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https://github.com/italicsjenga/slang-shaders.git
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109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
#version 450
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/*
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A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
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The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
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we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
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I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
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Please Enable HDR in RetroArch 1.10+
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NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
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For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
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Also try to use a integer scaling - its just better - overscaling is fine.
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This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
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Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
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THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
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*/
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//#pragma format A2B10G10R10_UNORM_PACK32
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#pragma format R16G16B16A16_SFLOAT
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layout(push_constant) uniform Push
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{
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// User Settings
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float hcrt_hdr;
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float hcrt_max_nits;
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float hcrt_paper_white_nits;
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float hcrt_expand_gamut;
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float hcrt_colour_accurate;
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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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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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#include "include/parameters.h"
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#define HCRT_HDR params.hcrt_hdr
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#define HCRT_MAX_NITS params.hcrt_max_nits
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#define HCRT_PAPER_WHITE_NITS params.hcrt_paper_white_nits
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#define HCRT_EXPAND_GAMUT params.hcrt_expand_gamut
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#define HCRT_COLOUR_ACCURATE params.hcrt_colour_accurate
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#define COMPAT_TEXTURE(c, d) texture(c, d)
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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 * vec2(1.00001); // To resolve rounding issues when sampling
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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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#include "include/inverse_tonemap.h"
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#include "include/hdr10.h"
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vec3 InverseTonemapConditional(const vec3 linear)
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{
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if(HCRT_HDR < 1.0f)
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{
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return linear;
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}
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else
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{
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return InverseTonemap(linear, HCRT_MAX_NITS, HCRT_PAPER_WHITE_NITS);
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}
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}
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void main()
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{
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vec3 source = COMPAT_TEXTURE(Source, vTexCoord).rgb;
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vec3 hdr_colour = InverseTonemapConditional(source);
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vec3 transformed_colour;
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if((HCRT_HDR >= 1.0f) && (HCRT_COLOUR_ACCURATE < 1.0f))
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{
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const vec3 rec2020 = hdr_colour * k2020Gamuts[uint(HCRT_EXPAND_GAMUT)];
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transformed_colour = rec2020 * (HCRT_PAPER_WHITE_NITS / kMaxNitsFor2084);
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}
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else
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{
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transformed_colour = hdr_colour;
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}
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FragColor = vec4(transformed_colour, 1.0);
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}
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