slang-shaders/crt/shaders/guest/crt-guest-sm.slang
2019-12-28 12:56:54 -06:00

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#version 450
/*
CRT - Guest - SM (Scanline Mask) Shader
Copyright (C) 2019 guest(r) - guest.r@gmail.com
Big thanks to Nesguy from the Libretro forums for the masks and other ideas.
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.
*/
/* README - MASKS GUIDE
To obtain the best results with masks 0, 1, 3, 4:
must leave “mask size” at 1 and the display must be set to its native resolution to result in evenly spaced “active” LCD subpixels.
Mask 0: Uses a magenta and green pattern for even spacing of the LCD subpixels.
Mask 1: Intended for displays that have RBG subpixels (as opposed to the more common RGB).
Uses a yellow/blue pattern for even spacing of the LCD subpixels.
Mask 2: Common red/green/blue pattern.
Mask 3: This is useful for 4K displays, where masks 0 and 1 can look too fine.
Uses a red/yellow/cyan/blue pattern to result in even spacing of the LCD subpixels.
Mask 4: Intended for displays that have the less common RBG subpixel pattern.
This is useful for 4K displays, where masks 0 and 1 can look too fine.
Uses a red/magenta/cyan/green pattern for even spacing of the LCD subpixels.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float smart, brightboost1, brightboost2, stype, scanline1, scanline2, beam_min, beam_max, s_beam, saturation1, h_sharp, mask, maskmode, maskdark, maskbright, masksize, gamma_out;
} params;
// smart Y integer scaline
#pragma parameter smart "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
// adjust brightness dark colors
#pragma parameter brightboost1 "Bright boost dark colors" 1.50 0.5 3.0 0.05
// adjust brightness bright colors
#pragma parameter brightboost2 "Bright boost bright colors" 1.10 0.5 2.0 0.05
// scanline type
#pragma parameter stype "Scanline Type" 0.0 0.0 2.0 1.0
// scanline param, vertical sharpness
#pragma parameter scanline1 "Scanline Shape Center" 8.0 2.0 14.0 0.5
// scanline param, vertical sharpness
#pragma parameter scanline2 "Scanline Shape Edges" 8.0 4.0 16.0 0.5
// dark area beam min - narrow
#pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05
// bright area beam max -wide
#pragma parameter beam_max "Scanline bright" 1.10 0.5 2.0 0.05
// Overgrown Bright Beam
#pragma parameter s_beam "Overgrown Bright Beam" 0.75 0.0 1.0 0.05
// Scanline Saturation
#pragma parameter saturation1 "Scanline Saturation" 2.75 0.0 6.0 0.25
// pixel sharpness
#pragma parameter h_sharp "Horizontal sharpness" 2.0 1.0 5.0 0.05
// crt mask
#pragma parameter mask "CRT Mask (3&4 are 4k masks)" 0.0 0.0 4.0 1.0
// CRT Mask Mode: Classic, Fine, Coarse
#pragma parameter maskmode "CRT Mask Mode: Classic, Fine, Coarse" 0.0 0.0 2.0 1.0
// CRT Mask Strength Dark Pixels
#pragma parameter maskdark "CRT Mask Strength Dark Pixels" 1.0 0.0 1.5 0.05
// CRT Mask Strength Bright Pixels
#pragma parameter maskbright "CRT Mask Strength Bright Pixels" 0.20 -0.5 1.0 0.05
// crt mask size
#pragma parameter masksize "CRT Mask Size" 1.0 1.0 2.0 1.0
// gamma out
#pragma parameter gamma_out "Gamma Out" 2.40 1.0 3.0 0.05
#define smart params.smart
#define brightboost1 params.brightboost1
#define brightboost2 params.brightboost2
#define stype params.stype
#define scanline1 params.scanline1
#define scanline2 params.scanline2
#define beam_min params.beam_min
#define beam_max params.beam_max
#define s_beam params.s_beam
#define saturation1 params.saturation1
#define h_sharp params.h_sharp
#define mask params.mask
#define maskmode params.maskmode
#define maskdark params.maskdark
#define maskbright params.maskbright
#define masksize params.masksize
#define gamma_out params.gamma_out
#define TEX0 vTexCoord
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define Texture Source
#define InputSize SourceSize
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float st(float x)
{
return exp2(-10.0*x*x);
}
float st1(float x, float scan)
{
return exp2(-scan*x*x);
}
float sw1(float x, vec3 color, float scan)
{
float mx = max(max(color.r,color.g),color.b);
float ex = mix((2.75 - 1.75*stype)*beam_min, beam_max, mx);
ex = mix(beam_max, ex, pow(x, mx + 0.25))*x;
return exp2(-scan*ex*ex);
}
float sw2(float x, vec3 color)
{
float mx = max(max(color.r,color.g),color.b);
float ex = mix(2.0*beam_min, beam_max, mx);
float m = 0.5*ex;
x = x*ex; float xx = x*x;
xx = mix(xx, x*xx, m);
return exp2(-10.0*xx);
}
float Overscan(float pos, float dy){
pos=pos*2.0-1.0;
pos*=dy;
return pos*0.5+0.5;
}
void main()
{
vec2 tex = TEX0.xy * 1.000001;
if (smart == 1.0)
{
float factor = params.OutputSize.y/params.InputSize.y;
float intfactor = round(factor);
float diff = factor/intfactor;
tex.y = Overscan(tex.y*(params.SourceSize.y/params.InputSize.y), diff)*(params.InputSize.y/params.SourceSize.y);
}
vec2 OGL2Pos = tex * params.SourceSize.xy - vec2(0.5);
vec2 fp = fract(OGL2Pos);
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * params.SourceSize.zw;
// Reading the texels
vec3 ul = COMPAT_TEXTURE(Texture, pC4 ).xyz; ul*=ul;
vec3 ur = COMPAT_TEXTURE(Texture, pC4 + vec2(params.SourceSize.z,0.0)).xyz; ur*=ur;
vec3 dl = COMPAT_TEXTURE(Texture, pC4 + vec2(0.0,params.SourceSize.w)).xyz; dl*=dl;
vec3 dr = COMPAT_TEXTURE(Texture, pC4 + params.SourceSize.zw ).xyz; dr*=dr;
float lx = fp.x; lx = pow(lx, h_sharp);
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
float w = 1.0/(lx+rx);
float f1 = fp.y;
float f2 = 1.0 - fp.y;
float f3 = fract(tex.y * params.SourceSize.y); f3 = abs(f3-0.5);
vec3 color;
float t1 = st(f1);
float t2 = st(f2);
float wt = 1.0/(t1+t2);
// calculating scanlines
vec3 cl = (ul*t1 + dl*t2)*wt;
vec3 cr = (ur*t1 + dr*t2)*wt;
vec3 ref_ul = mix(cl, ul, s_beam);
vec3 ref_ur = mix(cr, ur, s_beam);
vec3 ref_dl = mix(cl, dl, s_beam);
vec3 ref_dr = mix(cr, dr, s_beam);
float scan1 = mix(scanline1, scanline2, f1);
float scan2 = mix(scanline1, scanline2, f2);
float scan0 = mix(scanline1, scanline2, f3);
f3 = st1(f3,scan0);
f3 = f3*f3*(3.0-2.0*f3);
float w1, w2, w3, w4 = 0.0;
if (stype < 2.0)
{
w1 = sw1(f1, ref_ul, scan1);
w2 = sw1(f2, ref_dl, scan2);
w3 = sw1(f1, ref_ur, scan1);
w4 = sw1(f2, ref_dr, scan2);
}
else
{
w1 = sw2(f1, ref_ul);
w2 = sw2(f2, ref_dl);
w3 = sw2(f1, ref_ur);
w4 = sw2(f2, ref_dr);
}
vec3 colorl = w1*ul + w2*dl;
vec3 colorr = w3*ur + w4*dr;
color = w*(colorr*lx + colorl*rx);
color = min(color,1.0);
vec3 ctemp = w*(cr*lx + cl*rx);
cl*=cl*cl; cl*=cl; cr*=cr*cr; cr*=cr;
vec3 sctemp = w*(cr*lx + cl*rx); sctemp = pow(sctemp, vec3(1.0/6.0));
float mx1 = max(max(color.r,color.g),color.b);
float sp = (stype == 1.0) ? (0.5*saturation1) : saturation1;
vec3 saturated_color = max((1.0+sp)*color - 0.5*sp*(color+mx1), 0.0);
color = mix(saturated_color, color, f3);
vec3 scan3 = vec3(0.0);
float spos = floor((gl_FragCoord.x * 1.000001)/masksize); float spos1 = 0.0;
vec3 tmp1 = 0.5*(sqrt(ctemp) + sctemp);
color*=mix(brightboost1, brightboost2, max(max(ctemp.r,ctemp.g),ctemp.b));
color = min(color,1.0);
float mboost = 1.25;
if (mask == 0.0)
{
spos1 = fract(spos*0.5);
if (spos1 < 0.5) scan3.rb = color.rb;
else scan3.g = color.g;
}
else
if (mask == 1.0)
{
spos1 = fract(spos*0.5);
if (spos1 < 0.5) scan3.rg = color.rg;
else scan3.b = color.b;
}
else
if (mask == 2.0)
{
mboost = 1.0;
spos1 = fract(spos/3.0);
if (spos1 < 0.333) scan3.r = color.r;
else if (spos1 < 0.666) scan3.g = color.g;
else scan3.b = color.b;
}
else
if (mask == 3.0)
{
spos1 = fract(spos*0.25);
if (spos1 < 0.25) scan3.r = color.r;
else if (spos1 < 0.50) scan3.rg = color.rg;
else if (spos1 < 0.75) scan3.gb = color.gb;
else scan3.b = color.b;
}
else
{
spos1 = fract(spos*0.25);
if (spos1 < 0.25) scan3.r = color.r;
else if (spos1 < 0.50) scan3.rb = color.rb;
else if (spos1 < 0.75) scan3.gb = color.gb;
else scan3.g = color.g;
}
vec3 lerpmask = tmp1;
if (maskmode == 1.0) lerpmask = vec3(max(max(tmp1.r,tmp1.g),tmp1.b)); else
if (maskmode == 2.0) lerpmask = color;
color = max(mix( mix(color, mboost*scan3, maskdark), mix(color, scan3, maskbright), lerpmask), 0.0);
vec3 color1 = pow(color, vec3(1.0/2.1));
if (stype != 1.0)
{
vec3 color2 = pow(color, vec3(1.0/gamma_out));
mx1 = max(max(color1.r,color1.g),color1.b) + 1e-12;
float mx2 = max(max(color2.r,color2.g),color2.b);
color1*=mx2/mx1;
}
FragColor = vec4(color1, 1.0);
}