slang-shaders/crt/shaders/guest/crt-sm/crt-guest-sm.slang
hunterk 8524a42da5
Add crt-guest-advanced, update other crt-guest, update ntsc-adaptive (#183)
* update crt-guest, add advanced

* re-add some prematurely deleted GDV passes

* fix ntsc res behavior

* disable field-merging on 2-phase to allow MD rainbow artifacting

* remove unused function
2021-07-30 08:24:20 -05:00

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#version 450
/*
CRT - Guest - SM (Scanline Mask) Shader
Copyright (C) 2019-2020 guest(r) - guest.r@gmail.com
Big thanks to Nesguy from the Libretro forums for the masks and other ideas.
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.
*/
/* README - MASKS GUIDE
To obtain the best results with masks 0, 1, 3, 4:
must leave “mask size” at 1 and the display must be set to its native resolution to result in evenly spaced “active” LCD subpixels.
Mask 0: Uses a magenta and green pattern for even spacing of the LCD subpixels.
Mask 1: Similar to Mask 0, but with "ZigZag"
Mask 2: Intended for displays that have RBG subpixels (as opposed to the more common RGB).
Uses a yellow/blue pattern for even spacing of the LCD subpixels.
Mask 3: Common red/green/blue pattern.
Mask 4: This is useful for 4K displays, where masks 0 and 1 can look too fine.
Uses a red/yellow/cyan/blue pattern to result in even spacing of the LCD subpixels.
Mask 5: Intended for displays that have the less common RBG subpixel pattern.
This is useful for 4K displays, where masks 0 and 1 can look too fine.
Uses a red/magenta/cyan/green pattern for even spacing of the LCD subpixels.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
// vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float smart, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam;
float h_sharp, cubic, mask, maskmode, maskdark, maskbright, masksize, gamma_out;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 FinalViewportSize;
float bglow;
float warpx;
float warpy;
float bloom;
float halation;
float autobrm;
float sclip;
} global;
#pragma parameter bglow "Base Glow" 0.0 0.0 1.0 0.01
#pragma parameter bloom "Bloom" 0.40 0.0 2.0 0.05
#pragma parameter halation "Halation" 0.0 0.0 2.0 0.05
#pragma parameter autobrm "Automatic Brightness (Mask)" 0.5 0.0 1.0 0.1
#pragma parameter smart "1:Smart 2:Crop 3:Overscan Y Integer Scaling" 0.0 0.0 3.0 1.0
#pragma parameter brightboost1 "Bright boost dark colors" 1.40 0.5 5.0 0.10
#pragma parameter brightboost2 "Bright boost bright colors" 1.15 0.5 3.0 0.05
#pragma parameter stype "Scanline Type" 1.0 0.0 3.0 1.0
#pragma parameter scanline1 "Scanline Shape Center" 5.0 2.0 20.0 0.5
#pragma parameter scanline2 "Scanline Shape Edges" 7.0 4.0 20.0 0.5
#pragma parameter beam_min "Scanline dark" 1.25 0.5 3.0 0.05
#pragma parameter beam_max "Scanline bright" 1.10 0.5 3.0 0.05
#pragma parameter sclip "Allow Scanline/Mask Clipping With Bloom" 0.50 0.0 1.0 0.05
#pragma parameter s_beam "Overgrown Bright Beam" 0.70 0.0 1.0 0.05
#pragma parameter h_sharp "Horizontal sharpness" 3.0 1.0 10.0 0.10
#pragma parameter cubic "Cubic Filtering" 1.0 0.0 1.0 0.10
#pragma parameter mask "CRT Mask (4&5 are 4k masks)" 0.0 0.0 5.0 1.0
#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0
#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05
#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.25 -0.5 1.0 0.05
#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter warpx "Curvature X" 0.0 0.0 0.25 0.01
#pragma parameter warpy "Curvature Y" 0.0 0.0 0.25 0.01
#pragma parameter gamma_out "Gamma Out" 2.50 1.0 3.5 0.05
#define bglow global.bglow
#define autobrm global.autobrm
#define smart params.smart
#define brightboost1 params.brightboost1
#define brightboost2 params.brightboost2
#define bloom global.bloom
#define halation global.halation
#define stype params.stype
#define scanline1 params.scanline1
#define scanline2 params.scanline2
#define beam_min params.beam_min
#define beam_max params.beam_max
#define sclip global.sclip
#define s_beam params.s_beam
#define h_sharp params.h_sharp
#define cubic params.cubic
#define mask params.mask
#define maskmode params.maskmode
#define maskdark params.maskdark
#define maskbright params.maskbright
#define masksize params.masksize
#define warpx global.warpx
#define warpy global.warpy
#define gamma_out params.gamma_out
#define TEX0 vTexCoord
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define Texture Source
#define InputSize SourceSize
#define gl_FragCoord (vTexCoord * params.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;
}
#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 WpPass;
layout(set = 0, binding = 4) uniform sampler2D RotPass;
layout(set = 0, binding = 5) uniform sampler2D LinPass;
float st(float x)
{
return exp2(-10.0*x*x);
}
vec3 sw0(float x, vec3 color, float scan)
{
vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
vec3 ex = x*tmp;
return exp2(-scan*ex*ex);
}
vec3 sw1(float x, vec3 color, float scan)
{
float mx1 = max(max(color.r,color.g),color.b);
vec3 tmp = mix(vec3(2.50*beam_min),vec3(beam_max), color);
tmp = mix(vec3(beam_max), tmp, pow(vec3(x), color + 0.30));
vec3 ex = vec3(x)*tmp;
vec3 res = exp2(-scan*ex*ex);
float mx2 = max(max(res.r,res.g),res.b);
float br = clamp(mix(0.30, 0.50, 2.0*(beam_min-1.0)),0.10, 0.60);
return mix(vec3(mx2), res, 0.50)/(1.0 - br + br*mx1);
}
vec3 sw2(float x, vec3 color, float scan)
{
float mx1 = max(max(color.r,color.g),color.b);
vec3 ex = mix(vec3(2.0*beam_min), vec3(beam_max), color);
vec3 m = min(0.3 + 0.35*ex, 1.0);
ex = x*ex;
vec3 xx = ex*ex;
xx = mix(xx, ex*xx, m);
vec3 res = exp2(-1.25*scan*xx);
float mx2 = max(max(res.r,res.g),res.b);
float br = clamp(mix(0.20, 0.50, 2.0*(beam_min-1.0)),0.10, 0.60);
return mix(vec3(mx2), res, 0.50)/(1.0 - br + br*mx1);
}
float Overscan(float pos, float dy){
pos=pos*2.0-1.0;
pos*=dy;
return pos*0.5+0.5;
}
// Distortion of scanlines, and end of screen alpha (PD CRT Lottes Curvature)
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*warpx, 1.0 + (pos.x*pos.x)*warpy);
return pos*0.5 + 0.5;
}
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 bd, float mb)
{
float m = max(max(c.r,c.g),c.b)+0.00001;
float b2 = mix(bd, 1.0, pow(m,0.50));
return b2*c;
}
void main()
{
vec2 tex = TEX0.xy * 1.00001;
float sm_tate = COMPAT_TEXTURE(WpPass, vec2(0.5)).a;
float ratio = COMPAT_TEXTURE(RotPass, vec2(0.5, 0.1)).a;
vec4 SourceSize1 = params.SourceSize;
float vertres = SourceSize1.y*ratio;
tex.y *= ratio;
if (sm_tate > 0.25) { tex.x = Overscan(tex.x, (1.0/3.0)*SourceSize1.y/SourceSize1.x); }
float factor = params.OutputSize.y/vertres;
float gamma = COMPAT_TEXTURE(LinPass, vec2(0.5,0.1)).a;
if (smart == 1.0 || smart == 2.0 || smart == 3.0)
{
float intfactor = round(factor); if (smart == 2.0) intfactor = floor(factor); if (smart == 3.0) intfactor = ceil(factor);
float diff = factor/intfactor;
tex.y = Overscan(tex.y/(ratio), diff)*ratio;
}
tex = Warp(tex/vec2(1.0,ratio))*vec2(1.0,ratio);
vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
float fpx = fp.x;
float fp1 = 1.0-fpx;
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize1.zw;
// Reading the texels
vec2 dx = vec2(SourceSize1.z,0.0);
vec2 dy = vec2(0.0,SourceSize1.w);
vec2 x2 = dx+dx;
float zero = mix(0.0, exp2(-h_sharp), cubic);
float wl2 = 1.0 + fp.x;
float wl1 = fp.x;
float wr1 = 1.0 - fp.x;
float wr2 = 2.0 - fp.x;
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wl2 = max(wl2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fp1*fp1),float(cubic > 0.05)));
wl1 = max(wl1 - zero, 0.0);
wr1 = max(wr1 - zero, 0.0);
wr2 = max(wr2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fpx*fpx),float(cubic > 0.05)));
float sl2 = max(wl2,0.0);
float sl1 = wl1;
float sr1 = wr1;
float sr2 = max(wr2,0.0);
float wtt = 1.0/(wl2+wl1+wr1+wr2);
float wts = 1.0/(sl2+sl1+sr1+sr2);
vec3 l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb;
vec3 l1 = COMPAT_TEXTURE(LinPass, pC4 ).rgb;
vec3 r1 = COMPAT_TEXTURE(LinPass, pC4 + dx).rgb;
vec3 r2 = COMPAT_TEXTURE(LinPass, pC4 + x2).rgb;
vec3 color1 = (wl2*l2+wl1*l1+wr1*r1+wr2*r2)*wtt;
vec3 colmin = min(min(l2,l1),min(r1,r2));
vec3 colmax = max(max(l2,l1),max(r1,r2));
if (cubic > 0.05) color1 = clamp(color1, colmin, colmax);
l1*=l1; l1*=l1*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2;
vec3 scolor1 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts;
scolor1 = pow(scolor1, vec3(1.0/6.0)); vec3 mscolor1 = scolor1;
scolor1 = mix(color1, scolor1, 1.0);
pC4+=dy;
l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb;
l1 = COMPAT_TEXTURE(LinPass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinPass, pC4 + dx).rgb;
r2 = COMPAT_TEXTURE(LinPass, pC4 + x2).rgb;
vec3 color2 = (wl2*l2+wl1*l1+wr1*r1+wr2*r2)*wtt;
colmin = min(min(l2,l1),min(r1,r2));
colmax = max(max(l2,l1),max(r1,r2));
if (cubic > 0.05) color2 = clamp(color2, colmin, colmax);
l1*=l1; l1*=l1*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2;
vec3 scolor2 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts;
scolor2 = pow(scolor2, vec3(1.0/6.0)); vec3 mscolor2 = scolor2;
scolor2 = mix(color2, scolor2, 1.0);
float f1 = fp.y;
float f2 = 1.0 - fp.y;
float f3 = fract(tex.y * SourceSize1.y);
vec3 color;
float t1 = st(f1);
float t2 = st(f2);
float wt = 1.0/(t1+t2);
// calculating scanlines
float scan1 = mix(scanline1, scanline2, f1);
float scan2 = mix(scanline1, scanline2, f2);
vec3 sctemp = (t1*scolor1 + t2*scolor2)*wt;
vec3 msctemp = (t1*mscolor1 + t2*mscolor2)*wt;
vec3 ref1 = mix(sctemp, scolor1.rgb, s_beam); ref1 = pow(ref1, mix(vec3(1.25), vec3(0.65), ref1));
vec3 ref2 = mix(sctemp, scolor2.rgb, s_beam); ref2 = pow(ref2, mix(vec3(1.25), vec3(0.65), ref2));
vec3 w1, w2 = vec3(0.0);
if (stype < 0.5)
{
w1 = sw0(f1, ref1, scan1);
w2 = sw0(f2, ref2, scan2);
}
else
if (stype < 1.5)
{
w1 = sw1(f1, ref1, scan1);
w2 = sw1(f2, ref2, scan2);
}
else
if (stype < 2.5)
{
w1 = sw2(f1, ref1, scan1);
w2 = sw2(f2, ref2, scan2);
}
else
{
w1 = vec3(f2);
w2 = vec3(f1);
}
vec3 ctemp = (t1*color1 + t2*color2)*wt; vec3 orig = ctemp; float pixbr = max(max(orig.r,orig.g),orig.b); vec3 one = vec3(1.0);
vec3 tmp1 = clamp(mix(orig, msctemp, 1.25),0.0,1.0);
ctemp = w1+w2;
float w3 = max(max(ctemp.r,ctemp.g),ctemp.b);
tmp1 = pow(tmp1, vec3(0.65));
float pixbr1 = max(max(tmp1.r,tmp1.g),tmp1.b);
float maskd = mix(min(maskdark,1.0), 0.25*max(maskbright,0.0), pixbr1); if (mask == 3.0 || mask == 4.0) maskd*=1.33; maskd = mix(1.0, 1.0/(1.0-0.5*maskd), autobrm);
maskd = mix(maskd, 1.0, pow(pixbr,0.85));
float brightboost_d = brightboost1;
float brightboost_b = brightboost2;
if (stype == 1.0) { brightboost_d = min(brightboost1, 1.40); maskd = 1.0; }
color1 = gc(color1, brightboost_d, maskd);
color2 = gc(color2, brightboost_d, maskd);
color1 = min(color1, 1.0);
color2 = min(color2, 1.0);
color = w1*color1.rgb + w2*color2.rgb;
color = maskd*color;
vec3 scan3 = vec3(0.0);
float spos = (gl_FragCoord.x);
float spos2 = floor(1.000001*gl_FragCoord.x/masksize) + floor(1.000001*gl_FragCoord.y/masksize);
spos = floor((spos * 1.000001)/masksize); float spos1 = 0.0;
if (mask == 0.0 || mask == 1.0)
{
if (mask == 1.0) spos = spos2;
spos1 = fract(spos*0.5);
if (spos1 < 0.5) scan3.rb = one.rb;
else scan3.g = one.g;
}
else
if (mask == 2.0)
{
spos1 = fract(spos*0.5);
if (spos1 < 0.5) scan3.rg = one.rg;
else scan3.b = one.b;
}
else
if (mask == 3.0)
{
spos1 = fract(spos/3.0);
if (spos1 < 0.3333) scan3.r = one.r;
else if (spos1 < 0.6666) scan3.g = one.g;
else scan3.b = one.b;
}
else
if (mask == 4.0)
{
spos1 = fract(spos*0.25);
if (spos1 < 0.25) scan3.r = one.r;
else if (spos1 < 0.50) scan3.rg = one.rg;
else if (spos1 < 0.75) scan3.gb = one.gb;
else scan3.b = one.b;
}
else
{
spos1 = fract(spos*0.25);
if (spos1 < 0.25) scan3.r = one.r;
else if (spos1 < 0.50) scan3.rb = one.rb;
else if (spos1 < 0.75) scan3.gb = one.gb;
else scan3.g = one.g;
}
vec3 mixmask = tmp1;
if (maskmode == 1.0) mixmask = vec3(pixbr1); else
if (maskmode == 2.0) mixmask = tmp1*w3;
vec3 cmask = clamp(mix( mix(one, scan3, maskdark), mix(one, scan3, maskbright), mixmask), 0.0, 1.0);
vec3 orig1 = color;
color = color*cmask*brightboost_b;
vec3 Bloom = COMPAT_TEXTURE(Source, tex).rgb;
vec3 Bglow = COMPAT_TEXTURE(LinPass, tex).rgb;
Bglow = clamp(Bloom - Bglow,0.0,1.0);
vec3 hglow = 0.5*(Bloom + Bglow);
float maxb = max(max(hglow.r,hglow.g),hglow.b); maxb*=maxb;
vec3 Bloom1 = 2.0*Bloom*Bloom;
Bloom1 = min(Bloom1, 0.75);
float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b);
float pmax = 0.85;
Bloom1 = min(Bloom1, pmax*bmax)/pmax;
Bloom1 = mix(min( Bloom1, 0.5*(orig1+color)), Bloom1, 0.5*(orig1+color));
Bloom1 = Bloom1*mix(w1+w2,one,1.0-color);
Bloom1 = bloom*Bloom1*cmask;
color = color + Bloom1;
color = min(color,1.0);
color = declip(color, pow(w3, 1.0-sclip));
float colmx = pixbr1;
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + 0.75*(0.75+maxb)*Bloom*(0.75+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation;
color = color + bglow*Bglow;
color = min(color, mix(cmask,one,sclip));
float fgamma = 1.0/gamma_out;
if (stype == 1.0) fgamma = gamma;
vec3 color1g = pow(color, vec3(fgamma));
FragColor = vec4(color1g, 1.0);
}