mirror of
https://github.com/italicsjenga/slang-shaders.git
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192 lines
5.3 KiB
Plaintext
192 lines
5.3 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Advanced - HD - Pass1
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Copyright (C) 2018-2023 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 SIGMA_HOR;
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float HSHARPNESS;
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float S_SHARP;
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float HARNG;
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float HSHARP;
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float spike;
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float SIGMA_VER;
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float VSHARPNESS;
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float S_SHARPV;
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float VARNG;
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float VSHARP;
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float internal_res;
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float MAXS;
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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 internal_res " Internal Resolution" 1.0 1.0 8.0 0.10
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#define internal_res params.internal_res
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#pragma parameter HSHARPNESS " Horizontal Filter Range" 1.0 1.0 8.0 0.05
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#define HSHARPNESS params.HSHARPNESS
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#pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.50 0.1 7.0 0.025
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#define SIGMA_HOR params.SIGMA_HOR
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#pragma parameter S_SHARP " Substractive Sharpness" 1.0 0.0 2.0 0.10
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#define S_SHARP params.S_SHARP
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#pragma parameter HSHARP " Sharpness Definition" 1.20 0.0 2.0 0.10
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#define HSHARP params.HSHARP
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#pragma parameter MAXS " Maximum Sharpness" 0.15 0.0 0.30 0.01
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#define MAXS params.MAXS
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#pragma parameter HARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10
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#define HARNG params.HARNG
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#pragma parameter bogus_vfiltering "[ VERTICAL/INTERLACING FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter VSHARPNESS " Vertical Filter Range" 1.0 1.0 8.0 0.05
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#define VSHARPNESS global.VSHARPNESS
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#pragma parameter SIGMA_VER " Vertical Blur Sigma" 0.50 0.1 7.0 0.025
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#define SIGMA_VER global.SIGMA_VER
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#pragma parameter S_SHARPV " Vert. Substractive Sharpness" 1.0 0.0 2.0 0.10
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#define S_SHARPV global.S_SHARPV
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#pragma parameter VSHARP " Vert. Sharpness Definition" 1.20 0.0 2.0 0.10
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#define VSHARP global.VSHARP
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#pragma parameter VARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10
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#define VARNG params.VARNG
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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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#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 * 1.00001;
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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 LinearizePass;
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float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR*internal_res*internal_res);
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float gaussian(float x)
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{
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return exp(-x*x*invsqrsigma);
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}
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void main()
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{
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vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy;
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vec4 SourceSize = params.OriginalSize * vec4(prescalex.x, prescalex.y, 1.0/prescalex.x, 1.0/prescalex.y);
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float f = fract(SourceSize.x * vTexCoord.x);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec3 color = 0.0.xxx;
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float scolor = 0.0;
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vec2 dx = vec2(SourceSize.z, 0.0);
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float w = 0.0;
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float swsum = 0.0;
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float wsum = 0.0;
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vec3 pixel;
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float hsharpness = HSHARPNESS * internal_res;
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vec3 cmax = 0.0.xxx;
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vec3 cmin = 1.0.xxx;
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float sharp = gaussian(hsharpness) * S_SHARP;
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float maxsharp = MAXS;
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float FPR = hsharpness;
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float fpx = 0.0;
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float sp = 0.0;
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float sw = 0.0;
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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 LOOPSIZE = ceil(2.0*FPR);
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float CLAMPSIZE = round(2.0*LOOPSIZE/3.0);
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float n = -LOOPSIZE;
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do
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{
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pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
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sp = max(max(pixel.r,pixel.g),pixel.b);
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w = gaussian(n+f) - sharp;
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fpx = abs(n+f-sign(n)*FPR)/FPR;
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if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
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if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), HSHARP)), 0.0);
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color = color + w * pixel;
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wsum = wsum + w;
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sw = max(w, 0.0) * (dot(pixel,luma) + ts);
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scolor = scolor + sw * sp;
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swsum = swsum + sw;
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n = n + 1.0;
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} while (n <= LOOPSIZE);
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color = color / wsum;
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scolor = scolor / swsum;
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color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0);
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scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0);
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FragColor = vec4(color, scolor);
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} |