mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
752 lines
24 KiB
Plaintext
752 lines
24 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
CRT - Guest - Advanced
|
|
|
|
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 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 c_shape;
|
|
float barspeed;
|
|
float barintensity;
|
|
float bardir;
|
|
float sborder;
|
|
float bloom_dist;
|
|
float deconr;
|
|
float decons;
|
|
float addnoised;
|
|
float noiseresd;
|
|
float noisetype;
|
|
float deconrr;
|
|
float deconrg;
|
|
float deconrb;
|
|
float deconrry;
|
|
float deconrgy;
|
|
float deconrby;
|
|
float dctypex;
|
|
float dctypey;
|
|
float post_br;
|
|
float maskboost;
|
|
float smoothmask;
|
|
float gamma_c;
|
|
float m_glow;
|
|
} global;
|
|
|
|
|
|
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
|
|
|
|
#pragma parameter m_glow " Ordinary Glow / Magic Glow" 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 -2.0 2.0 0.025
|
|
#define halation global.halation // halation effect
|
|
|
|
#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 gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
|
|
#define gamma_c global.gamma_c // adjust brightness
|
|
|
|
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
|
|
|
|
#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 bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
|
|
|
|
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-13:'Trinitron'" 0.0 -1.0 13.0 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 maskboost " CRT Mask Boost" 1.0 1.0 3.0 0.05
|
|
#define maskboost global.maskboost // Mask Boost
|
|
|
|
#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 0.5
|
|
#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" 0.0 0.0 1.0 0.05
|
|
#define mclip global.mclip //
|
|
|
|
#pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0
|
|
#define smoothmask global.smoothmask
|
|
|
|
#pragma parameter gamma_out " Gamma out" 1.95 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 * 1.00001;
|
|
}
|
|
|
|
#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 BloomPass;
|
|
layout(set = 0, binding = 6) uniform sampler2D PrePass0;
|
|
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, float mb)
|
|
{
|
|
vec2 pos0 = pos;
|
|
pos.y = floor(pos.y/masksize);
|
|
float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
|
|
float next_line = float(fract((pos.y/stagg_lvl)*0.5) > 0.25);
|
|
pos0.x = (mshift > -0.25) ? (pos0.x + next_line * floor(mshift)) : (pos0.x + floor(pos.y / stagg_lvl) * floor(abs(mshift)));
|
|
pos = floor(pos0/masksize);
|
|
|
|
vec3 mask = vec3(maskDark, maskDark, maskDark);
|
|
vec3 one = vec3(1.0);
|
|
|
|
// brightness correcture masks 5-12
|
|
float sm = 0.45; if(shadowMask == 8.0 || shadowMask == 11.0 || shadowMask == 13.0) sm = 0.7;
|
|
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - sm, 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 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
|
|
{
|
|
if (shadowMask == 2.0 || shadowMask == 6.0) pos.x = pos.x + slotms;
|
|
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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
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;
|
|
|
|
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);
|
|
|
|
// Calculating texel coordinates
|
|
|
|
vec2 texcoord = TEX0.xy;
|
|
if (IOS > 0.0 && !interb){
|
|
vec2 ofactor = OutputSize.xy/global.OriginalSize.xy;
|
|
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
|
|
vec2 diff = ofactor/intfactor;
|
|
float scan = diff.y;
|
|
texcoord = Overscan(texcoord, scan, scan);
|
|
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
|
|
}
|
|
|
|
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);
|
|
|
|
// color and bloom fetching
|
|
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
|
|
vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
|
|
|
|
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
|
|
|
|
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);
|
|
|
|
vec2 dx = vec2(0.001, 0.0);
|
|
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
|
|
float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
|
|
float mxg = max(max(mx0,mx1),max(mx2,cm));
|
|
float mx = pow(mxg, 1.40/gamma_in);
|
|
|
|
// mask boost tweak
|
|
|
|
dx = vec2(global.OriginalSize.z, 0.0)*0.25;
|
|
mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
|
|
mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
|
|
float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0);
|
|
|
|
vec3 one = vec3(1.0);
|
|
|
|
// Apply Mask
|
|
|
|
vec3 orig1 = color;
|
|
vec3 cmask = one;
|
|
|
|
vec2 maskcoord = gl_FragCoord.xy * 1.000001;
|
|
|
|
float smask = SlotMask(maskcoord, mx);
|
|
cmask*= Mask(maskcoord, mx, mb);
|
|
|
|
if (mask_layout > 0.5) cmask = cmask.rbg;
|
|
|
|
cmask*=smask;
|
|
vec3 cmask1 = cmask;
|
|
|
|
if (mask_bloom > 0.025)
|
|
{
|
|
float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg);
|
|
maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist);
|
|
cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask);
|
|
}
|
|
|
|
color = pow(color, vec3(mask_gamma/gamma_in));
|
|
color = color*cmask;
|
|
color = min(color,1.0);
|
|
color = pow(color, vec3(gamma_in/mask_gamma));
|
|
|
|
cmask = min(cmask, 1.0);
|
|
cmask1 = min(cmask1, 1.0);
|
|
|
|
float bb = mix(brightboost, brightboost1, mx);
|
|
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(PrePass0, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).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); }
|
|
|
|
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
|
|
{
|
|
vec3 gb = plant(orig1, 1.0);
|
|
maxb = max(max(Glow.r,Glow.g),Glow.b);
|
|
gb = mix(maxb*vec3(0.0, 0.0, 1.0), Glow, clamp(gb.r + gb.g - 0.375*gb.b,0.0,1.0));
|
|
Glow = mix(0.75*Glow,5.0*plant(mix(gb,orig1, 0.5*sqrt(colmx)*abs(plant(Glow,1.0)-plant(orig1,1.0))), maxb), pow(colmx, 0.50/gamma_in));
|
|
Glow = mix(Glow, 0.4*Glow, 1.0-colmx*colmx);
|
|
}
|
|
|
|
if (glow >= 0.0 && global.m_glow < 0.5) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + abs(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);
|
|
}
|