slang-shaders/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.inc
HyperspaceMadness 7cdc185f8c Mega Bezel V1.11.0_2023-02-25
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
2023-02-28 08:11:50 -05:00

184 lines
5.5 KiB
C++

/*
CRT - Guest - NTSC - Pass1
Copyright (C) 2018-2023 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
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIGMA_HOR;
float HSHARPNESS;
float S_SHARP;
float HARNG;
float HSHARP;
float NTSCspike;
} params;
//---------------------------------------------------------------------------------------------------
// NTSC Filtering
//---------------------------------------------------------------------------------------------------
#pragma parameter HSM_NTSC_FILTERING_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter HSM_NTSC_FILTERING_TITLE "[ NTSC FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter HSHARPNESS " NTSC Horizontal Filter Range -- HSHARPNESS" 1.5 1.0 1.5 0.05
#define HSHARPNESS params.HSHARPNESS
#pragma parameter SIGMA_HOR " NTSC Horizontal Blur Sigma -- SIGMA_HOR" 0.90 0.1 7.0 0.05
#define SIGMA_HOR params.SIGMA_HOR
#pragma parameter S_SHARP " NTSC Substractive Sharpness -- S_SHARP" 0.9 0.0 2.0 0.10
#define S_SHARP params.S_SHARP
#pragma parameter HSHARP " NTSC Sharpness Definition -- HSHARP" 1.2 0.0 2.0 0.10
#define HSHARP params.HSHARP
#pragma parameter HARNG " NTSC Substractive Sharpness Ringing -- HARNG" 0.4 0.0 4.0 0.10
#define HARNG params.HARNG
#pragma parameter NTSCspike " NTSC Scanline Spike Removal -- NTSCspike" 1.0 0.0 2.0 0.10
#define spike params.NTSCspike
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize params.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 InfoCachePass;
float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
// HSM Added
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
// 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);
#endif
#endif
/* HSM Removed
vec2 prescalex = vec2(textureSize(LinearizePass, 0)) / params.OriginalSize.xy;
vec4 SourceSize = params.OriginalSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y);
*/
vec2 prescalex = global.NegativeCropAddedPassSize.xy / params.OriginalSize.xy;
vec4 SourceSize = global.NegativeCropAddedPassSize * vec4(2.0*prescalex.x, prescalex.y, 0.5/prescalex.x, 1.0/prescalex.y);
float f = fract(SourceSize.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec3 color = 0.0.xxx;
float scolor = 0.0;
vec2 dx = vec2(SourceSize.z, 0.0);
float w = 0.0;
float swsum = 0.0;
float wsum = 0.0;
vec3 pixel;
vec3 cmax = 0.0.xxx;
vec3 cmin = 1.0.xxx;
float sharp = gaussian(HSHARPNESS) * S_SHARP;
float maxsharp = 0.20;
float FPR = HSHARPNESS;
float fpx = 0.0;
float sp = 0.0;
float sw = 0.0;
float ts = 0.025;
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float LOOPSIZE = ceil(2.0*FPR);
float CLAMPSIZE = round(2.0*LOOPSIZE/3.0);
float n = -LOOPSIZE;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
sp = max(max(pixel.r,pixel.g),pixel.b);
w = gaussian(n+f) - sharp;
fpx = abs(n+f-sign(n)*FPR)/FPR;
if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); }
if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(clamp(fpx,0.0,1.0), HSHARP)), 0.0);
color = color + w * pixel;
wsum = wsum + w;
sw = max(w, 0.0) * (dot(pixel,luma) + ts);
scolor = scolor + sw * sp;
swsum = swsum + sw;
n = n + 1.0;
} while (n <= LOOPSIZE);
color = color / wsum;
scolor = scolor / swsum;
color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0);
scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0);
FragColor = vec4(color, scolor);
}