mirror of
https://github.com/italicsjenga/slang-shaders.git
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170 lines
5.3 KiB
Plaintext
170 lines
5.3 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Advanced - Fast - Pass1
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Copyright (C) 2018-2021 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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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 IOS, h_sharp, s_sharp, spike, ring;
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float prescalex;
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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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} global;
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#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
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#define h_sharp params.h_sharp // pixel sharpness
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#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10
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#define s_sharp params.s_sharp // substractive sharpness
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#pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05
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#define ring params.ring // substractive sharpness ringing
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#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
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#define spike params.spike
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#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with linearize pass, values must match
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#define prescalex params.prescalex // prescale-x factor
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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 params.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 * 1.0001;
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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 LinearizePass;
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void main()
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{
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vec4 SourceSize = params.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
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float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
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// Calculating texel coordinates
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vec2 texcoord = TEX0.xy;
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vec2 pos = texcoord;
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vec2 coffset = vec2(0.5, 0.5);
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy - coffset;
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float fpx = fract(OGL2Pos.x);
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vec2 offx = vec2(ps.x,0.0);
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// Reading the texels
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vec2 x2 = 2.0*offx;
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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float zero = exp2(-h_sharp);
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float sharp1 = s_sharp * zero;
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float fdivider = min(prescalex, 2.0);
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float wl3 = (2.0 + fpx)/fdivider;
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float wl2 = (1.0 + fpx)/fdivider;
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float wl1 = ( fpx)/fdivider;
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float wr1 = (1.0 - fpx)/fdivider;
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float wr2 = (2.0 - fpx)/fdivider;
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float wr3 = (3.0 - fpx)/fdivider;
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wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
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wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
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wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
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wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
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wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
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wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
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float fp1 = 1.-fpx;
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float twl3 = max(wl3 - sharp1, 0.0);
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float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
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float twl1 = max(wl1 - sharp1, 0.0);
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float twr1 = max(wr1 - sharp1, 0.0);
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float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
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float twr3 = max(wr3 - sharp1, 0.0);
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bool sharp = (sharp1 > 0.0);
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vec3 l3, l2, l1, r1, r2, r3, color1, colmin, colmax;
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l3 = COMPAT_TEXTURE(LinearizePass, pC4 -x2).rgb;
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l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
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l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
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r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
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r2 = COMPAT_TEXTURE(LinearizePass, pC4 +x2).rgb;
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r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+x2).rgb;
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colmin = min(min(l1,r1), min(l2,r2));
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colmax = max(max(l1,r1), max(l2,r2));
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color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
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if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0);
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float ts = 0.025;
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vec3 luma = vec3(0.2126, 0.7152, 0.0722);
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float lm2 = max(max(l2.r,l2.g),l2.b);
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float lm1 = max(max(l1.r,l1.g),l1.b);
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float rm1 = max(max(r1.r,r1.g),r1.b);
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float rm2 = max(max(r2.r,r2.g),r2.b);
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float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
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float swl1 = twl1 * (dot(l1,luma) + ts);
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float swr1 = twr1 * (dot(r1,luma) + ts);
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float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
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float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
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float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0);
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FragColor = vec4(color1, sresult);
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} |