mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +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
424 lines
12 KiB
C++
424 lines
12 KiB
C++
/*
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CRT - Guest - Nomask w. Curvature
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With work by DariusG to create a cut down extra fast version
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Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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float brightboost;
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float saturation;
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float scanline;
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float beam_min;
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float beam_max;
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float h_sharp;
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float shadowMask;
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float masksize;
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float mcut;
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float maskDark;
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float maskLight;
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float CGWG;
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// float warpX;
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// float warpY;
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// float gamma_out;
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// float vignette;
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} params;
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// Parameter lines go here:
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#pragma parameter GDVMINI_X_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
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#pragma parameter brightboost " Bright boost -- brightboost" 1.0 0.5 2.0 0.05
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#define brightboost params.brightboost
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#pragma parameter saturation " Saturation adjustment -- saturation" 1.0 0.0 2.0 0.05
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#define saturation params.saturation
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#pragma parameter scanline " Scanline Adjust -- scanline" 8.0 1.0 12.0 1.0
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#define scanline params.scanline
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#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3.0 0.05
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#define beam_min params.beam_min
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#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3.0 0.05
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#define beam_max params.beam_max
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#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2.0 1.0 5.0 0.05
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#define h_sharp params.h_sharp
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#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 10.0 1.0
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#define shadowMask params.shadowMask
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#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 0.0 0.0 2.0 1.0
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#define masksize params.masksize
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#pragma parameter mcut " Mask 5-7-10 cutoff -- mcut" 0.2 0.0 0.5 0.05
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#define mcut params.mcut
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#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.1
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#define maskDark params.maskDark
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#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight params.maskLight
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#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0.0 1.0 0.1
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#define CGWG params.CGWG
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// #pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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// #define warpX params.warpX
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// #pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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// #define warpY params.warpY
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// #pragma parameter vignette "Vignette On/Off" 0.0 0.0 1.0 1.0
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// #define vignette params.vignette
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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 * 1.0001;
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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(location = 1) in float maskFade;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D InfoCachePass;
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float sw(float x, float l)
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{
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float d = x;
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float bm = scanline;
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float b = mix(beam_min,beam_max,l);
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d = exp2(-bm*pow(d,b));
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return d;
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}
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// Shadow mask (1-4 from PD CRT Lottes shader).
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vec3 Mask(vec2 pos, vec3 c)
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{
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// HSM Added
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float final_mask_size = masksize;
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// If using automatic Mask Size
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if (masksize < 0.5)
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final_mask_size = global.FinalViewportSize.y > 2000 ? 2 : 1;
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final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2));
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pos = floor(pos / final_mask_size);
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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// No mask
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if (shadowMask == -1.0)
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{
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mask = vec3(1.0);
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}
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// Phosphor.
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else if (shadowMask == 0.0)
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{
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pos.x = fract(pos.x*0.5);
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float mc = 1.0 - CGWG;
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if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
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else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
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}
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// Very compressed TV style shadow mask.
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else if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.b = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.r = maskLight;
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}
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// Alternate mask 5
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else if (shadowMask == 5.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5)
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{ mask.r = adj;
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mask.b = adj;
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}
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else mask.g = adj;
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}
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// Alternate mask 6
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else if (shadowMask == 6.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = adj;
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else if (pos.x < 0.666) mask.g = adj;
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else mask.b = adj;
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}
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// Alternate mask 7
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else if (shadowMask == 7.0)
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{
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float mc = 1.0 - CGWG;
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float mx = max(max(c.r,c.g),c.b);
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float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
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mask = vec3(maskTmp);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
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}
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else if (shadowMask == 8.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/4.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
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else mask.g = maskLight;
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mask*=line;
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}
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else if (shadowMask == 9.0)
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{
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vec3 Mask = vec3(maskDark);
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float bright = maskLight;
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float left = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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left = 1.0;
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float m = fract(pos.x/3.0);
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if (m < 0.3333) Mask.b = 0.9;
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else if (m < 0.6666) Mask.g = 0.9;
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else Mask.r = 0.9;
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if (mod(pos.y,2.0)==1.0 && left == 1.0 || mod(pos.y,2.0)==0.0 && left == 0.0 ) Mask*=bright;
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return Mask;
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}
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else if (shadowMask == 10.0)
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{
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vec3 Mask = vec3(maskDark);
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = 1.0;
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float m = fract(pos.x/3.0);
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float y = fract(pos.y/2.0);
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if (m > 0.3333) {Mask.r = 1.0; Mask.b = 1.0;}
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else if (m > 0.6666) Mask.g = 1.0;
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else Mask = vec3(mcut);
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if (m>0.333) Mask*=line;
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return Mask;
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}
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return mask;
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}
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/* HSM Removed
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mat3 vign( float l )
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{
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vec2 vpos = vTexCoord;
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vpos *= 1.0 - vpos.xy;
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float vig = vpos.x * vpos.y * 40.0;
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vig = min(pow(vig, 0.2), 1.0);
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if (vignette == 0.0) vig=1.0;
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return mat3(vig, 0, 0,
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0, vig, 0,
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0, 0, vig);
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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*/
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vec3 saturationFunction (vec3 textureColor)
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{
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float lum=length(textureColor.rgb)*0.5775;
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vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
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if (lum<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
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float luminance = dot(textureColor.rgb, luminanceWeighting);
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vec3 greyScaleColor = vec3(luminance);
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vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, saturation));
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return res;
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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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vec2 bezel_outside_flat_coord;
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vec2 frame_outside_flat_coord;
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HSM_GetSimpleBezelCoords(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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bezel_outside_flat_coord,
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frame_outside_flat_coord);
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cache_bounds_coord = (bezel_outside_flat_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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vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);
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// HSM Added
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vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1/CROPPED_ROTATED_SIZE_WITH_RES_MULT);
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy;
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(ps.x,0.0);
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vec2 dy = vec2(0.0, ps.y);
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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// Reading the texels
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vec3 ul = HSM_GetCroppedTexSample(Source, pC4 ).xyz; ul*=ul;
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vec3 ur = HSM_GetCroppedTexSample(Source, pC4 + dx).xyz; ur*=ur;
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vec3 dl = HSM_GetCroppedTexSample(Source, pC4 + dy).xyz; dl*=dl;
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vec3 dr = HSM_GetCroppedTexSample(Source, pC4 + ps).xyz; dr*=dr;
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float lx = fp.x; lx = pow(lx, h_sharp);
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
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vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
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// calculating scanlines
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float f = fp.y;
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float luma1 = length(color1)*0.57735;
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float luma2 = length(color2)*0.57735;
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vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
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color = min(color, 1.0);
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color = color * Mask(vTexCoord * global.OutputSize.xy, color);
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float lum = color.r*0.3+color.g*0.6+color.b*0.1;
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// Apply difference between GAMMA_INPUT and HSM_GAMMA_OUT_CRT
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color = pow(color, vec3(GAMMA_INPUT / HSM_GAMMA_OUT_CRT) + 0.05);
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color*= mix(1.0,brightboost,lum);
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color = saturationFunction(color);
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// HSM Removed
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// color*= vign(lum);
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FragColor = vec4(color, 1.0);
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}
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