slang-shaders/crt/shaders/guest/advanced/deconvergence.slang
2022-07-28 19:48:28 -05:00

705 lines
22 KiB
Plaintext

#version 450
/*
CRT - Guest - Advanced
Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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, csize, bsize1, warpX, warpY, glow, shadowMask, masksize,
slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, mshift, mask_layout, mask_bloom;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float halation;
float slotms;
float mclip;
float mask_gamma;
float gamma_out;
float overscanX;
float overscanY;
float intres;
float prescalex;
float c_shape;
float barspeed;
float barintensity;
float bardir;
float sborder;
float bloom_dist;
float deconr;
float decons;
float addnoised;
float noisetype;
float noiseresd;
float deconrr;
float deconrg;
float deconrb;
float deconrry;
float deconrgy;
float deconrby;
float dctypex;
float dctypey;
float post_br;
} global;
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c global.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 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 csize " Corner Size" 0.0 0.0 0.25 0.005
#define csize params.csize // corner size
#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
#define bsize1 params.bsize1 // border Size
#pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
#define sborder global.sborder // border intensity
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY params.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
#define overscanX global.overscanX // OverscanX pixels
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
#define overscanY global.overscanY // OverscanY pixels
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0
#define prescalex global.prescalex // prescale-x factor
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025
#define maskstr params.maskstr // Mask Strength
#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-12 dark color strength
#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0
#define mshift params.mshift // mask 'line' shift/stagger
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 params.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1..." 1.0 1.0 4.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
#define mclip global.mclip //
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05
#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05
#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25
#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25
#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25
#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25
#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25
#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25
#pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10
#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02
#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0
#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0
#pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 4) uniform sampler2D GlowPass;
layout(set = 0, binding = 5) uniform sampler2D BloomPass;
layout(set = 0, binding = 6) uniform sampler2D PrePass;
layout(set = 0, binding = 7) uniform sampler2D Source;
#define eps 1e-10
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
vec2 pos0 = pos;
pos.y = floor(pos.y/masksize);
float next_line = float(fract(pos.y*0.5) > 0.25);
pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift);
pos = floor(pos0/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
else { mask.r = mc; mask.g = 1.0; 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) < 0.49)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.49)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
else if (pos.x < 0.6) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.49)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask.r = 1.0;
else if (pos.x < 0.6) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.49)
{ mask = 0.0.xxx;
}
else mask = 1.0.xxx;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 8
else if (shadowMask == 8.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask = 0.0.xxx;
else if (pos.x < 0.6) mask = 1.0.xxx;
else mask = 1.0.xxx;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Magenta - Green - Black mask
else if (shadowMask == 9.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.3) mask = 0.0.xxx;
else if (pos.x < 0.6) mask.rb = 1.0.xx;
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// RGBX
else if (shadowMask == 10.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask = 0.0.xxx;
else if (pos.x < 0.4) mask.r = 1.0;
else if (pos.x < 0.7) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// 4k mask
else if (shadowMask == 11.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// RRGGBBX mask
else
{
mask = vec3(0.0);
pos.x = floor(mod(pos.x,7.0));
if (pos.x < 1.0) mask = 0.0.xxx;
else if (pos.x < 3.0) mask.r = 1.0;
else if (pos.x < 5.0) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if ((slotmask + slotmask1) == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
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-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
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;
}
float humbar(float pos)
{
if (global.barintensity == 0.0) return 1.0; else
{
pos = (global.barintensity >= 0.0) ? pos : (1.0-pos);
pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0));
pos = (global.barintensity < 0.0) ? pos : (1.0-pos);
return (1.0-global.barintensity) + global.barintensity*pos;
}
}
float corner(vec2 pos) {
vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05;
pos = clamp(pos, 0.0, 1.0);
pos = abs(2.0*(pos - 0.5));
float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10));
float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x));
crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1);
pos = max(pos, crn);
vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
res = pow(res, sborder.xx);
return sqrt(res.x*res.y);
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
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;
}
// noise function:
// Dedicated to the public domain.
// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick).
// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz
vec3 noise(vec3 v){
if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0;
// ensure reasonable range
v = fract(v) + fract(v*1e4) + fract(v*1e-4);
// seed
v += vec3(0.12345, 0.6789, 0.314159);
// more iterations => more random
v = fract(v*dot(v, v)*123.456);
v = fract(v*dot(v, v)*123.456);
v = fract(v*dot(v, v)*123.456);
v = fract(v*dot(v, v)*123.456);
return v;
}
void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
{
float stepx = OutputSize.z;
float stepy = OutputSize.w;
float ds = global.decons;
vec2 dx = vec2(stepx, 0.0);
vec2 dy = vec2(0.0, stepy);
float posx = 2.0*coord.x - 1.0;
float posy = 2.0*coord.y - 1.0;
if (global.dctypex > 0.025)
{
posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex);
dx = posx * dx;
}
if (global.dctypey > 0.025)
{
posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey);
dy = posy * dy;
}
// if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey));
vec2 rc = global.deconrr * dx + global.deconrry*dy;
vec2 gc = global.deconrg * dx + global.deconrgy*dy;
vec2 bc = global.deconrb * dx + global.deconrby*dy;
float r1 = COMPAT_TEXTURE(Source, coord + rc).r;
float g1 = COMPAT_TEXTURE(Source, coord + gc).g;
float b1 = COMPAT_TEXTURE(Source, coord + bc).b;
vec3 d = vec3(r1, g1, b1);
c = clamp(mix(c, d, ds), 0.0, 1.0);
r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r;
g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g;
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
b = clamp(mix(b, d, ds), 0.0, 1.0);
}
void main()
{
vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a;
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
bool interb = (intera < 0.5);
bool notate = (TATE < 0.5);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0 && !interb){
vec2 ofactor = OutputSize.xy/SourceSize.xy;
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = mix(diff.y, diff.x, TATE);
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) 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, factor, factor);
texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
vec2 pos1 = TEX0.xy;
vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(TEX0.xy);
vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb;
float c0 = max(max(color0.r, color0.g),color0.b);
// color and bloom fetching
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
float cm = max(max(color.r,color.g),color.b);
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
float colmx = max(mx1, cm);
float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0);
vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE);
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
float mx = max(max(mx0,mx1),max(mx2,cm));
vec3 one = vec3(1.0);
// Apply Mask
vec3 orig1 = color;
vec3 cmask = one;
vec2 maskcoord = gl_FragCoord.yx * 1.000001;
if (notate) maskcoord = maskcoord.yx;
float smask = SlotMask(maskcoord, mx);
cmask*= Mask(maskcoord, mx);
if (mask_layout > 0.5) cmask = cmask.rbg;
vec3 cmask1 = cmask;
float smask1 = smask;
if (mask_bloom > 0.025)
{
float maxb = max(max(Bloom.r,Bloom.g),Bloom.b);
maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275);
vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5));
float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b);
cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx);
smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0);
}
color = pow(color, vec3(mask_gamma/gamma_in));
color = color*cmask;
color = min(color,1.0);
color = color*smask;
color = pow(color, vec3(gamma_in/mask_gamma));
cmask = min(cmask*smask, 1.0);
cmask1 = min(cmask1*smask1, 1.0);
float bb = mix(brightboost, brightboost1, colmx);
if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70);
color*=bb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb;
float maxb = COMPAT_TEXTURE(BloomPass, pos).a;
float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a;
vec3 Bloom1 = Bloom;
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
color = color + abs(bloom) * Bloom1;
color = min(color, mix(one, cmask1, mclip));
if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0;
if (halation > 0.01) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; }
Glow = mix(Glow, 0.25*color, 0.7*colmx);
if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; }
color = min(color, 1.0);
color = pow(color, vec3(1.0/gamma_out));
float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4;
if (abs(global.addnoised) > 0.01)
{
vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount)));
if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc);
else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0);
}
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
}