mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
7cdc185f8c
Changes: * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1 * Improvements to the new Magic Glow feature * Turn Magic Glow on and Increase the Glow amount to see the effect * New Slot Mask Mitigation option to reduce moire * Added/Restored Guest's Raster Bloom as well as Overscan control * Updated Comments in presets to use # instead of // as per @hunterk's request * Added rotation option for Rotate CRT Tube: * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise) * 0 = No Rotation * 1 = 90 Degrees Counter Clockwise * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future * Added DREZ presets which keep the horizontal resolution * Helpful for applying to modern games, these two are good to try * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp` * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp` * Updated preset capability and performance table * Added contrast for signal noise * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
969 lines
33 KiB
C++
969 lines
33 KiB
C++
/*
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CRT - Guest - Advanced
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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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#pragma parameter GDV_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter m_glow " Ordinary Glow / Magic Glow -- m_glow" 0.0 0.0 1.0 1.0
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#pragma parameter m_glow_low " Magic Glow Low Strength -- m_glow_low" 0.35 0.0 7.0 0.05
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#pragma parameter m_glow_high " Magic Glow High Strength -- m_glow_high" 5.0 0.0 7.0 0.10
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#pragma parameter m_glow_dist " Magic Glow Distribution -- m_glow_dist" 1.0 0.20 4.0 0.05
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#pragma parameter m_glow_mask " Magic Glow Mask Strength -- m_glow_mask" 1.0 0.0 2.0 0.025
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#pragma parameter glow " (Magic) Glow Strength -- glow" 0.08 -2.0 2.0 0.01
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#define glow global.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength -- bloom" 0.0 -2.0 2.0 0.05
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#define bloom global.bloom // bloom effect
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#pragma parameter mask_bloom " Mask Bloom -- mask_bloom" 0.0 0.0 2.0 0.05
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#define mask_bloom global.mask_bloom // bloom effect
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#pragma parameter bloom_dist " Bloom Distribution -- bloom_dist" 0.0 0.0 3.0 0.05
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#define bloom_dist global.bloom_dist // bloom effect distribution
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#pragma parameter halation " Halation Strength -- halation" 0.0 -2.0 2.0 0.025
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#define halation global.halation // halation effect
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#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.025
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#define gamma_c global.gamma_c // adjust brightness
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#pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05
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#define brightboost global.brightboost // adjust brightness
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#pragma parameter brightboost1 " Bright Boost Bright Pixels -- brightboost1" 1.10 0.25 3.00 0.025
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#define brightboost1 global.brightboost1 // adjust brightness
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// #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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// #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
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// #define TATE global.TATE // Screen orientation
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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 " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
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// #define IOS params.IOS // Smart Integer Scaling
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#pragma parameter GDV_OVERSCAN " Overscan % -- GDV_OVERSCAN" 0 -50 100 0.5
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#define GDV_OVERSCAN (global.GDV_OVERSCAN / 100)
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#pragma parameter GDV_OVERSCAN_X " Overscan X % -- GDV_OVERSCAN_X" 0 -50 100 0.5
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#define GDV_OVERSCAN_X (GDV_OVERSCAN + global.GDV_OVERSCAN_X / 100)
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#pragma parameter GDV_OVERSCAN_Y " Overscan Y % -- GDV_OVERSCAN_Y" 0 -50 100 0.5
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#define GDV_OVERSCAN_Y (GDV_OVERSCAN + global.GDV_OVERSCAN_Y / 100)
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#pragma parameter GDV_RASTER_BLOOM_ON " Raster Bloom ON -- GDV_RASTER_BLOOM_ON" 0 0 1 1
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#define GDV_RASTER_BLOOM_ON global.GDV_RASTER_BLOOM_ON
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#pragma parameter OS " Raster Bloom Overscan Mode -- OS" 2.0 0.0 2.0 1.0
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#define OS global.OS
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#pragma parameter BLOOM " Raster Bloom % -- BLOOM" 5.0 0.0 20.0 1.0
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#define BLOOM global.BLOOM // Bloom overscan percentage
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// #pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
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// #define csize params.csize // corner size
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// #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
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// #define bsize1 params.bsize1 // border Size
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// #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
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// #define sborder global.sborder // border intensity
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#pragma parameter GDV_HUMBAR_LINE " " 0 0 0.001 0.001
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#pragma parameter gdv_humbar_title "[ HUM BAR ]: " 0.0 0.0 0.1 0.1
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#pragma parameter barspeed " Hum Bar Speed" 50.0 3.0 200.0 0.2
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#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
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#pragma parameter bardir " Hum Bar Direction - -1:AUTO | VERTICAL | HORIZ" -1.0 -1.0 1.0 1.0
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// #pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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// #define warpX global.warpX // Curvature X
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// #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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// #define warpY global.warpY // Curvature Y
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// #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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// #define c_shape global.c_shape // curvature shape
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// #pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
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// #define overscanX global.overscanX // OverscanX pixels
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// #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
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// #define overscanY global.overscanY // OverscanY pixels
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#pragma parameter GDV_CRT_MASK_LINE " " 0 0 0.001 0.001
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#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter shadowMask "CRT Mask: -1:None|0:CGWG|1-4:Lottes|5-12:Trinitrn -- shadowMask" 0.0 -1.0 13.0 1.0
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#define shadowMask global.shadowMask // Mask Style
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#pragma parameter masksize " Mask Size - 0:Auto | 2K | 4k -- masksize" 1.0 0.0 4 1.0
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#define masksize global.masksize // Mask Size
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#pragma parameter masksizeautothreshold " Mask Size Auto Threshold -- masksizeautothreshold" 2000 100 4000 100
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#define masksizeautothreshold global.masksizeautothreshold
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#pragma parameter maskstr " Mask Strength (0, 5-12) -- maskstr" 0.3 -0.5 1.0 0.025
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#define maskstr global.maskstr // CGWG Mask Strength
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#pragma parameter mcut " Mask 5-12 Low Strength -- mcut" 1.10 0.0 2.0 0.05
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#define mcut global.mcut // Mask 5-9 cutoff
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#pragma parameter maskboost " CRT Mask Boost" 1.0 1.0 3.0 0.05
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#define maskboost global.maskboost // Mask Boost
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#pragma parameter maskDark " Mask 1-4 Lottes maskDark" 0.5 0.0 2.0 0.05
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#define maskDark global.maskDark // Dark "Phosphor"
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#pragma parameter maskLight " Mask 1-4 Lottes maskLight" 1.5 0.0 2.0 0.05
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#define maskLight global.maskLight // Light "Phosphor"
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#pragma parameter mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5
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#define mshift global.mshift // mask 'line' shift/stagger
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#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) -- mask_layout" 0.0 0.0 1.0 1.0
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#define mask_layout global.mask_layout // mask layout: RGB or BGR
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#pragma parameter mask_gamma " Mask Gamma -- mask_gamma" 2.40 1.0 5.0 0.05
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#define mask_gamma global.mask_gamma // Mask application gamma
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#pragma parameter slotmask " Slot Mask Strength Bright Pixels -- slotmask" 0.0 0.0 1.0 0.05
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#define slotmask global.slotmask // Slot Mask ON/OFF
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#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels -- slotmask1" 0.0 0.0 1.0 0.05
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#define slotmask1 global.slotmask1
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#pragma parameter slotwidth " Slot Mask Width -- slotwidth" 2.0 1.0 8.0 1.0
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#define slotwidth global.slotwidth // Slot Mask Width
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#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1... -- double_slot" 1.0 1.0 4.0 1.0
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#define double_slot global.double_slot // Slot Mask Height
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#pragma parameter slotms " Slot Mask Size - Auto | 2K | 4k -- slotms" 1.0 0.0 4.0 1.0
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#define slotms global.slotms // Slot Mask Size
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#pragma parameter mclip " Keep Mask Effect with Clipping -- mclip" 0.0 0.0 1.0 0.05
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#define mclip global.mclip
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#pragma parameter smoothmask " Smooth Masks in Bright Scanlines -- smoothmask" 0.0 0.0 1.0 1.0
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#define smoothmask global.smoothmask
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#pragma parameter smask_mit " Mitigate Slotmask Interaction -- smask_mit" 0.0 0.0 1.0 0.05
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#define smask_mit global.smask_mit
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// #pragma parameter gamma_out " Gamma out" 2.4 1.0 5.0 0.05
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// #define gamma_out global.gamma_out // output gamma
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#define gamma_out HSM_GAMMA_OUT_CRT // output gamma
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#pragma parameter GDV_DECONVERGENCE_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
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#pragma parameter GDV_DECONVERGENCE_ON " Use Deconvergence" 0 0 1 1
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#define GDV_DECONVERGENCE_ON global.GDV_DECONVERGENCE_ON
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#pragma parameter dctypex " Type X : 0.0 - static, other - dynamic -- dctypex" 0.0 0.0 0.75 0.05
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#pragma parameter dctypey " Type Y : 0.0 - static, other - dynamic -- dctypey" 0.0 0.0 0.75 0.05
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#pragma parameter deconrr " Horizontal Red Range -- deconrr" 1.0 -15.0 15.0 0.25
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#pragma parameter deconrg " Horizontal Green Range -- deconrg" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrb " Horizontal Blue Range -- deconrb" -1.0 -15.0 15.0 0.25
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#pragma parameter deconrry " Vertical Red Range -- deconrry" 1.0 -15.0 15.0 0.25
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#pragma parameter deconrgy " Vertical Green Range -- deconrgy" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrby " Vertical Blue Range -- deconrby" -1.0 -15.0 15.0 0.25
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#pragma parameter decons " Strength -- decons" 1 0 3.0 0.10
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#pragma parameter dcscalemode " Scale Mode -- dcscalemode: SCREEN|OUTPUT|ABSOLUTE|MASK" 0 0 3 1
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#pragma parameter GDV_NOISE_LINE " " 0 0 0.001 0.001
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#pragma parameter noise_title "[ NOISE ]: " 0.0 0.0 1.0 1.0
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#pragma parameter GDV_NOISE_ON " Noise ON" 0 0 1 1
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#pragma parameter addnoised " Add Noise" 0.2 -1.0 1.0 0.02
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#pragma parameter noiseresd " Noise Size (AKA Resolution)" 2.0 1.0 10.0 1.0
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// HSM Added
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#pragma parameter noiseresd4kmult " Noise Size Multiplier at 4K" 2 1 4 1
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#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0
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// #pragma parameter post_br " Post CRT Brightness" 1.0 0.25 5.0 0.01
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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 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 LinearizePass;
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layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
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layout(set = 0, binding = 4) uniform sampler2D GlowPass;
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layout(set = 0, binding = 5) uniform sampler2D BloomPass;
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/* HSM Removed - Only used for vignette
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layout(set = 0, binding = 6) uniform sampler2D PrePass;
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*/
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layout(set = 0, binding = 7) uniform sampler2D Source;
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// HSM Added
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layout(set = 0, binding = 8) uniform sampler2D InfoCachePass;
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#define eps 1e-10
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// HSM Added
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float HSM_GetAutoScaledMaskSize(float in_masksize)
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{
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float final_mask_size = in_masksize;
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// If using automatic Mask Size
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if (masksize < 0.5)
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final_mask_size = min(global.FinalViewportSize.x, global.FinalViewportSize.y) > masksizeautothreshold ? 2 : 1;
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final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2));
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return final_mask_size;
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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, float mx, float mb)
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{
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// HSM Added
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float final_mask_size = HSM_GetAutoScaledMaskSize(masksize);
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/* HSM Removed
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vec2 pos0 = pos;
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pos.y = floor(pos.y/masksize);
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float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
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float next_line = float(fract(pos.y*0.5) > 0.25);
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pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift);
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pos = floor(pos0/masksize);
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*/
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vec2 pos0 = pos;
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pos.y = floor(pos.y/final_mask_size);
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float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
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float next_line = float(fract(pos.y*0.5) > 0.25);
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pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift);
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pos = floor(pos0 / final_mask_size);
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// End HSM Added
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/* HSM Removed
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pos = floor(pos/masksize);
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*/
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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vec3 one = vec3(1.0);
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// brightness correcture masks 5-12
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float sm = 0.45; if(shadowMask == 8.0 || shadowMask == 11.0 || shadowMask == 13.0) sm = 0.7;
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float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - sm, 0.0) + 1.0, 1.0, mx);
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float mc = 1.0 - max(maskstr, 0.0);
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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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if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
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else { mask.r = mc; mask.g = 1.0; 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) < 0.49)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.49)
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line = maskDark;
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pos.x = floor(mod(pos.x,3.0));
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if (pos.x < 0.5) mask.r = maskLight;
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else if (pos.x < 1.5) 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 = floor(mod(pos.x,3.0));
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if (pos.x < 0.5) mask.r = maskLight;
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else if (pos.x < 1.5) 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 < 0.3) mask.r = maskLight;
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else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
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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 = floor(mod(pos.x,3.0));
|
|
if (pos.x < 0.5) mask.r = 1.0;
|
|
else if (pos.x < 1.5) 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 if (shadowMask == 12.0)
|
|
{
|
|
mask = vec3(0.0);
|
|
pos.x = floor(mod(pos.x,7.0));
|
|
if (pos.x < 0.5) mask = 0.0.xxx;
|
|
else if (pos.x < 2.5) mask.r = 1.0;
|
|
else if (pos.x < 4.5) 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
|
|
{
|
|
mask = vec3(0.0);
|
|
pos.x = floor(mod(pos.x,6.0));
|
|
if (pos.x < 0.5) mask = 0.0.xxx;
|
|
else if (pos.x < 1.5) mask.r = 1.0;
|
|
else if (pos.x < 2.5) mask.rg = 1.0.xx;
|
|
else if (pos.x < 3.5) mask.rgb = 1.0.xxx;
|
|
else if (pos.x < 4.5) 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;
|
|
}
|
|
|
|
float maskmin = min(min(mask.r,mask.g),mask.b);
|
|
return (mask - maskmin) * (1.0 + (maskboost-1.0)*mb) + maskmin;
|
|
}
|
|
|
|
float SlotMask(vec2 pos, float m)
|
|
{
|
|
if ((slotmask + slotmask1) == 0.0) return 1.0;
|
|
else
|
|
{
|
|
|
|
// HSM Added
|
|
float final_mask_size = HSM_GetAutoScaledMaskSize(slotms);
|
|
|
|
pos = floor(pos / final_mask_size);
|
|
// End HSM Added
|
|
|
|
/* HSM Removed
|
|
pos = floor(pos/slotms);
|
|
*/
|
|
float mlen = slotwidth*2.0;
|
|
float px = floor(mod(pos.x, 0.99999*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 < slotwidth) slot = slot_dark; else
|
|
if (py == double_slot && px >= slotwidth) slot = slot_dark;
|
|
|
|
return slot;
|
|
}
|
|
}
|
|
|
|
/* HSM Removed
|
|
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;
|
|
}
|
|
}
|
|
|
|
/* HSM Removed
|
|
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;
|
|
}
|
|
|
|
float igc(float mc)
|
|
{
|
|
return pow(mc, gamma_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)
|
|
{
|
|
/* HSM REmoved
|
|
float stepx = OutputSize.z;
|
|
float stepy = OutputSize.w;
|
|
*/
|
|
|
|
float stepx = 0.5;
|
|
float stepy = 0.5;
|
|
|
|
// HSM Added
|
|
// Link Deconvergence as a ratio of the viewport height
|
|
if (global.dcscalemode < 1.5)
|
|
{
|
|
// Base deconvergence size based on 1080p
|
|
stepx = 1.0 / 1080.0 * OutputSize.y / OutputSize.x;
|
|
stepy = 1.0 / 1080.0;
|
|
}
|
|
|
|
// Link Deconvergence size to screen height
|
|
if (global.dcscalemode == 0)
|
|
{
|
|
stepx *= SCREEN_SCALE_WITH_ZOOM.y / DEFAULT_SCREEN_HEIGHT;
|
|
stepy *= SCREEN_SCALE_WITH_ZOOM.y / DEFAULT_SCREEN_HEIGHT;
|
|
}
|
|
|
|
// Link Deconvergence size is to final output pixel size
|
|
if (global.dcscalemode > 1.5)
|
|
{
|
|
// Compensate for a landscape viewport in 0-1 space
|
|
stepx = OutputSize.z;
|
|
stepy = OutputSize.w;
|
|
|
|
// Link the deconvergence to the mask size
|
|
if (global.dcscalemode == 3.0)
|
|
{
|
|
float scaled_mask_size = HSM_GetAutoScaledMaskSize(masksize);
|
|
stepx *= scaled_mask_size;
|
|
stepy *= scaled_mask_size;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
/* HSM Removed
|
|
r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r;
|
|
g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g;
|
|
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
|
|
*/
|
|
|
|
// HSM Added
|
|
r1 = HSM_GetCroppedTexSample(BloomPass, bcoord + rc).r;
|
|
g1 = HSM_GetCroppedTexSample(BloomPass, bcoord + gc).g;
|
|
b1 = HSM_GetCroppedTexSample(BloomPass, bcoord + bc).b;
|
|
|
|
d = vec3(r1, g1, b1);
|
|
b = clamp(mix(b, d, ds), 0.0, 1.0);
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
/* HSM Removed
|
|
vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
|
|
*/
|
|
|
|
// HSM Added
|
|
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
|
|
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
|
|
vec2 SourceSize = CROPPED_ROTATED_SIZE_WITH_RES_MULT;
|
|
float TATE = USE_VERTICAL_SCANLINES;
|
|
|
|
vec2 cache_bounds_coord = SCREEN_COORD;
|
|
|
|
// If it's the potato preset render the whole frame
|
|
#ifndef IS_POTATO_PRESET
|
|
#ifndef IS_NO_REFLECT_PRESET
|
|
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
|
|
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
|
|
TUBE_DIFFUSE_SCALE,
|
|
TUBE_SCALE,
|
|
SCREEN_ASPECT,
|
|
false,
|
|
BEZEL_OUTSIDE_SCALE,
|
|
BEZEL_OUTSIDE_COORD,
|
|
BEZEL_OUTSIDE_CURVED_COORD,
|
|
FRAME_OUTSIDE_CURVED_COORD);
|
|
cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
|
|
#endif
|
|
#endif
|
|
|
|
if (cache_bounds_coord.x < -0.01 || cache_bounds_coord.x > 1.01 || cache_bounds_coord.y < -0.01 || cache_bounds_coord.y > 1.01)
|
|
{
|
|
FragColor = vec4(0);
|
|
return;
|
|
}
|
|
|
|
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);
|
|
|
|
/* HSM Removed
|
|
// Calculating texel coordinates
|
|
|
|
vec2 texcoord = TEX0.xy;
|
|
if (IOS > 0.0){
|
|
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;
|
|
|
|
/* HSM Removed
|
|
vec2 pos = Warp(texcoord);
|
|
vec2 pos0 = Warp(TEX0.xy);
|
|
*/
|
|
|
|
// HSM Added
|
|
vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
|
|
|
|
// Screen Curved Coordinate but not Mirrored
|
|
vec2 screen_curved_coord_with_overscan = HSM_ApplyOverscan(screen_curved_coord, GDV_OVERSCAN_X, GDV_OVERSCAN_Y);
|
|
|
|
vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);
|
|
|
|
// Add overscan to mirror wrapped coord
|
|
pos = HSM_ApplyOverscan(pos, GDV_OVERSCAN_X, GDV_OVERSCAN_Y);
|
|
|
|
// vec2 screen_scale_with_overscan = SCREEN_SCALE * (vec2(GDV_OVERSCAN_X, GDV_OVERSCAN_Y) + 1);
|
|
|
|
// Screen Coordinate overscan but without curvature
|
|
vec2 screen_coord_with_overscan = HSM_ApplyOverscan(SCREEN_COORD, GDV_OVERSCAN_X, GDV_OVERSCAN_Y);
|
|
|
|
if (GDV_RASTER_BLOOM_ON > 0.5)
|
|
{
|
|
pos = HSM_ApplyRasterBloomOverscan(pos, OS, BLOOM, lum);
|
|
screen_curved_coord_with_overscan = HSM_ApplyRasterBloomOverscan(screen_curved_coord_with_overscan, OS, BLOOM, lum);
|
|
screen_coord_with_overscan = HSM_ApplyRasterBloomOverscan(screen_coord_with_overscan, OS, BLOOM, lum);
|
|
// screen_scale_with_overscan *= HSM_GetRasterBloomScale(OS, BLOOM, lum);
|
|
|
|
if (HHLP_IsOutsideCoordSpace(screen_curved_coord_with_overscan))
|
|
{
|
|
FragColor = vec4(0);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// color and bloom fetching
|
|
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
|
|
vec3 Bloom = HSM_GetCroppedTexSample(BloomPass, pos).rgb;
|
|
|
|
/* HSM Removed
|
|
if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2)
|
|
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
|
|
*/
|
|
|
|
// HSM Added
|
|
if (GDV_DECONVERGENCE_ON > 0.5 && ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2))
|
|
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
|
|
|
|
float cm = igc(max(max(color.r,color.g),color.b));
|
|
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
|
|
float colmx = max(mx1, cm);
|
|
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0);
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vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE);
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float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
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float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
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float mxg = max(max(mx0,mx1),max(mx2,cm));
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float mx = pow(mxg, 1.40/gamma_in);
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// mask boost tweak
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/* HSM Removed
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dx = mix(vec2(global.OriginalSize.z, 0.0), vec2(0.0, global.OriginalSize.w), TATE) * 0.25;
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*/
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|
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dx = mix(vec2(1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT.x, 0.0),
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vec2(0.0, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT.y),
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TATE) * 0.25;
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dx *= SCREEN_SCALE.y / DEFAULT_SCREEN_HEIGHT;
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mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
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mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
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float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0);
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vec3 one = vec3(1.0);
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// Apply Mask
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vec3 orig1 = color;
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vec3 cmask = one;
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vec2 maskcoord = gl_FragCoord.yx * 1.00001;
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if (notate) maskcoord = maskcoord.yx;
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float smask = SlotMask(maskcoord, mx);
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smask = clamp(smask + mix(smask_mit, 0.0, min(w3, sqrt(max(max(orig1.r,orig1.g),orig1.b)))), 0.0, 1.0);
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cmask*= Mask(maskcoord, mx, mb);
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if (mask_layout > 0.5) cmask = cmask.rbg;
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cmask*=smask;
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vec3 cmask1 = cmask;
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if (mask_bloom > 0.025)
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{
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float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg);
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maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist);
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cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask);
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}
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color = pow(color, vec3(mask_gamma/gamma_in));
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color = color*cmask;
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color = min(color,1.0);
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color = pow(color, vec3(gamma_in/mask_gamma));
|
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cmask = min(cmask, 1.0);
|
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cmask1 = min(cmask1, 1.0);
|
|
|
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float bb = mix(brightboost, brightboost1, mx);
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if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70);
|
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color*=bb;
|
|
|
|
/* HSM Removed
|
|
vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb;
|
|
vec3 Glow = COMPAT_TEXTURE(GlowPass, 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 Ref = HSM_GetCroppedTexSample(LinearizePass, pos).rgb;
|
|
vec3 Glow = HSM_GetCroppedTexSample(GlowPass, pos).rgb;
|
|
float maxb = HSM_GetCroppedTexSample(BloomPass, pos).a;
|
|
|
|
vec3 Bloom1 = Bloom;
|
|
|
|
if (abs(bloom) > 0.025)
|
|
{
|
|
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 = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
|
|
}
|
|
|
|
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; }
|
|
else
|
|
if (halation < -0.01) {
|
|
float mbl = max(max(Bloom.r,Bloom.g),Bloom.b);
|
|
Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75));
|
|
color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); }
|
|
|
|
float w = 0.25 + 0.60*mix(w3, 1.0, sqrt(colmx));
|
|
if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); }
|
|
|
|
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, 0.7*colmx);
|
|
else
|
|
{
|
|
maxb = max(max(Glow.r,Glow.g),Glow.b);
|
|
orig1 = plant(orig1 + 0.001*Ref, 1.0);
|
|
Bloom = plant(Glow, 1.0);
|
|
Ref = abs(orig1-Bloom);
|
|
mx0 = max(max(orig1.g,orig1.g),orig1.b)-min(min(orig1.g,orig1.g),orig1.b);
|
|
mx2 = max(max(Bloom.g,Bloom.g),Bloom.b)-min(min(Bloom.g,Bloom.g),Bloom.b);
|
|
Bloom = mix(maxb*min(Bloom,orig1), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), Glow, max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
|
|
Glow = mix(global.m_glow_low*Glow, global.m_glow_high*Bloom, pow(colmx, global.m_glow_dist/gamma_in));
|
|
}
|
|
|
|
if (glow >= 0.0 && global.m_glow < 0.5) color = color + 0.5*Glow*glow;
|
|
else { if(global.m_glow > 0.5) cmask1 = max(mix(one, cmask1, global.m_glow_mask),0.0); color = color + abs(glow)*cmask1*Glow; }
|
|
|
|
/* HSM Removed
|
|
color = min(color, 1.0);
|
|
*/
|
|
|
|
color = pow(color, vec3(1.0/gamma_out));
|
|
|
|
|
|
if (global.GDV_NOISE_ON > 0.5)
|
|
{
|
|
float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4;
|
|
|
|
/* HSM Removed
|
|
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);
|
|
*/
|
|
|
|
// HSM Added
|
|
float noise_res = global.FinalViewportSize.y > 2000 ? global.noiseresd * global.noiseresd4kmult : global.noiseresd;
|
|
|
|
// If we are at 8k multiply this by 2
|
|
noise_res *= global.noiseresd4kmult > 1 && global.FinalViewportSize.y > 4200 ? 2 : 1;
|
|
|
|
vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / noise_res), 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);
|
|
}
|
|
|
|
/* HSM Removed
|
|
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
|
|
*/
|
|
|
|
// HSM Added
|
|
float adjusted_bardir = global.bardir < 0 ? TATE : global.bardir;
|
|
color.rgb *= humbar(mix(pos.y, pos.x, adjusted_bardir));
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
FragColor = HSM_Linearize(FragColor, DEFAULT_SRGB_GAMMA);
|
|
}
|