - narrow
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#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 3.5 0.025
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#define beam_max params.beam_max // bright area beam max - wide
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#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
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#define beam_size params.beam_size // increased max. beam size
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#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
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#define vertmask params.vertmask // Scanline deconvergence colors
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#pragma parameter scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10
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#define scans params.scans // scanline saturation
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#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.20 2.0 0.05
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#define scan_falloff global.scan_falloff // scanline falloff
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#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.0 1.0
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#define no_scanlines params.no_scanlines
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define OutputSize global.OutputSize
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#define gl_FragCoord (vTexCoord * OutputSize.xy)
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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 * 1.00001;
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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 Pass1;
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layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 4) uniform sampler2D BloomPass;
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layout(set = 0, binding = 5) uniform sampler2D PrePass;
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#define eps 1e-10
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float st(float x)
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{
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return exp2(-10.0*x*x);
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}
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float sw0(float x, float color, float scanline)
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{
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float tmp = mix(beam_min, beam_max, color);
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float ex = x*tmp;
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ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
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return exp2(-scanline*ex);
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}
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float sw1(float x, float color, float scanline)
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{
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x = mix (x, beam_min*x, max(x-0.4*color,0.0));
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float tmp = mix(1.2*beam_min, beam_max, color);
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float ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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float sw2(float x, float color, float scanline)
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{
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float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
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tmp = mix(beam_max, tmp, pow(x, color+0.3));
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float ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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vec3 gc(vec3 c)
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{
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float mc = max(max(c.r,c.g),c.b);
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float mg = pow(mc, 1.0/gamma_c);
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return c * mg/(mc + eps);
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}
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vec2 Overscan(vec2 pos, float dx, float dy){
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pos=pos*2.0-1.0;
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pos*=vec2(dx,dy);
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return pos*0.5+0.5;
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}
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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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);
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return pos*0.5 + 0.5;
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}
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void main()
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{
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vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / global.OriginalSize.xy;
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vec4 SourceSize = vec4(global.SourceSize.x, global.OriginalSize.y, global.SourceSize.z, global.OriginalSize.w);
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float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
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float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
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bool interb = (intera < 0.5);
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float SourceY = SourceSize.y;
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float sy = 1.0;
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if (global.intres == 1.0) sy = SourceY/224.0;
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if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres;
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SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
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// Calculating texel coordinates
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vec2 texcoord = TEX0.xy;
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if (IOS > 0.0 && !interb){
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vec2 ofactor = OutputSize.xy/global.OriginalSize.xy;
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vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
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vec2 diff = ofactor/intfactor;
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float scan = diff.y;
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texcoord = Overscan(texcoord, scan, scan);
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if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
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}
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texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
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vec2 pos = Warp(texcoord);
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float coffset = 0.5;
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vec2 ps = SourceSize.zw;
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float OGL2Pos = pos.y * SourceSize.y - coffset;
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float f = fract(OGL2Pos);
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vec2 dx = vec2(ps.x,0.0);
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vec2 dy = vec2(0.0, ps.y);
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// Reading the texels
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vec2 pC4;
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pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y;
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pC4.x = pos.x;
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if (interb) pC4.y = pos.y;
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if (global.intres == 0.5 && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
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vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
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vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
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pC4+=dy;
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if (global.intres == 0.5 && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*dy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
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vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
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vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
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// calculating scanlines
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vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1;
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vec3 one = vec3(1.0);
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if (!interb)
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{
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float shape1 = mix(scanline1, scanline2, f);
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float shape2 = mix(scanline1, scanline2, 1.0-f);
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float wt1 = st(f);
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float wt2 = st(1.0-f);
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vec3 color00 = color1*wt1 + color2*wt2;
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vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
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ctmp = color00/(wt1+wt2);
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vec3 sctmp = max(scolor0/(wt1+wt2), ctmp);
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float wf1, wf2;
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vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
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vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
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float f1 = f;
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float f2 = 1.0-f;
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if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
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if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
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{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
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if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
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// Scanline saturation application
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vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
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w3 = wf1+wf2;
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float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
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float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
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cref1 = color1 / mc1;
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cref2 = color2 / mc2;
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float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375);
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float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
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w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
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w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
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// Scanline Deconvergence
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vec3 cd1 = one; vec3 cd2 = one;
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if (abs(vertmask) > 0.025)
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{
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float vm = sqrt(abs(vertmask));
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float v_high1 = 1.0 + 0.3*vm;
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float v_high2 = 1.0 + 0.6*vm;
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float v_low = 1.0 - vm;
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float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
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float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
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if (vertmask < 0.0)
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{
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cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
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cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
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}
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else
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{
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cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
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cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
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}
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}
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color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, no_scanlines);
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color = min(color, 1.0);
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}
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if (interb)
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{
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color = gc(color1);
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}
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float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
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FragColor = vec4(color, colmx);
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}
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