mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
6fdb0796b4
Changes: * Improved Performance * Fixed a performance issue where we were rendering more than we needed to * This should increase performance across most presets * Fixed color rainbowing in reflection for Guest-Advanced and LCD-GRID * Updated to crt-guest-advanced-2023-03-11-release1 * Updated GDV-MINI from @ROBMARK85's request
186 lines
6.9 KiB
C++
186 lines
6.9 KiB
C++
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layout(push_constant) uniform Push
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{
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float LCD_RSUBPIX_R;
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float LCD_RSUBPIX_G;
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float LCD_RSUBPIX_B;
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float LCD_GSUBPIX_R;
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float LCD_GSUBPIX_G;
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float LCD_GSUBPIX_B;
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float LCD_BSUBPIX_R;
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float LCD_BSUBPIX_G;
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float LCD_BSUBPIX_B;
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float LCD_GAIN;
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float LCD_GAMMA;
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float LCD_BLACK_LEVEL;
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float LCD_AMBIENT;
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float LCD_BGR;
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} param;
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#pragma parameter LCDGRID_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter LCD_TITLE "[ --- LCD GRID V2 --- ]:" 0 0 0.01 0.01
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#pragma parameter LCD_SUBPIX_TITLE "[ SUBPIXEL COLORS ]:" 0 0 0.01 0.01
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#pragma parameter LCD_RSUBPIX_R " Colour of R subpixel: R" 0.75 0.0 1.0 0.01
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#pragma parameter LCD_RSUBPIX_G " Colour of R subpixel: G" 0.0 0.0 1.0 0.01
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#pragma parameter LCD_RSUBPIX_B " Colour of R subpixel: B" 0.0 0.0 1.0 0.01
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#pragma parameter LCD_GSUBPIX_R " Colour of G subpixel: R" 0.0 0.0 1.0 0.01
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#pragma parameter LCD_GSUBPIX_G " Colour of G subpixel: G" 0.75 0.0 1.0 0.01
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#pragma parameter LCD_GSUBPIX_B " Colour of G subpixel: B" 0.0 0.0 1.0 0.01
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#pragma parameter LCD_BSUBPIX_R " Colour of B subpixel: R" 0.0 0.0 1.0 0.01
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#pragma parameter LCD_BSUBPIX_G " Colour of B subpixel: G" 0.0 0.0 1.0 0.01
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#pragma parameter LCD_BSUBPIX_B " Colour of B subpixel: B" 0.75 0.0 1.0 0.01
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#pragma parameter LCDGRID_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter LCD_BRIGHT_TITLE "[ BRIGHTNESS & GAMMA ]:" 0 0 0.01 0.01
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#pragma parameter LCD_GAIN " Gain" 1.75 0.5 2.0 0.05
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#pragma parameter LCD_GAMMA " LCD Gamma" 2.5 0.5 5.0 0.1
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#pragma parameter LCD_AMBIENT " Ambient" 0.0 0.0 25 0.1
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#pragma parameter LCD_BGR " BGR LCD Sub Pixel Order" 0 0 1 1
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#define outgamma 2.2
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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;
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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(set = 0, binding = 1) uniform sampler2D IntroPass;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D InfoCachePass;
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layout(location = 0) out vec4 FragColor;
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vec3 fetch_offset(sampler2D in_sampler, vec2 coord, vec2 offset)
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{
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offset = vec2(0);
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vec2 texel_size = 1 / CROPPED_ROTATED_SIZE;
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vec2 pixel_coord = SAMPLE_AREA_START_PIXEL_COORD + coord * CROPPED_ROTATED_SIZE + offset;
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vec3 out_rgb = HSM_GetCroppedTexSample(in_sampler, coord + offset * texel_size).rgb;
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out_rgb = pow(vec3(param.LCD_GAIN) * out_rgb, vec3(param.LCD_GAMMA));
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out_rgb += vec3(param.LCD_AMBIENT / 100);
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return out_rgb;
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}
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// integral of (1 - x^2 - x^4 + x^6)^2
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float coeffs_x[7] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
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// integral of (1 - 2x^4 + x^6)^2
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float coeffs_y[7] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
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float intsmear_func(float z, float coeffs[7])
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{
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float z2 = z*z;
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float zn = z;
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float ret = 0.0;
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for (int i = 0; i < 7; i++) {
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ret += zn*coeffs[i];
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zn *= z2;
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}
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return ret;
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}
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float intsmear(float x, float dx, float d, float coeffs[7])
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{
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float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
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float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
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return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
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}
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void main()
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{
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// HSM Added
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vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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vec2 cache_bounds_coord = SCREEN_COORD;
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// If it's the potato preset render the whole frame
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#ifndef IS_POTATO_PRESET
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#ifndef IS_NO_REFLECT_PRESET
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// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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TUBE_DIFFUSE_SCALE,
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TUBE_SCALE,
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SCREEN_ASPECT,
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false,
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BEZEL_OUTSIDE_SCALE,
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BEZEL_OUTSIDE_COORD,
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BEZEL_OUTSIDE_CURVED_COORD,
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FRAME_OUTSIDE_CURVED_COORD);
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cache_bounds_coord = (BEZEL_OUTSIDE_COORD - 0.5) * 0.9 + 0.5;
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#endif
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#endif
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if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
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{
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FragColor = vec4(0);
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return;
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}
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vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
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// HSM Added
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float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 1.00 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9);
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vec2 curved_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord);
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vec2 texelSize = 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT;
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// End Addition
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vec2 range = global.OutputSize.zw / SCREEN_SCALE;
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vec3 cred = pow(vec3(param.LCD_RSUBPIX_R, param.LCD_RSUBPIX_G, param.LCD_RSUBPIX_B), vec3(outgamma));
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vec3 cgreen = pow(vec3(param.LCD_GSUBPIX_R, param.LCD_GSUBPIX_G, param.LCD_GSUBPIX_B), vec3(outgamma));
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vec3 cblue = pow(vec3(param.LCD_BSUBPIX_R, param.LCD_BSUBPIX_G, param.LCD_BSUBPIX_B), vec3(outgamma));
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ivec2 tli = ivec2(floor(curved_coord/texelSize-vec2(0.4999)));
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vec3 lcol, rcol;
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float subpix = (curved_coord.x/texelSize.x - 0.4999 - float(tli.x))*3.0 - 0.33;
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float rsubpix = range.x/texelSize.x * 3.0;
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lcol = vec3(intsmear(subpix+1.0, rsubpix, 1.5, coeffs_x),
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intsmear(subpix , rsubpix, 1.5, coeffs_x),
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intsmear(subpix-1.0, rsubpix, 1.5, coeffs_x));
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rcol = vec3(intsmear(subpix-2.0, rsubpix, 1.5, coeffs_x),
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intsmear(subpix-3.0, rsubpix, 1.5, coeffs_x),
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intsmear(subpix-4.0, rsubpix, 1.5, coeffs_x));
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if (param.LCD_BGR > 0.5) {
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lcol.rgb = lcol.bgr;
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rcol.rgb = rcol.bgr;
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}
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float tcol, bcol;
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subpix = curved_coord.y/texelSize.y - 0.4999 - float(tli.y);
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rsubpix = range.y/texelSize.y;
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tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
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bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
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vec3 topLeftColor = fetch_offset(Source, curved_coord, ivec2(-1, -1)) * lcol * vec3(tcol);
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vec3 bottomRightColor = fetch_offset(Source, curved_coord, ivec2( 1, 1)) * rcol * vec3(bcol);
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vec3 bottomLeftColor = fetch_offset(Source, curved_coord, ivec2(-1, 1)) * lcol * vec3(bcol);
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vec3 topRightColor = fetch_offset(Source, curved_coord, ivec2( 1, -1)) * rcol * vec3(tcol);
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vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
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// HSM Added
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vec3 source_color = texture(Source, curved_coord).rgb;
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vec3 averageColorOutsideScreen = mix(mat3(cred, cgreen, cblue) * source_color, source_color, 0.75);
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averageColor = mix(averageColorOutsideScreen, averageColor, screen_mask);
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FragColor = vec4(averageColor, 1);
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FragColor = pow(FragColor, vec4(1 / (HSM_GAMMA_OUT_CRT / DEFAULT_SRGB_GAMMA)));
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}
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