slang-shaders/crt/shaders/guest/crt-guest-dr-venom.slang
2020-04-13 22:46:18 -05:00

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#version 450
/*
CRT - Guest - Dr. Venom
Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
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 TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out, spike, inter;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float interm;
float scans;
float slotms;
} global;
#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter OS "R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
#define OS params.OS // Do overscan
#pragma parameter BLOOM "Raster bloom %" 0.0 0.0 20.0 1.0
#define BLOOM params.BLOOM // Bloom overscan percentage
#pragma parameter brightboost "Bright Boost Dark Pixels" 1.40 0.50 4.00 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.15 0.50 3.00 0.05
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 "Scanline beam shape low" 6.0 1.0 15.0 1.0
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size "Increased bright scanline beam" 0.70 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter h_sharp "Horizontal sharpness" 5.25 1.0 15.0 0.25
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp "Substractive sharpness (relative)" 0.40 0.0 1.0 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter csize "Corner size" 0.0 0.0 0.07 0.01
#define csize params.csize // corner size
#pragma parameter bsize "Border smoothness" 600.0 100.0 600.0 25.0
#define bsize params.bsize // border smoothness
#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01
#define warpY params.warpY // Curvature Y
#pragma parameter glow "Glow Strength" 0.02 0.0 0.5 0.01
#define glow params.glow // Glow Strength
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 0.0 -1.0 7.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter vertmask "PVM Like Colors" 0.0 -0.30 0.30 0.02
#define vertmask params.vertmask // Vertical mask
#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask // Slot Mask ON/OFF
#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
#define slotms global.slotms // Slot Mask Size
#pragma parameter mcut "Mask 5-7 cutoff" 0.25 0.0 0.5 0.05
#define mcut params.mcut // Mask 5-7 cutoff
#pragma parameter maskDark "Lottes&Trinitron maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight "Lottes&Trinitron maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter CGWG "Mask 0&7 Mask Str." 0.3 0.0 1.0 0.05
#define CGWG params.CGWG // CGWG Mask Strength
#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
#define gamma_out params.gamma_out // output gamma
#pragma parameter spike "Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter inter "Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm "Interlace Mode (0.0 = OFF):" 1.0 0.0 3.0 1.0
#define interm global.interm // interlace mode
#pragma parameter bloom "Bloom Strength" 0.0 0.0 2.0 0.1
#define bloom global.bloom // bloom effect
#pragma parameter scans "Scanline 1&2 Saturation" 0.5 0.0 1.0 0.1
#define scans global.scans // scanline saturation
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define InputSize SourceSize
#define TextureSize SourceSize
#define SourceSize global.SourceSize
#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 * 1.00001;
}
#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 LinearizePass;
layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 5) uniform sampler2D GlowPass;
#define Texture Source
#define PassPrev5Texture AvgLumPass
#define PassPrev4Texture LinearizePass
#define PassPrev2Texture GlowPass
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
vec3 sw0(vec3 x, vec3 color, float scanline)
{
vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
vec3 ex = x*tmp;
return exp2(-scanline*ex*ex);
}
vec3 sw1(vec3 x, vec3 color, float scanline)
{
float mx = max(max(color.r, color.g),color.b);
x = mix (x, beam_min*x, max(x-0.4*mx,0.0));
vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color);
vec3 ex = x*tmp;
float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45);
vec3 res = exp2(-scanline*ex*ex)/(1.0-br+br*mx);
mx = max(max(res.r,res.g),res.b);
float scans1 = scans; if (abs(vertmask) > 0.01) scans1=1.0;
return mix(vec3(mx), res, scans1);
}
vec3 sw2(vec3 x, vec3 color, float scanline)
{
float mx = max(max(color.r, color.g),color.b);
vec3 tmp = mix(vec3(2.5*beam_min),vec3(beam_max), color);
tmp = mix(vec3(beam_max), tmp, pow(abs(x), color+0.3));
vec3 ex = x*tmp;
vec3 res = exp2(-scanline*ex*ex)/(0.6 + 0.4*mx);
mx = max(max(res.r,res.g),res.b);
float scans1 = scans; if (abs(vertmask) > 0.01) scans1=0.85;
return mix(vec3(mx), res, scans1);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, vec3 c)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
float mc = 1.0 - CGWG;
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
}
// Very compressed TV style shadow mask.
else if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Alternate mask 5
else if (shadowMask == 5.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = adj;
mask.b = adj;
}
else mask.g = adj;
}
// Alternate mask 6
else if (shadowMask == 6.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = adj;
else if (pos.x < 0.666) mask.g = adj;
else mask.b = adj;
}
// Alternate mask 7
else if (shadowMask == 7.0)
{
float mc = 1.0 - CGWG;
float mx = max(max(c.r,c.g),c.b);
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
}
return mask;
}
float SlotMask(vec2 pos, vec3 c)
{
if (slotmask == 0.0) return 1.0;
pos = floor(pos/slotms);
float mx = pow(max(max(c.r,c.g),c.b),1.33);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx);
float slot = 1.0 + 0.7*slotmask*(1.0-mx);
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
// Distortion of scanlines, and end of screen alpha (PD 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;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord *= SourceSize.xy / InputSize.xy;
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
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;
}
void main()
{
float lum = COMPAT_TEXTURE(PassPrev5Texture, vec2(0.1,0.1)).a;
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0){
vec2 ofactor = OutputSize.xy/InputSize.xy;
vec2 intfactor = round(ofactor);
vec2 diff = ofactor/intfactor;
float scan = mix(diff.y, diff.x, TATE);
texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), scan, scan)*(InputSize.xy/SourceSize.xy);
if (IOS == 1.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE);
}
float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0;
texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), factor, factor)*(InputSize.xy/SourceSize.xy);
vec2 pos = Warp(texcoord*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
vec2 pos0 = Warp(TEX0.xy*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
vec2 coffset = vec2(0.5, 0.5);
bool interb = (interm > 0.5 && interm < 2.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE));
bool notate = (TATE < 0.5);
if (interb) coffset = ((notate) ? vec2(0.5,0.0) : vec2(0.0, 0.5));
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 x2 = 2.0*dx;
vec2 y2 = 2.0*dy;
vec2 offx = dx;
vec2 off2 = x2;
vec2 offy = dy;
float fpx = fp.x;
if(!notate)
{
offx = dy;
off2 = y2;
offy = dx;
fpx = fp.y;
}
float f = (notate) ? fp.y : fp.x;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
float wl3 = 2.0 + fpx;
float wl2 = 1.0 + fpx;
float wl1 = fpx;
float wr1 = 1.0 - fpx;
float wr2 = 2.0 - fpx;
float wr3 = 3.0 - fpx;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
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);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(0.0,mix(-0.18, -0.01, fpx),float(s_sharp > 0.05)));
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, mix(0.0,mix(-0.18, -0.01, fp1),float(s_sharp > 0.05)));
float twr3 = max(wr3 - sharp1, 0.0);
float wtt = 1.0/(twl3+twl2+twl1+twr1+twr2+twr3);
float wt = 1.0/(wl2+wl1+wr1+wr2);
bool sharp = (s_sharp > 0.05);
vec3 l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
vec3 l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
vec3 l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
vec3 r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
vec3 r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
vec3 r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz;
vec3 sl2 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
vec3 sl1 = COMPAT_TEXTURE(Texture, pC4 ).xyz;
vec3 sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
vec3 sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
vec3 color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt;
vec3 colmin = min(min(l1,r1), min(l2,r2));
vec3 colmax = max(max(l1,r1), max(l2,r2));
if (sharp) color1 = clamp(color1, colmin, colmax);
vec3 gtmp = vec3(gamma_out*0.1);
vec3 scolor1 = color1;
scolor1 = (sl2*wl2 + sl1*wl1 + sr1*wr1 + sr2*wr2)*wt;
scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1;
scolor1 = mix(color1, scolor1, spike);
pC4+=offy;
l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz;
sl2 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
sl1 = COMPAT_TEXTURE(Texture, pC4 ).xyz;
sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
vec3 color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (sharp) color2 = clamp(color2, colmin, colmax);
vec3 scolor2 = color2;
scolor2 = (sl2*wl2 + sl1*wl1 + sr1*wr1 + sr2*wr2)*wt;
scolor2 = pow(scolor2, gtmp); vec3 mcolor2 = scolor2;
scolor2 = mix(color2, scolor2, spike);
vec3 color0 = color1;
if (interb)
{
pC4-= 2.*offy;
l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz;
color0 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (sharp) color0 = clamp(color0, colmin, colmax);
}
// calculating scanlines
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;
vec3 mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2);
vec3 ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
mcolor = clamp(mix(ctmp, mcolor, 1.5),0.0,1.0);
mcolor = pow(mcolor, vec3(1.4/gamma_out));
vec3 w1,w2 = vec3(0.0);
vec3 cref1 = mix(sctmp, scolor1, beam_size);
vec3 cref2 = mix(sctmp, scolor2, beam_size);
vec3 shift = vec3(-vertmask, vertmask, -vertmask); if (vertmask < 0.0) shift = shift.grr;
vec3 f1 = vec3(f);
vec3 f2 = vec3(1.0-f);
f1 = max(f1 + shift*0.5*(1.0+f), 0.75*f);
f2 = max(f2 - shift*0.5*(2.0-f), 0.75*(1.0-f));
if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else
if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else
if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);}
vec3 color = color1*w1 + color2*w2;
color = min(color, 1.0);
if (interm > 0.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE))
{
if (interm < 2.5)
{
float line_no = floor(mod(mix( OGL2Pos.y, OGL2Pos.x, TATE),2.0));
float frame_no = floor(mod(float(global.FrameCount),2.0));
float ii = (interm > 1.5) ? 0.5 : abs(line_no-frame_no);
vec3 icolor1 = mix(color1, color0, ii);
vec3 icolor2 = mix(color1, color2, ii);
color = mix(icolor1, icolor2, f);
mcolor = sqrt(color);
}
else color = mix(color1, color2, f);
}
ctmp = 0.5*(ctmp+tmp);
color*=mix(brightboost, brightboost1, max(max(ctmp.r,ctmp.g),ctmp.b));
// Apply Mask
vec3 orig1 = color; float pixbr = max(max(ctmp.r,ctmp.g),ctmp.b); vec3 orig = ctmp; w1 = w1+w2; float w3 = max(max(w1.r,w1.g),w1.b);
vec3 cmask = vec3(1.0); vec3 cmask1 = cmask; vec3 one = vec3(1.0);
cmask*= (notate) ? Mask(gl_FragCoord.xy * 1.000001,mcolor) :
Mask(gl_FragCoord.yx * 1.000001,mcolor);
color = color*cmask;
color = min(color,1.0);
cmask1 *= (notate) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
SlotMask(gl_FragCoord.yx * 1.000001,tmp);
color = color*cmask1; cmask = cmask*cmask1; cmask = min(cmask, 1.0);
vec3 Bloom = COMPAT_TEXTURE(PassPrev2Texture, pos).xyz;
vec3 Bloom1 = 2.0*Bloom*Bloom;
Bloom1 = min(Bloom1, 0.75);
float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b);
float pmax = 0.80;
Bloom1 = min(Bloom1, pmax*bmax)/pmax;
Bloom1 = mix(min( Bloom1, color), Bloom1, 0.5*(orig1+color));
Bloom1 = bloom*Bloom1;
color = color + Bloom1;
color = min(color, 1.0);
if (interm < 0.5 || inter > mix(SourceSize.y, SourceSize.x, TATE)) color = declip(color, pow(w3,0.6));
color = min(color, mix(cmask,one,0.6));
color = color + glow*Bloom;
color = pow(color, vec3(1.0/gamma_out));
FragColor = vec4(color*corner(pos0), 1.0);
}