slang-shaders/crt/shaders/guest/advanced/crt-guest-advanced-hires.slang
hunterk 8524a42da5
Add crt-guest-advanced, update other crt-guest, update ntsc-adaptive (#183)
* update crt-guest, add advanced

* re-add some prematurely deleted GDV passes

* fix ntsc res behavior

* disable field-merging on 2-phase to allow MD rainbow artifacting

* remove unused function
2021-07-30 08:24:20 -05:00

776 lines
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Plaintext

#version 450
/*
CRT - Guest - Advanced (Hi-Res version)
Copyright (C) 2018-2021 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, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, intres;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float halation;
float mclip;
float scans;
float scansub;
float slotms;
float gamma_c;
float mask_gamma;
float gamma_out;
float overscanX;
float overscanY;
float c_shape;
float barspeed;
float barintensity;
float bardir;
} 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 0.0 2.0 0.05
#define bloom global.bloom // bloom effect
#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_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05
#define scans global.scans // scanline saturation
// Scanline darken 'edges' effect - need to uncomment it.
// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005
// #define scansub global.scansub // scanline substraction
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#define intres params.intres // interlace resolution
#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 0.01
#define csize params.csize // corner size
#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0
#define bsize params.bsize // border smoothness
#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 -50.0 50.0 1.0
#define overscanX global.overscanX // OverscanX pixels
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0
#define overscanY global.overscanY // OverscanY pixels
#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, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
#define maskstr params.maskstr // maskstr Mask Strength
#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-7 dark color strength
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 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 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 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 4.0 1.0
#define slotms global.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05
#define mclip global.mclip // Slot Mask Size
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
#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 * 1.00001;
}
#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 PrePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
pos = floor(pos/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) - 0.3, 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 < 0.5) { 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) < 0.5)
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;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ 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 < 0.333) mask.r = 1.0;
else if (pos.x < 0.666) 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)
{
float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0);
}
// 4k mask
else
{
mask = vec3(mc);
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;
}
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;
}
}
// Borrowed from maskstr's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, 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;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
void main()
{
vec4 SourceSize = global.OriginalSize;
float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).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 < 0.75);
bool notate = (TATE < 0.5);
float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
float sy = 1.0;
if (intres == 0.5) sy = SourceY/224.0; else
if (intres == 1.0) sy = SourceY/240.0; else
if (intres > 1.25) sy = intres;
if (notate) SourceSize.yw*=vec2(1.0/sy, sy); else SourceSize.xz*=vec2(1.0/sy, sy);
// 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, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y);
vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(TEX0.xy);
vec2 coffset = vec2(0.5, 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;
if (interb) pC4.y = pos.y;
float h_sharp1 = pow(h_sharp, 1.4);
float zero = exp2(-h_sharp1);
float sharp1 = s_sharp * zero;
float wl5 = 4.0 + fpx; wl5*=0.5;
float wl4 = 3.0 + fpx; wl4*=0.5;
float wl3 = 2.0 + fpx; wl3*=0.5;
float wl2 = 1.0 + fpx; wl2*=0.5;
float wl1 = fpx; wl1*=0.5;
float wr1 = 1.0 - fpx; wr1*=0.5;
float wr2 = 2.0 - fpx; wr2*=0.5;
float wr3 = 3.0 - fpx; wr3*=0.5;
float wr4 = 4.0 - fpx; wr4*=0.5;
float wr5 = 5.0 - fpx; wr5*=0.5;
wl5*=wl5; wl5 = exp2(-h_sharp1*wl5);
wl4*=wl4; wl4 = exp2(-h_sharp1*wl4);
wl3*=wl3; wl3 = exp2(-h_sharp1*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp1*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp1*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp1*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp1*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp1*wr3);
wr4*=wr4; wr4 = exp2(-h_sharp1*wr4);
wr5*=wr5; wr5 = exp2(-h_sharp1*wr5);
float fp1 = 1.-fpx;
float twl5 = max(wl5 - sharp1, 0.0);
float twl4 = max(wl4 - sharp1, mix(0.0,mix(-0.03, 0.00, fpx),float(s_sharp > 0.05))); float swl4 = max(wl4 - sharp1, 0.0);
float twl3 = max(wl3 - sharp1, mix(0.0,mix(-0.10, -0.03, fpx),float(s_sharp > 0.05))); float swl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, 0.0);
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, 0.0);
float twr3 = max(wr3 - sharp1, mix(0.0,mix(-0.10, -0.03, fp1),float(s_sharp > 0.05))); float swr3 = max(wr3 - sharp1, 0.0);
float twr4 = max(wr4 - sharp1, mix(0.0,mix(-0.03, 0.00, fp1),float(s_sharp > 0.05))); float swr4 = max(wr4 - sharp1, 0.0);
float twr5 = max(wr5 - sharp1, 0.0);
float wtt = 1.0/(twl5+twl4+twl3+twl2+twl1+twr1+twr2+twr3+twr4+twr5);
float wt = 1.0/(swl3+twl2+twl1+twr1+twr2+swr3);
bool sharp = (s_sharp > 0.05);
vec3 l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz;
vec3 l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz;
vec3 l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz;
vec3 l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz;
vec3 l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz;
vec3 r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz;
vec3 r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz;
vec3 r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz;
vec3 r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz;
vec3 r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz;
vec3 sl3 = l3*l3*l3; sl3*=sl3;
vec3 sl2 = l2*l2*l2; sl2*=sl2;
vec3 sl1 = l1*l1*l1; sl1*=sl1;
vec3 sr1 = r1*r1*r1; sr1*=sr1;
vec3 sr2 = r2*r2*r2; sr2*=sr2;
vec3 sr3 = r3*r3*r3; sr3*=sr3;
vec3 color1 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt;
vec3 colmin1 = min(min(l1,r1), min(l2,r2));
vec3 colmax1 = max(max(l1,r1), max(l2,r2));
vec3 colmin2 = min(min(l3,r3), min(l4,r4));
vec3 colmax2 = max(max(l3,r3), max(l4,r4));
vec3 colmin = min(colmin1, colmin2);
vec3 colmax = max(colmax1, colmax2);
if (sharp) color1 = clamp(color1, colmin, colmax);
vec3 gtmp = vec3(1.0/6.0);
vec3 scolor1 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt;
scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1;
scolor1 = min(mix(color1, scolor1, spike),1.0);
vec3 color2, scolor2, mcolor2;
if (!interb)
{
pC4+=offy;
l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz;
l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz;
r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz;
r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz;
sl3 = l3*l3*l3; sl3*=sl3;
sl2 = l2*l2*l2; sl2*=sl2;
sl1 = l1*l1*l1; sl1*=sl1;
sr1 = r1*r1*r1; sr1*=sr1;
sr2 = r2*r2*r2; sr2*=sr2;
sr3 = r3*r3*r3; sr3*=sr3;
color2 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt;
colmin1 = min(min(l1,r1), min(l2,r2));
colmax1 = max(max(l1,r1), max(l2,r2));
colmin2 = min(min(l3,r3), min(l3,r3));
colmax2 = max(max(l4,r4), max(l4,r4));
colmin = min(colmin1, colmin2);
colmax = max(colmax1, colmax2);
if (sharp) color2 = clamp(color2, colmin, colmax);
scolor2 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt;
scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2;
scolor2 = min(mix(color2, scolor2, spike),1.0);
}
// calculating scanlines
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
vec3 one = vec3(1.0);
if (!interb)
{
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;
mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2);
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline darken 'edges' effect - need to uncomment it.
// float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1);
// float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2);
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
mcolor = mcolor1;
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// 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);
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);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
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 Bloom = Glow;
float maxb = COMPAT_TEXTURE(GlowPass, 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 = min(Glow*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
color = color + bloom*Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.6));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*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 corner0 = corner(pos0);
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0);
}