slang-shaders/crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// 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 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;
vec4 MASKED_SCANLINESSize;
vec4 HALATION_BLURSize;
vec4 BRIGHTPASSSize;
} params;
#define MASKED_SCANLINEStexture MASKED_SCANLINES
#define MASKED_SCANLINEStexture_size params.MASKED_SCANLINESSize.xy
#define MASKED_SCANLINESvideo_size params.MASKED_SCANLINESSize.xy
#define HALATION_BLURtexture HALATION_BLUR
#define HALATION_BLURtexture_size params.HALATION_BLURSize.xy
#define HALATION_BLURvideo_size params.HALATION_BLURSize.xy
#define BRIGHTPASStexture BRIGHTPASS
#define BRIGHTPASStexture_size params.BRIGHTPASSSize.xy
#define BRIGHTPASSvideo_size params.BRIGHTPASSSize.xy
float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
const float bloom_diff_thresh_ = 1.0/256.0;
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../../../../include/compat_macros.inc"
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
/////////////////////////////// VERTEX INCLUDES //////////////////////////////
#include "../../../../include/gamma-management.h"
#include "phosphor-mask-resizing.h"
#include "scanline-functions.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 video_uv;
layout(location = 1) out vec2 scanline_tex_uv;
layout(location = 2) out vec2 halation_tex_uv;
layout(location = 3) out vec2 brightpass_tex_uv;
layout(location = 4) out vec2 bloom_tex_uv;
layout(location = 5) out vec2 bloom_dxdy;
layout(location = 6) out float bloom_sigma_runtime;
// copied from bloom-functions.h
inline float get_min_sigma_to_blur_triad(const float triad_size,
const float thresh)
{
// Requires: 1.) triad_size is the final phosphor triad size in pixels
// 2.) thresh is the max desired pixel difference in the
// blurred triad (e.g. 1.0/256.0).
// Returns: Return the minimum sigma that will fully blur a phosphor
// triad on the screen to an even color, within thresh.
// This closed-form function was found by curve-fitting data.
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
return -0.05168 + 0.6113*triad_size -
1.122*triad_size*sqrt(0.000416 + thresh);
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
//return 0.5985*triad_size - triad_size*sqrt(thresh)
}
void main()
{
gl_Position = global.MVP * Position;
float2 tex_uv = TexCoord;
// Our various input textures use different coords:
const float2 video_uv = tex_uv * IN.texture_size/IN.video_size;
// video_uv = video_uv;
scanline_tex_uv = video_uv * MASKED_SCANLINESvideo_size /
MASKED_SCANLINEStexture_size;
halation_tex_uv = video_uv * HALATION_BLURvideo_size /
HALATION_BLURtexture_size;
brightpass_tex_uv = video_uv * BRIGHTPASSvideo_size /
BRIGHTPASStexture_size;
bloom_tex_uv = tex_uv;
// We're horizontally blurring the bloom input (vertically blurred
// brightpass). Get the uv distance between output pixels / input texels
// in the horizontal direction (this pass must NOT resize):
bloom_dxdy = float2(1.0/IN.texture_size.x, 0.0);
// Calculate a runtime bloom_sigma in case it's needed:
const float mask_tile_size_x = get_resized_mask_tile_size(
IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x;
bloom_sigma_runtime = get_min_sigma_to_blur_triad(
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_);
}
#pragma stage fragment
layout(location = 0) in vec2 video_uv;
layout(location = 1) in vec2 scanline_tex_uv;
layout(location = 2) in vec2 halation_tex_uv;
layout(location = 3) in vec2 brightpass_tex_uv;
layout(location = 4) in vec2 bloom_tex_uv;
layout(location = 5) in vec2 bloom_dxdy;
layout(location = 6) in float bloom_sigma_runtime;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D HALATION_BLUR;
layout(set = 0, binding = 4) uniform sampler2D BRIGHTPASS;
layout(set = 0, binding = 5) uniform sampler2D MASKED_SCANLINES;
#define bloom_texture Source
////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
#include "bloom-functions.h"
void main()
{
// Blur the vertically blurred brightpass horizontally by 9/17/25/43x:
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
const float3 blurred_brightpass = tex2DblurNfast(bloom_texture,
bloom_tex_uv, bloom_dxdy, bloom_sigma);
// Sample the masked scanlines. Alpha contains the auto-dim factor:
const float3 intensity_dim =
tex2D_linearize(MASKED_SCANLINEStexture, scanline_tex_uv).rgb;
const float auto_dim_factor = levels_autodim_temp;
const float undim_factor = 1.0/auto_dim_factor;
// Calculate the mask dimpass, add it to the blurred brightpass, and
// undim (from scanline auto-dim) and amplify (from mask dim) the result:
const float mask_amplify = get_mask_amplify();
const float3 brightpass = tex2D_linearize(BRIGHTPASStexture,
brightpass_tex_uv).rgb;
const float3 dimpass = intensity_dim - brightpass;
const float3 phosphor_bloom = (dimpass + blurred_brightpass) *
mask_amplify * undim_factor * levels_contrast;
// Sample the halation texture, and let some light bleed into refractive
// diffusion. Conceptually this occurs before the phosphor bloom, but
// adding it in earlier passes causes black crush in the diffusion colors.
const float3 diffusion_color = levels_contrast * tex2D_linearize(
HALATION_BLURtexture, halation_tex_uv).rgb;
const float3 final_bloom = lerp(phosphor_bloom,
diffusion_color, global.diffusion_weight);
// Encode and output the bloomed image:
FragColor = encode_output(float4(final_bloom, 1.0));
}