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https://github.com/italicsjenga/slang-shaders.git
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485 lines
17 KiB
Plaintext
485 lines
17 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Dr. Venom
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Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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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 TATE, IOS, OS, BLOOM, brightboost, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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h_sharp, s_sharp, h_smart, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
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slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, GTW, gamma_out;
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} params;
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#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
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#define TATE params.TATE // Screen orientation
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#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 1.0
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#define IOS params.IOS // Smart Integer Scaling
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#pragma parameter OS "R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
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#define OS params.OS // Do overscan
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#pragma parameter BLOOM "Raster bloom %" 0.0 0.0 20.0 1.0
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#define BLOOM params.BLOOM // Bloom overscan percentage
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#pragma parameter brightboost "Bright boost" 1.35 0.50 2.00 0.01
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0
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#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 "Scanline beam shape low" 8.0 1.0 15.0 1.0
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#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
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#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 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 bright" 1.05 0.5 2.0 0.05
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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" 0.65 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 h_sharp "Horizontal sharpness" 5.25 1.5 20.0 0.25
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#define h_sharp params.h_sharp // pixel sharpness
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#pragma parameter s_sharp "Substractive sharpness" 0.05 0.0 0.20 0.01
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#define s_sharp params.s_sharp // substractive sharpness
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#pragma parameter h_smart "Smart Horizontal Smoothing" 0.0 0.0 1.0 0.1
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#define h_smart params.h_smart // smart horizontal smoothing
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#pragma parameter csize "Corner size" 0.0 0.0 0.07 0.01
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#define csize params.csize // corner size
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#pragma parameter bsize "Border smoothness" 600.0 100.0 600.0 25.0
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#define bsize params.bsize // border smoothness
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#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01
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#define warpX params.warpX // Curvature X
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#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01
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#define warpY params.warpY // Curvature Y
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#pragma parameter glow "Glow Strength" 0.02 0.0 0.5 0.01
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#define glow params.glow // Glow Strength
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#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 0.0 -1.0 7.0 1.0
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#define shadowMask params.shadowMask // Mask Style
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#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
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#define masksize params.masksize // Mask Size
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#pragma parameter vertmask "PVM Like Colors" 0.0 0.0 0.25 0.01
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#define vertmask params.vertmask // Vertical mask
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#define slotmask params.slotmask // Slot Mask ON/OFF
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#pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5
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#define slotwidth params.slotwidth // Slot Mask Width
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#define double_slot params.double_slot // Slot Mask Height
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#pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05
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#define mcut params.mcut // Mask 5&6 cutoff
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.05
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#define maskDark params.maskDark // Dark "Phosphor"
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.05
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#define maskLight params.maskLight // Light "Phosphor"
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#pragma parameter CGWG "CGWG Mask Str." 0.3 0.0 1.0 0.05
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#define CGWG params.CGWG // CGWG Mask Strength
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#pragma parameter GTW "Gamma Tweak" 1.05 0.5 1.5 0.01
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#define GTW params.GTW // Gamma tweak
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
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#define gamma_out params.gamma_out // output gamma
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define InputSize SourceSize
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#define TextureSize SourceSize
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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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} global;
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#define SourceSize global.SourceSize
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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 Source;
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layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
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#define Texture Source
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#define PassPrev3Texture LinearizePass
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#define PassPrev4Texture AvgLumPass
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#define eps 1e-10
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float st(float x, float scanline)
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{
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return exp2(-scanline*x*x);
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}
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vec3 sw0(vec3 x, vec3 color, float scanline)
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{
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vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
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vec3 ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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vec3 sw1(vec3 x, vec3 color, float scanline)
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{
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float mx = max(max(color.r, color.g),color.b);
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x = mix (x, beam_min*x, max(x-0.4*mx,0.0));
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vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color);
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vec3 ex = x*tmp;
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float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45);
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return exp2(-scanline*ex*ex)/(1.0-br+br*color);
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}
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vec3 sw2(vec3 x, vec3 color, float scanline)
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{
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vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color);
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tmp = mix(vec3(beam_max), tmp, pow(x, vec3(max(max(color.r, color.g),color.b)+0.3)));
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vec3 ex = x*tmp;
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return exp2(-scanline*ex*ex)/(0.6 + 0.4*color);
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}
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// Shadow mask (1-4 from PD CRT Lottes shader).
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vec3 Mask(vec2 pos, vec3 c)
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{
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pos = floor(pos/masksize);
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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// No mask
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if (shadowMask == -1.0)
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{
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mask = vec3(1.0);
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}
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// Phosphor.
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else if (shadowMask == 0.0)
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{
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pos.x = fract(pos.x*0.5);
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float mc = 1.0 - CGWG;
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if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
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else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
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}
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// Very compressed TV style shadow mask.
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else if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Alternate mask 5
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else if (shadowMask == 5.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5)
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{ mask.r = adj;
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mask.b = adj;
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}
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else mask.g = adj;
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}
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// Alternate mask 6
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else if (shadowMask == 6.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = adj;
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else if (pos.x < 0.666) mask.g = adj;
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else mask.b = adj;
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}
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// Alternate mask 7
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else if (shadowMask == 7.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) ,1.0 + 0.6*(1.0-mx));
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mask = vec3(maskTmp);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
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}
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return mask;
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}
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float SlotMask(vec2 pos, vec3 c)
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{
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if (slotmask == 0.0) return 1.0;
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float mx = pow(max(max(c.r,c.g),c.b),1.33);
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float mlen = slotwidth*2.0;
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float px = fract(pos.x/mlen);
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float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
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float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx);
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float slot = 1.0 + 0.7*slotmask*(1.0-mx);
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if (py == 0.0 && px < 0.5) slot = slot_dark; else
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if (py == double_slot && px >= 0.5) slot = slot_dark;
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return slot;
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}
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// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature)
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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 *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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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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// Borrowed from cgwg's crt-geom, under GPL
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float corner(vec2 coord)
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{
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coord *= SourceSize.xy / InputSize.xy;
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
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vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*bsize,0.0, 1.0);
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}
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vec3 gamma_correct(vec3 color, vec3 tmp)
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{
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return color*mix(GTW, 1.0, max(max(tmp.r,tmp.g),tmp.b));
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}
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void main()
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{
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float lum = COMPAT_TEXTURE(PassPrev4Texture, vec2(0.33,0.33)).a;
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// Calculating texel coordinates
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vec2 texcoord = TEX0.xy;
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if (IOS > 0.0){
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vec2 ofactor = OutputSize.xy/InputSize.xy;
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vec2 intfactor = round(ofactor);
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vec2 diff = ofactor/intfactor;
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float scan = mix(diff.y, diff.x, TATE);
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texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), scan, scan)*(InputSize.xy/SourceSize.xy);
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if (IOS == 1.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE);
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}
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float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0;
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texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), factor, factor)*(InputSize.xy/SourceSize.xy);
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vec2 pos = Warp(texcoord*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
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vec2 pos0 = Warp(TEX0.xy*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy - ((TATE < 0.5) ?
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vec2(0.0,0.5) : vec2(0.5, 0.0));
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vec2 fp = 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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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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// Reading the texels
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vec2 x2 = 2.0*dx;
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vec2 y2 = 2.0*dy;
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vec2 offx = dx;
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vec2 off2 = x2;
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vec2 offy = dy;
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float fpx = fp.x;
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if(TATE > 0.5)
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{
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offx = dy;
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off2 = y2;
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offy = dx;
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fpx = fp.y;
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}
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bool sharp = (s_sharp > 0.0);
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float hsharp_tl, hsharp_tr, hsharp_bl, hsharp_br, hsharp_tc, hsharp_bc;
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if (h_smart == 0.0)
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{
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hsharp_tl = h_sharp; hsharp_tr = h_sharp; hsharp_bl = h_sharp; hsharp_br = h_sharp; hsharp_tc = h_sharp; hsharp_bc = h_sharp;
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}
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else
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{
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// reading differences for smoothing
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vec3 diffs_top = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
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vec3 diffs_bot = COMPAT_TEXTURE(PassPrev4Texture, pC4 + offy).xyz;
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if(TATE > 0.5)
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{
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diffs_top.x = floor(10.0*diffs_top.z)*0.11111; diffs_top.y = fract(10.0*diffs_top.z)*1.11111;
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diffs_bot.x = floor(10.0*diffs_bot.z)*0.11111; diffs_bot.y = fract(10.0*diffs_bot.z)*1.11111;
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}
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float ls = mix (4.5, 2.25, h_smart);
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hsharp_tl = mix(h_sharp, ls, diffs_top.x);
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hsharp_tr = mix(h_sharp, ls, diffs_top.y);
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hsharp_bl = mix(h_sharp, ls, diffs_bot.x);
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hsharp_br = mix(h_sharp, ls, diffs_bot.y);
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hsharp_tc = hsharp_tl;
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hsharp_bc = hsharp_bl;
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if (fpx == 0.5) { hsharp_tc = 0.5*(hsharp_tl + hsharp_tr); hsharp_bc = 0.5*(hsharp_bl + hsharp_br); }
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if (fpx > 0.5) { hsharp_tc = hsharp_tr; hsharp_bc = hsharp_bl; }
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}
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float wl2 = 1.5 + fpx; wl2*=wl2; float twl2 = exp2(-hsharp_tl*wl2); twl2 = max(twl2 - s_sharp, -twl2); float bwl2 = exp2(-hsharp_bl*wl2); bwl2 = max(bwl2 - s_sharp, -bwl2);
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float wl1 = 0.5 + fpx; wl1*=wl1; float twl1 = exp2(-hsharp_tl*wl1); twl1 = max(twl1 - s_sharp, -0.4*s_sharp); float bwl1 = exp2(-hsharp_bl*wl1); bwl1 = max(bwl1 - s_sharp, -0.4*s_sharp);
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float wct = 0.5 - fpx; wct*=wct; float twct = exp2(-hsharp_tc*wct); twct = max(twct - s_sharp, s_sharp); float bwct = exp2(-hsharp_bc*wct); bwct = max(bwct - s_sharp, s_sharp);
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float wr1 = 1.5 - fpx; wr1*=wr1; float twr1 = exp2(-hsharp_tr*wr1); twr1 = max(twr1 - s_sharp, -0.4*s_sharp); float bwr1 = exp2(-hsharp_br*wr1); bwr1 = max(bwr1 - s_sharp, -0.4*s_sharp);
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float wr2 = 2.5 - fpx; wr2*=wr2; float twr2 = exp2(-hsharp_tr*wr2); twr2 = max(twr2 - s_sharp, -twr2); float bwr2 = exp2(-hsharp_br*wr2); bwr2 = max(bwr2 - s_sharp, -bwr2);
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float wtt = 1.0/(twl2+twl1+twct+twr1+twr2);
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float wtb = 1.0/(bwl2+bwl1+bwct+bwr1+bwr2);
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vec3 l2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -off2).xyz;
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vec3 l1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -offx).xyz;
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vec3 ct = COMPAT_TEXTURE(PassPrev3Texture, pC4 ).xyz;
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vec3 r1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offx).xyz;
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vec3 r2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +off2).xyz;
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vec3 color1 = (l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt;
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if (sharp) color1 = clamp(color1, min(min(l1,r1),ct), max(max(l1,r1),ct));
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l2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -off2 +offy).xyz;
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l1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -offx +offy).xyz;
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ct = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offy).xyz;
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r1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offx +offy).xyz;
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r2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +off2 +offy).xyz;
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vec3 color2 = (l2*bwl2 + l1*bwl1 + ct*bwct + r1*bwr1 + r2*bwr2)*wtb;
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if (sharp) color2 = clamp(color2, min(min(l1,r1),ct), max(max(l1,r1),ct));
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// calculating scanlines
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float f = (TATE < 0.5) ? fp.y : fp.x;
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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, shape1);
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float wt2 = st(1.0-f, shape2);
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vec3 color0 = color1*wt1 + color2*wt2;
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vec3 ctmp = color0/(wt1+wt2);
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vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
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vec3 w1,w2 = vec3(0.0);
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vec3 cref1 = mix(ctmp, color1, beam_size);
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vec3 cref2 = mix(ctmp, color2, beam_size);
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vec3 shift = vec3(-vertmask, vertmask, -vertmask);
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vec3 f1 = clamp(vec3(f) + shift*0.5*(1.0+f), 0.0, 1.0);
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vec3 f2 = clamp(vec3(1.0-f) - shift*0.5*(2.0-f), 0.0, 1.0);
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if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else
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if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else
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if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);}
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vec3 color = color1*w1 + color2*w2;
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color*=brightboost;
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color = min(color, 1.0);
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// Apply Mask
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color *= (TATE < 0.5) ? Mask(gl_FragCoord.xy * 1.000001,tmp) :
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Mask(gl_FragCoord.yx * 1.000001,tmp);
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color = min(color,1.0);
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color *= (TATE < 0.5) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
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SlotMask(gl_FragCoord.yx * 1.000001,tmp);
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vec3 Bloom = COMPAT_TEXTURE(Texture, pos).xyz;
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color+=glow*Bloom;
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color = pow(color, vec3(1.0/gamma_out));
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FragColor = vec4(color*corner(pos0), 1.0);
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} |