slang-shaders/crt/shaders/guest/advanced/crt-guest-advanced.slang
2023-06-04 17:02:27 -05:00

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#version 450
/*
CRT - Guest - Advanced
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
{
float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, csize, bsize1, warpX, warpY, glow, spike, ring, no_scanlines;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float halation;
float scans;
float gamma_c;
float smart_ei;
float ei_limit;
float sth;
float overscanX;
float overscanY;
float c_shape;
float intres;
float prescalex;
float scan_falloff;
float rolling_scan;
float bloom_dist;
float scangamma;
} global;
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " (Magic) 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 gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
#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 -20.0 40.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 70.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 10.0 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
#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 scans " Scanline Saturation / Mask Falloff" 0.5 -5.0 5.0 0.10
#define scans global.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.15 2.0 0.05
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter rolling_scan " Rolling Scanlines" 0.0 -1.0 1.0 0.01
#define rolling_scan global.rolling_scan // rolling scanlines
#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05
#define scangamma global.scangamma
#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
#define no_scanlines params.no_scanlines
#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 2.0 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter ring " Substractive sharpness Ringing" 0.0 0.0 3.0 0.05
#define ring params.ring // substractive sharpness ringing
#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 0.75 0.01
#define smart_ei global.smart_ei // smart edge handling
#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 0.25 0.0 0.75 0.01
#define ei_limit global.ei_limit // smart edge handling
#pragma parameter sth " Smart Edges Smoothing Threshold" 0.23 0.0 1.0 0.01
#define sth global.sth // corner size
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#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 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
#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 PrePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float st1(float x)
{
return exp2(-7.0*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);
}
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;
}
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()
{
vec2 prescalex = vec2(vec2(textureSize(LinearizePass, 0))/global.OriginalSize.xy);
vec4 SourceSize = global.OriginalSize * mix( vec4(prescalex.x, 1.0, 1.0/prescalex.x, 1.0), vec4(1.0, prescalex.y, 1.0, 1.0/prescalex.y), TATE);
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) || (no_scanlines > 0.025));
bool notate = (TATE < 0.5);
float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
float sy = 1.0;
if (global.intres == 1.0) sy = SourceY/224.0;
if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres;
if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0);
// 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 = 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 pos = Warp(texcoord);
bool smarte = (smart_ei > 0.01 && notate); // smart edge interpolation on / off
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 (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor(pC4.x * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z;
if (interb && no_scanlines < 0.025) pC4.y = pos.y; else if (interb) pC4.y = pC4.y + smoothstep(0.40-0.5*no_scanlines, 0.60 + 0.5*no_scanlines, f)*mix(SourceSize.w, SourceSize.z, TATE);
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
float idiv = clamp(mix(SourceSize.x, SourceSize.y, TATE) / 400.0, 1.0, 2.0);
float fdivider = max(min(mix(prescalex.x, prescalex.y,TATE), 2.0), idiv*float(interb));
float wl3 = (2.0 + fpx)/fdivider;
float wl2 = (1.0 + fpx)/fdivider;
float wl1 = ( fpx)/fdivider;
float wr1 = (1.0 - fpx)/fdivider;
float wr2 = (2.0 - fpx)/fdivider;
float wr3 = (3.0 - fpx)/fdivider;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
float twl1 = max(wl1 - sharp1, -0.12);
float twr1 = max(wr1 - sharp1, -0.12);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
vec3 c1, c2;
if (smarte)
{
twl3 = 0.0; twr3 = 0.0;
c1 = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz;
c2 = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz;
c1 = max(c1 - sth, 0.0);
c2 = max(c2 - sth, 0.0);
}
vec3 l3, l2, l1, r1, r2, r3, color1, color2, colmin, colmax;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(smart_ei*c1.y, ei_limit);
float pl = min(smart_ei*max(c1.y,c1.x), ei_limit);
float pr = min(smart_ei*max(c1.y,c1.z), ei_limit);
twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1);
twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2);
}
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0);
float ts = 0.025;
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
float swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts);
float swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts);
float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0));
if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in));
vec3 scolor2;
if (!interb)
{
pC4+=offy;
if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*offy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor((pos.x + 0.33*offy.x) * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(smart_ei*c2.y, ei_limit);
float pl = min(smart_ei*max(c2.y,c2.x), ei_limit);
float pr = min(smart_ei*max(c2.y,c2.z), ei_limit);
twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1);
twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2);
}
color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color2 = clamp(mix(clamp(color2, colmin, colmax), color2, ring), 0.0, 1.0);
lm2 = max(max(l2.r,l2.g),l2.b);
lm1 = max(max(l1.r,l1.g),l1.b);
rm1 = max(max(r1.r,r1.g),r1.b);
rm2 = max(max(r2.r,r2.g),r2.b);
swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts);
swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts);
swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0));
color2 = pow(color2, vec3(scangamma/gamma_in));
}
vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1;
vec3 one = vec3(1.0);
if (!interb)
{
// calculating scanlines
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;
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
float f1 = f;
float f2 = 1.0-f;
float scanpix = mix(SourceSize.x/OutputSize.x, SourceSize.y/OutputSize.y, float(notate));
f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix);
f2 = 1.0 - f1;
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 saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
cref1 = color1 / mc1;
cref2 = color2 / mc2;
float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375);
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
color = (gc(color1)*w1 + gc(color2)*w2);
if (abs(rolling_scan) > 0.005)
{
wt1 = st1(f);
wt2 = st1(1.0-f);
color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
}
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
}
float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
if(!interb) color = pow( color, vec3(gamma_in/scangamma) );
FragColor = vec4(color, colmx);
}