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https://github.com/italicsjenga/slang-shaders.git
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606 lines
20 KiB
Plaintext
606 lines
20 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Dr. Venom
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Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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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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float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
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h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
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slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out, spike, inter;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float bloom;
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float interm;
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} global;
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#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
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#define TATE params.TATE // Screen orientation
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#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 1.0
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#define IOS params.IOS // Smart Integer Scaling
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#pragma parameter OS "R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
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#define OS params.OS // Do overscan
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#pragma parameter BLOOM "Raster bloom %" 0.0 0.0 20.0 1.0
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#define BLOOM params.BLOOM // Bloom overscan percentage
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#pragma parameter brightboost "Bright Boost Dark Pixels" 1.40 0.50 4.00 0.05
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.15 0.50 2.00 0.05
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#define brightboost1 params.brightboost1 // adjust brightness
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#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0
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#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 "Scanline beam shape low" 6.0 1.0 15.0 1.0
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#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
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#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05
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#define beam_min params.beam_min // dark area beam min - narrow
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#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05
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#define beam_max params.beam_max // bright area beam max - wide
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#pragma parameter beam_size "Increased bright scanline beam" 0.70 0.0 1.0 0.05
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#define beam_size params.beam_size // increased max. beam size
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#pragma parameter h_sharp "Horizontal sharpness" 5.25 1.5 20.0 0.25
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#define h_sharp params.h_sharp // pixel sharpness
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#pragma parameter s_sharp "Substractive sharpness (relative)" 0.35 0.0 1.0 0.05
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#define s_sharp params.s_sharp // substractive sharpness
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#pragma parameter csize "Corner size" 0.0 0.0 0.07 0.01
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#define csize params.csize // corner size
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#pragma parameter bsize "Border smoothness" 600.0 100.0 600.0 25.0
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#define bsize params.bsize // border smoothness
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#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01
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#define warpX params.warpX // Curvature X
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#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01
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#define warpY params.warpY // Curvature Y
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#pragma parameter glow "Glow Strength" 0.02 0.0 0.5 0.01
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#define glow params.glow // Glow Strength
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#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 0.0 -1.0 7.0 1.0
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#define shadowMask params.shadowMask // Mask Style
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#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
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#define masksize params.masksize // Mask Size
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#pragma parameter vertmask "PVM Like Colors" 0.0 0.0 0.25 0.01
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#define vertmask params.vertmask // Vertical mask
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#define slotmask params.slotmask // Slot Mask ON/OFF
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#pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5
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#define slotwidth params.slotwidth // Slot Mask Width
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#define double_slot params.double_slot // Slot Mask Height
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#pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05
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#define mcut params.mcut // Mask 5&6 cutoff
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#pragma parameter maskDark "Lottes&Trinitron maskDark" 0.5 0.0 2.0 0.05
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#define maskDark params.maskDark // Dark "Phosphor"
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#pragma parameter maskLight "Lottes&Trinitron maskLight" 1.5 0.0 2.0 0.05
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#define maskLight params.maskLight // Light "Phosphor"
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#pragma parameter CGWG "CGWG Mask Str." 0.3 0.0 1.0 0.05
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#define CGWG params.CGWG // CGWG Mask Strength
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
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#define gamma_out params.gamma_out // output gamma
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#pragma parameter spike "Scanline Spike Removal (0.0 - for speedup)" 1.0 0.0 2.0 0.25
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#define spike params.spike
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#pragma parameter inter "Interlace Trigger Resolution :" 300.0 0.0 800.0 25.0
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#define inter params.inter // interlace resolution
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#pragma parameter interm "Interlace Mode (0.0 = OFF):" 1.0 0.0 3.0 1.0
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#define interm global.interm // interlace mode
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#pragma parameter bloom "Bloom Strength" 0.0 0.0 2.0 0.1
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#define bloom global.bloom // bloom effect
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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#define InputSize SourceSize
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#define TextureSize SourceSize
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#define SourceSize global.SourceSize
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#define OutputSize global.OutputSize
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#define gl_FragCoord (vTexCoord * OutputSize.xy)
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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 * 1.00001;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
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layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
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layout(set = 0, binding = 5) uniform sampler2D GlowPass;
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#define Texture Source
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#define PassPrev5Texture AvgLumPass
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#define PassPrev4Texture LinearizePass
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#define PassPrev2Texture GlowPass
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#define eps 1e-10
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float st(float x)
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{
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return exp2(-10.0*x*x);
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}
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vec3 sw0(vec3 x, vec3 color, float scanline)
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{
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vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
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vec3 ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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vec3 sw1(vec3 x, vec3 color, float scanline)
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{
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float mx = max(max(color.r, color.g),color.b);
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x = mix (x, beam_min*x, max(x-0.4*mx,0.0));
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vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color);
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vec3 ex = x*tmp;
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float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45);
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vec3 res = exp2(-scanline*ex*ex)/(1.0-br+br*mx);
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mx = max(max(res.r,res.g),res.b);
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return mix(vec3(mx), res, 0.70);
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}
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vec3 sw2(vec3 x, vec3 color, float scanline)
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{
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float mx = max(max(color.r, color.g),color.b);
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vec3 tmp = mix(vec3(2.5*beam_min),vec3(beam_max), color);
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tmp = mix(vec3(beam_max), tmp, pow(abs(x), color+0.3));
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vec3 ex = x*tmp;
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vec3 res = exp2(-scanline*ex*ex)/(0.6 + 0.4*mx);
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mx = max(max(res.r,res.g),res.b);
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return mix(vec3(mx), res, 0.60);
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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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pos = floor(pos/masksize);
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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.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = 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.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = 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.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = 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.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = 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 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) ,1.0 + 0.6*(1.0-mx));
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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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return mask;
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}
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float SlotMask(vec2 pos, vec3 c)
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{
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if (slotmask == 0.0) return 1.0;
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float mx = pow(max(max(c.r,c.g),c.b),1.33);
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float mlen = slotwidth*2.0;
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float px = fract(pos.x/mlen);
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float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
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float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx);
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float slot = 1.0 + 0.7*slotmask*(1.0-mx);
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if (py == 0.0 && px < 0.5) slot = slot_dark; else
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if (py == double_slot && px >= 0.5) slot = slot_dark;
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return slot;
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}
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// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature)
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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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vec2 Overscan(vec2 pos, float dx, float dy){
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pos=pos*2.0-1.0;
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pos*=vec2(dx,dy);
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return pos*0.5+0.5;
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}
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// Borrowed from cgwg's crt-geom, under GPL
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float corner(vec2 coord)
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{
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coord *= SourceSize.xy / InputSize.xy;
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coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
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vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
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coord = (cdist - min(coord,cdist));
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*bsize,0.0, 1.0);
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}
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vec3 declip(vec3 c, float b)
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{
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float m = max(max(c.r,c.g),c.b);
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if (m > b) c = c*b/m;
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return c;
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}
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void main()
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{
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float lum = COMPAT_TEXTURE(PassPrev5Texture, vec2(0.1,0.1)).a;
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// Calculating texel coordinates
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vec2 texcoord = TEX0.xy;
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if (IOS > 0.0){
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vec2 ofactor = OutputSize.xy/InputSize.xy;
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vec2 intfactor = round(ofactor);
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vec2 diff = ofactor/intfactor;
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float scan = mix(diff.y, diff.x, TATE);
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texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), scan, scan)*(InputSize.xy/SourceSize.xy);
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if (IOS == 1.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE);
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}
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float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0;
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texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), factor, factor)*(InputSize.xy/SourceSize.xy);
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vec2 pos = Warp(texcoord*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
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vec2 pos0 = Warp(TEX0.xy*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
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vec2 coffset = ((TATE < 0.5) ? vec2(0.0,0.5) : vec2(0.5, 0.0));
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if ((interm == 1.0 || interm == 2.0) && inter <= mix(SourceSize.y, SourceSize.x, TATE)) coffset = vec2(0.0);
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy - coffset;
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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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// Reading the texels
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vec2 x2 = 2.0*dx;
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vec2 y2 = 2.0*dy;
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vec2 offx = dx;
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vec2 off2 = x2;
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vec2 offy = dy;
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float fpx = fp.x;
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if(TATE > 0.5)
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{
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offx = dy;
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off2 = y2;
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offy = dx;
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fpx = fp.y;
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}
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float f = (TATE < 0.5) ? fp.y : fp.x;
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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float zero = exp2(-h_sharp);
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float sharp1 = s_sharp * zero;
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float wl2 = 1.5 + fpx;
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float wl1 = 0.5 + fpx;
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float wct = 0.5 - fpx;
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float wr1 = 1.5 - fpx;
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float wr2 = 2.5 - fpx;
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wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
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wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
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wct*=wct; wct = exp2(-h_sharp*wct);
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wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
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wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
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float fp1 = 1.-fpx;
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float twl2 = max(wl2 - sharp1, min(mix( -0.09, 0.09, fpx),0.0));
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float twl1 = max(wl1 - sharp1, mix( -0.275, -0.09, fpx));
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float twct = max(wct - sharp1, 0.0);
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float twr1 = max(wr1 - sharp1, mix( -0.275, -0.09, fp1));
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float twr2 = max(wr2 - sharp1, min(mix( -0.09, 0.09, fp1),0.0));
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float wtt = 1.0/(twl2+twl1+twct+twr1+twr2);
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float wt = 1.0/(wl2+wl1+wct+wr1+wr2);
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bool sharp = (s_sharp > 0.02);
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vec3 l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
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vec3 l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
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vec3 ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
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vec3 r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
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vec3 r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
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vec3 sl2 = COMPAT_TEXTURE(Texture, pC4 -off2).xyz;
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vec3 sl1 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
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vec3 sct = COMPAT_TEXTURE(Texture, pC4 ).xyz;
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vec3 sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
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vec3 sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
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vec3 color1 = clamp((l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt,0.0,1.0);
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vec3 e2 = l2; if (fpx > 0.5) e2 = r2;
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vec3 colmin = min(min(l1,r1), min(ct,e2));
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vec3 colmax = max(max(l1,r1), max(ct,e2));
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if (sharp) color1 = clamp(color1, colmin, colmax);
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vec3 gtmp = vec3(gamma_out*0.1);
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vec3 scolor1 = color1;
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if (spike > 0.0)
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{
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scolor1 = (sl2*wl2 + sl1*wl1 + sct*wct + sr1*wr1 + sr2*wr2)*wt;
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scolor1 = pow(scolor1, gtmp);
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scolor1 = mix(color1, scolor1, spike);
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}
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pC4+=offy;
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l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
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l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
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ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
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r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
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r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
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sl2 = COMPAT_TEXTURE(Texture, pC4 -off2).xyz;
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sl1 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
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sct = COMPAT_TEXTURE(Texture, pC4 ).xyz;
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sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
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sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
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vec3 color2 = clamp((l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt,0.0,1.0);
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e2 = l2; if (fpx > 0.5) e2 = r2;
|
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colmin = min(min(l1,r1), min(ct,e2));
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colmax = max(max(l1,r1), max(ct,e2));
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if (sharp) color2 = clamp(color2, colmin, colmax);
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|
|
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vec3 scolor2 = color2;
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|
|
|
if (spike > 0.0)
|
|
{
|
|
scolor2 = (sl2*wl2 + sl1*wl1 + sct*wct + sr1*wr1 + sr2*wr2)*wt;
|
|
scolor2 = pow(scolor2, gtmp);
|
|
scolor2 = mix(color2, scolor2, spike);
|
|
}
|
|
|
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vec3 color0 = color1;
|
|
|
|
if ((interm == 1.0 || interm == 2.0) && inter <= mix(SourceSize.y, SourceSize.x, TATE))
|
|
{
|
|
pC4-= 2.*offy;
|
|
|
|
l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
|
|
l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
|
|
ct = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
|
|
r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
|
|
r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
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|
|
|
color0 = clamp((l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt,0.0,1.0);
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|
|
|
e2 = l2; if (fpx > 0.5) e2 = r2;
|
|
colmin = min(min(l1,r1), min(ct,e2));
|
|
colmax = max(max(l1,r1), max(ct,e2));
|
|
|
|
if (sharp) color0 = clamp(color0, colmin, colmax);
|
|
}
|
|
|
|
// 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;
|
|
|
|
vec3 ctmp = color00/(wt1+wt2);
|
|
vec3 sctmp = scolor0/(wt1+wt2);
|
|
|
|
vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
|
|
|
|
vec3 w1,w2 = vec3(0.0);
|
|
|
|
vec3 cref1 = mix(sctmp, scolor1, beam_size);
|
|
vec3 cref2 = mix(sctmp, scolor2, beam_size);
|
|
|
|
vec3 shift = vec3(-vertmask, vertmask, -vertmask);
|
|
|
|
vec3 f1 = clamp(vec3(f) + shift*0.5*(1.0+f), 0.0, 1.0);
|
|
vec3 f2 = clamp(vec3(1.0-f) - shift*0.5*(2.0-f), 0.0, 1.0);
|
|
|
|
if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else
|
|
if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else
|
|
if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);}
|
|
|
|
vec3 color = color1*w1 + color2*w2;
|
|
|
|
if (interm > 0.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE))
|
|
{
|
|
float line_no = floor(mod(mix( OGL2Pos.y, OGL2Pos.x, TATE),2.0));
|
|
float frame_no = floor(mod(float(global.FrameCount),2.0));
|
|
|
|
if (interm == 1.0)
|
|
{
|
|
vec3 icolor1 = mix(color1, color0, abs(line_no-frame_no));
|
|
vec3 icolor2 = mix(color1, color2, abs(line_no-frame_no));
|
|
color = mix(icolor1, icolor2, f);
|
|
}
|
|
else if (interm == 2.0)
|
|
{
|
|
float v0 = exp2(-2.25*2.25);
|
|
float v1 = exp2(-2.25*(0.5+f)*(0.5+f)) - v0;
|
|
float v2 = exp2(-2.25*(0.5-f)*(0.5-f)) - v0;
|
|
float v3 = exp2(-2.25*(1.5-f)*(1.5-f)) - v0;
|
|
color = (v1*color0 + v2*color1 + v3*color2)/(v1+v2+v3);
|
|
}
|
|
else color = mix(color1, color2, f);
|
|
}
|
|
|
|
ctmp = 0.5*(ctmp+tmp);
|
|
color*=mix(brightboost, brightboost1, max(max(ctmp.r,ctmp.g),ctmp.b));
|
|
color = min(color, 1.0);
|
|
|
|
// Apply Mask
|
|
|
|
vec3 orig1 = color; float pixbr = max(max(ctmp.r,ctmp.g),ctmp.b); vec3 orig = ctmp; w1 = w1+w2; float w3 = max(max(w1.r,w1.g),w1.b);
|
|
vec3 cmask1 = vec3(1.0); vec3 cmask2 = cmask1; vec3 cmask = cmask1; vec3 one = vec3(1.0);
|
|
|
|
cmask1*= (TATE < 0.5) ? Mask(gl_FragCoord.xy * 1.000001,tmp) :
|
|
Mask(gl_FragCoord.yx * 1.000001,tmp);
|
|
|
|
color = color*cmask1;
|
|
|
|
color = min(color,1.0);
|
|
|
|
cmask2 *= (TATE < 0.5) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
|
|
SlotMask(gl_FragCoord.yx * 1.000001,tmp);
|
|
|
|
color = color*cmask2; cmask = cmask1*cmask2;
|
|
|
|
vec3 Bloom = COMPAT_TEXTURE(PassPrev2Texture, pos).xyz;
|
|
|
|
vec3 Bloom1 = 2.0*Bloom*Bloom;
|
|
Bloom1 = min(Bloom1, 0.75);
|
|
float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b);
|
|
float pmax = 0.85;
|
|
Bloom1 = min(Bloom1, pmax*bmax)/pmax;
|
|
|
|
Bloom1 = mix(min( Bloom1, color), Bloom1, 0.5*(orig1+color));
|
|
|
|
Bloom1 = bloom*Bloom1;
|
|
|
|
color = color + Bloom1;
|
|
|
|
color = min(color, 1.0);
|
|
if (interm < 0.5 || inter > mix(SourceSize.y, SourceSize.x, TATE)) color = declip(color, pow(w3,0.5));
|
|
color = min(color, mix(cmask,one,0.5));
|
|
|
|
color = color + glow*Bloom;
|
|
|
|
color = pow(color, vec3(1.0/gamma_out));
|
|
|
|
FragColor = vec4(color*corner(pos0), 1.0);
|
|
} |