mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
368 lines
12 KiB
Plaintext
368 lines
12 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
CRT - Guest - Advanced - Fast - 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, vertmask, maskstr, inters, bloom, halation, scans, gamma_c, gamma_out, IOS;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float addnoise;
|
|
float warpX;
|
|
float warpY;
|
|
float csize;
|
|
float bsize1;
|
|
float intres;
|
|
float c_shape;
|
|
float barspeed;
|
|
float barintensity;
|
|
float bardir;
|
|
float sborder;
|
|
float scan_falloff;
|
|
float overscanX;
|
|
float overscanY;
|
|
float bloom_dist;
|
|
} global;
|
|
|
|
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
|
|
|
|
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
|
|
|
|
#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 overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
|
|
#define overscanX global.overscanX // OverscanX pixels
|
|
|
|
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
|
|
#define overscanY global.overscanY // OverscanY pixels
|
|
|
|
#pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
|
|
#define csize global.csize // corner size
|
|
|
|
#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
|
|
#define bsize1 global.bsize1 // border size
|
|
|
|
#pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
|
|
#define sborder global.sborder // border intensity
|
|
|
|
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
|
|
|
|
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
|
|
|
|
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
|
|
|
|
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
|
|
|
|
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
|
|
#define glow params.glow // Glow Strength
|
|
|
|
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
|
|
#define bloom params.bloom // bloom effect
|
|
|
|
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
|
|
#define mask_bloom params.mask_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 2.0 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 2.5 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
|
|
|
|
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
#define TEX0 vTexCoord
|
|
|
|
#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 * 1.0001;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Pass1;
|
|
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
|
|
layout(set = 0, binding = 4) uniform sampler2D BloomPass;
|
|
layout(set = 0, binding = 5) uniform sampler2D PrePass;
|
|
|
|
#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);
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
vec4 SourceSize = vec4(global.SourceSize.x, global.OriginalSize.y, global.SourceSize.z, global.OriginalSize.w);
|
|
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
|
|
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
|
|
bool interb = (intera < 0.5);
|
|
|
|
float SourceY = SourceSize.y;
|
|
float sy = 1.0;
|
|
if (global.intres == 0.5) sy = SourceY/224.0; else
|
|
if (global.intres == 1.0) sy = SourceY/240.0; else
|
|
if (global.intres > 1.25) sy = global.intres;
|
|
SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
|
|
|
|
// Calculating texel coordinates
|
|
|
|
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);
|
|
}
|
|
|
|
texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
|
|
|
|
vec2 pos = Warp(texcoord);
|
|
|
|
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;
|
|
|
|
vec3 color1 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
|
|
vec3 scolor1 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
|
|
|
|
pC4+=dy;
|
|
|
|
vec3 color2 = COMPAT_TEXTURE(Pass1, pC4 ).rgb;
|
|
vec3 scolor2 = COMPAT_TEXTURE(Pass1, pC4 ).aaa;
|
|
|
|
// calculating scanlines
|
|
|
|
vec3 ctmp = color1; 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);
|
|
|
|
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);
|
|
}
|
|
|
|
float colmx = pow(max(max(ctmp.r,ctmp.g),ctmp.b), 1.40/gamma_in);
|
|
|
|
FragColor = vec4(color, colmx);
|
|
}
|