mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
616 lines
20 KiB
Plaintext
616 lines
20 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
CRT - Guest - Dr. Venom
|
|
|
|
Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
|
|
|
|
Incorporates many good ideas and suggestions from Dr. Venom.
|
|
|
|
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, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
|
|
slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out, spike, inter;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float bloom;
|
|
float interm;
|
|
float scans;
|
|
float slotms;
|
|
} global;
|
|
|
|
#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
|
|
#define TATE params.TATE // Screen orientation
|
|
#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 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 brightboost "Bright Boost Dark Pixels" 1.40 0.50 4.00 0.05
|
|
#define brightboost params.brightboost // adjust brightness
|
|
#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.15 0.50 3.00 0.05
|
|
#define brightboost1 params.brightboost1 // adjust brightness
|
|
#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0
|
|
#define gsl params.gsl // Alternate scanlines
|
|
#pragma parameter scanline1 "Scanline beam shape low" 6.0 1.0 15.0 1.0
|
|
#define scanline1 params.scanline1 // scanline param, vertical sharpness
|
|
#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
|
|
#define scanline2 params.scanline2 // scanline param, vertical sharpness
|
|
#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.5 0.05
|
|
#define beam_min params.beam_min // dark area beam min - narrow
|
|
#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.5 0.05
|
|
#define beam_max params.beam_max // bright area beam max - wide
|
|
#pragma parameter beam_size "Increased bright scanline beam" 0.70 0.0 1.0 0.05
|
|
#define beam_size params.beam_size // increased max. beam size
|
|
#pragma parameter h_sharp "Horizontal sharpness" 5.25 1.0 15.0 0.25
|
|
#define h_sharp params.h_sharp // pixel sharpness
|
|
#pragma parameter s_sharp "Substractive sharpness (relative)" 0.40 0.0 1.0 0.10
|
|
#define s_sharp params.s_sharp // substractive sharpness
|
|
#pragma parameter csize "Corner size" 0.0 0.0 0.07 0.01
|
|
#define csize params.csize // corner size
|
|
#pragma parameter bsize "Border smoothness" 600.0 100.0 600.0 25.0
|
|
#define bsize params.bsize // border smoothness
|
|
#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01
|
|
#define warpX params.warpX // Curvature X
|
|
#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01
|
|
#define warpY params.warpY // Curvature Y
|
|
#pragma parameter glow "Glow Strength" 0.02 0.0 0.5 0.01
|
|
#define glow params.glow // Glow Strength
|
|
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 0.0 -1.0 7.0 1.0
|
|
#define shadowMask params.shadowMask // Mask Style
|
|
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
|
|
#define masksize params.masksize // Mask Size
|
|
#pragma parameter vertmask "PVM Like Colors" 0.0 -0.30 0.30 0.02
|
|
#define vertmask params.vertmask // Vertical mask
|
|
#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
|
|
#define slotmask params.slotmask // Slot Mask ON/OFF
|
|
#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
|
|
#define slotwidth params.slotwidth // Slot Mask Width
|
|
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
|
|
#define double_slot params.double_slot // Slot Mask Height
|
|
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
|
|
#define slotms global.slotms // Slot Mask Size
|
|
#pragma parameter mcut "Mask 5-7 cutoff" 0.25 0.0 0.5 0.05
|
|
#define mcut params.mcut // Mask 5-7 cutoff
|
|
#pragma parameter maskDark "Lottes&Trinitron maskDark" 0.5 0.0 2.0 0.05
|
|
#define maskDark params.maskDark // Dark "Phosphor"
|
|
#pragma parameter maskLight "Lottes&Trinitron maskLight" 1.5 0.0 2.0 0.05
|
|
#define maskLight params.maskLight // Light "Phosphor"
|
|
#pragma parameter CGWG "Mask 0&7 Mask Str." 0.3 0.0 1.0 0.05
|
|
#define CGWG params.CGWG // CGWG Mask Strength
|
|
#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
|
|
#define gamma_out params.gamma_out // output gamma
|
|
#pragma parameter spike "Scanline Spike Removal" 1.0 0.0 2.0 0.10
|
|
#define spike params.spike
|
|
#pragma parameter inter "Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
|
|
#define inter params.inter // interlace resolution
|
|
#pragma parameter interm "Interlace Mode (0.0 = OFF):" 1.0 0.0 3.0 1.0
|
|
#define interm global.interm // interlace mode
|
|
#pragma parameter bloom "Bloom Strength" 0.0 0.0 2.0 0.1
|
|
#define bloom global.bloom // bloom effect
|
|
#pragma parameter scans "Scanline 1&2 Saturation" 0.5 0.0 1.0 0.1
|
|
#define scans global.scans // scanline saturation
|
|
|
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
|
#define TEX0 vTexCoord
|
|
#define InputSize SourceSize
|
|
#define TextureSize SourceSize
|
|
|
|
#define SourceSize global.SourceSize
|
|
#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 Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
|
|
layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
|
|
layout(set = 0, binding = 5) uniform sampler2D GlowPass;
|
|
|
|
#define Texture Source
|
|
#define PassPrev5Texture AvgLumPass
|
|
#define PassPrev4Texture LinearizePass
|
|
#define PassPrev2Texture GlowPass
|
|
|
|
#define eps 1e-10
|
|
|
|
float st(float x)
|
|
{
|
|
return exp2(-10.0*x*x);
|
|
}
|
|
|
|
vec3 sw0(vec3 x, vec3 color, float scanline)
|
|
{
|
|
vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
|
|
vec3 ex = x*tmp;
|
|
return exp2(-scanline*ex*ex);
|
|
}
|
|
|
|
vec3 sw1(vec3 x, vec3 color, float scanline)
|
|
{
|
|
float mx = max(max(color.r, color.g),color.b);
|
|
x = mix (x, beam_min*x, max(x-0.4*mx,0.0));
|
|
vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color);
|
|
vec3 ex = x*tmp;
|
|
float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45);
|
|
vec3 res = exp2(-scanline*ex*ex)/(1.0-br+br*mx);
|
|
mx = max(max(res.r,res.g),res.b);
|
|
float scans1 = scans; if (abs(vertmask) > 0.01) scans1=1.0;
|
|
return mix(vec3(mx), res, scans1);
|
|
}
|
|
|
|
vec3 sw2(vec3 x, vec3 color, float scanline)
|
|
{
|
|
float mx = max(max(color.r, color.g),color.b);
|
|
vec3 tmp = mix(vec3(2.5*beam_min),vec3(beam_max), color);
|
|
tmp = mix(vec3(beam_max), tmp, pow(abs(x), color+0.3));
|
|
vec3 ex = x*tmp;
|
|
vec3 res = exp2(-scanline*ex*ex)/(0.6 + 0.4*mx);
|
|
mx = max(max(res.r,res.g),res.b);
|
|
float scans1 = scans; if (abs(vertmask) > 0.01) scans1=0.85;
|
|
return mix(vec3(mx), res, scans1);
|
|
}
|
|
|
|
// Shadow mask (1-4 from PD CRT Lottes shader).
|
|
vec3 Mask(vec2 pos, vec3 c)
|
|
{
|
|
pos = floor(pos/masksize);
|
|
vec3 mask = vec3(maskDark, maskDark, maskDark);
|
|
|
|
// No mask
|
|
if (shadowMask == -1.0)
|
|
{
|
|
mask = vec3(1.0);
|
|
}
|
|
|
|
// Phosphor.
|
|
else if (shadowMask == 0.0)
|
|
{
|
|
pos.x = fract(pos.x*0.5);
|
|
float mc = 1.0 - CGWG;
|
|
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
|
|
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
|
|
}
|
|
|
|
// Very compressed TV style shadow mask.
|
|
else if (shadowMask == 1.0)
|
|
{
|
|
float line = maskLight;
|
|
float odd = 0.0;
|
|
|
|
if (fract(pos.x/6.0) < 0.5)
|
|
odd = 1.0;
|
|
if (fract((pos.y + odd)/2.0) < 0.5)
|
|
line = maskDark;
|
|
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.b = maskLight;
|
|
|
|
mask*=line;
|
|
}
|
|
|
|
// Aperture-grille.
|
|
else if (shadowMask == 2.0)
|
|
{
|
|
pos.x = fract(pos.x/3.0);
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.b = maskLight;
|
|
}
|
|
|
|
// Stretched VGA style shadow mask (same as prior shaders).
|
|
else if (shadowMask == 3.0)
|
|
{
|
|
pos.x += pos.y*3.0;
|
|
pos.x = fract(pos.x/6.0);
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.b = maskLight;
|
|
}
|
|
|
|
// VGA style shadow mask.
|
|
else if (shadowMask == 4.0)
|
|
{
|
|
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
|
|
pos.x += pos.y*3.0;
|
|
pos.x = fract(pos.x/6.0);
|
|
|
|
if (pos.x < 0.333) mask.r = maskLight;
|
|
else if (pos.x < 0.666) mask.g = maskLight;
|
|
else mask.b = maskLight;
|
|
}
|
|
|
|
// Alternate mask 5
|
|
else if (shadowMask == 5.0)
|
|
{
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
|
|
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
|
|
mask = maskTmp;
|
|
pos.x = fract(pos.x/2.0);
|
|
if (pos.x < 0.5)
|
|
{ mask.r = adj;
|
|
mask.b = adj;
|
|
}
|
|
else mask.g = adj;
|
|
}
|
|
|
|
// Alternate mask 6
|
|
else if (shadowMask == 6.0)
|
|
{
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
|
|
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
|
|
mask = maskTmp;
|
|
pos.x = fract(pos.x/3.0);
|
|
if (pos.x < 0.333) mask.r = adj;
|
|
else if (pos.x < 0.666) mask.g = adj;
|
|
else mask.b = adj;
|
|
}
|
|
|
|
// Alternate mask 7
|
|
else if (shadowMask == 7.0)
|
|
{
|
|
float mc = 1.0 - CGWG;
|
|
float mx = max(max(c.r,c.g),c.b);
|
|
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
|
|
mask = vec3(maskTmp);
|
|
pos.x = fract(pos.x/2.0);
|
|
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
|
|
}
|
|
|
|
return mask;
|
|
}
|
|
|
|
float SlotMask(vec2 pos, vec3 c)
|
|
{
|
|
if (slotmask == 0.0) return 1.0;
|
|
|
|
pos = floor(pos/slotms);
|
|
float mx = pow(max(max(c.r,c.g),c.b),1.33);
|
|
float mlen = slotwidth*2.0;
|
|
float px = fract(pos.x/mlen);
|
|
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
|
|
float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx);
|
|
float slot = 1.0 + 0.7*slotmask*(1.0-mx);
|
|
if (py == 0.0 && px < 0.5) slot = slot_dark; else
|
|
if (py == double_slot && px >= 0.5) slot = slot_dark;
|
|
|
|
return slot;
|
|
}
|
|
|
|
// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature)
|
|
vec2 Warp(vec2 pos)
|
|
{
|
|
pos = pos*2.0-1.0;
|
|
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
|
|
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;
|
|
}
|
|
|
|
|
|
// Borrowed from cgwg's crt-geom, under GPL
|
|
|
|
float corner(vec2 coord)
|
|
{
|
|
coord *= SourceSize.xy / InputSize.xy;
|
|
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
|
|
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
|
|
vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
|
|
coord = (cdist - min(coord,cdist));
|
|
float dist = sqrt(dot(coord,coord));
|
|
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
|
|
}
|
|
|
|
vec3 declip(vec3 c, float b)
|
|
{
|
|
float m = max(max(c.r,c.g),c.b);
|
|
if (m > b) c = c*b/m;
|
|
return c;
|
|
}
|
|
|
|
void main()
|
|
{
|
|
float lum = COMPAT_TEXTURE(PassPrev5Texture, vec2(0.1,0.1)).a;
|
|
|
|
// Calculating texel coordinates
|
|
|
|
vec2 texcoord = TEX0.xy;
|
|
if (IOS > 0.0){
|
|
vec2 ofactor = OutputSize.xy/InputSize.xy;
|
|
vec2 intfactor = round(ofactor);
|
|
vec2 diff = ofactor/intfactor;
|
|
float scan = mix(diff.y, diff.x, TATE);
|
|
texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), scan, scan)*(InputSize.xy/SourceSize.xy);
|
|
if (IOS == 1.0) 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*(SourceSize.xy/InputSize.xy), factor, factor)*(InputSize.xy/SourceSize.xy);
|
|
vec2 pos = Warp(texcoord*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
|
|
vec2 pos0 = Warp(TEX0.xy*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
|
|
|
|
vec2 coffset = vec2(0.5, 0.5);
|
|
bool interb = (interm > 0.5 && interm < 2.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE));
|
|
bool notate = (TATE < 0.5);
|
|
|
|
if (interb) coffset = ((notate) ? vec2(0.5,0.0) : vec2(0.0, 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;
|
|
|
|
float zero = exp2(-h_sharp);
|
|
float sharp1 = s_sharp * zero;
|
|
|
|
float wl3 = 2.0 + fpx;
|
|
float wl2 = 1.0 + fpx;
|
|
float wl1 = fpx;
|
|
float wr1 = 1.0 - fpx;
|
|
float wr2 = 2.0 - fpx;
|
|
float wr3 = 3.0 - fpx;
|
|
|
|
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(0.0,mix(-0.18, -0.01, fpx),float(s_sharp > 0.05)));
|
|
float twl1 = max(wl1 - sharp1, 0.0);
|
|
float twr1 = max(wr1 - sharp1, 0.0);
|
|
float twr2 = max(wr2 - sharp1, mix(0.0,mix(-0.18, -0.01, fp1),float(s_sharp > 0.05)));
|
|
float twr3 = max(wr3 - sharp1, 0.0);
|
|
|
|
float wtt = 1.0/(twl3+twl2+twl1+twr1+twr2+twr3);
|
|
float wt = 1.0/(wl2+wl1+wr1+wr2);
|
|
bool sharp = (s_sharp > 0.05);
|
|
|
|
vec3 l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
|
|
vec3 l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
|
|
vec3 l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
|
|
vec3 r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
|
|
vec3 r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
|
|
vec3 r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz;
|
|
|
|
vec3 sl2 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
|
|
vec3 sl1 = COMPAT_TEXTURE(Texture, pC4 ).xyz;
|
|
vec3 sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
|
|
vec3 sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
|
|
|
|
vec3 color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt;
|
|
|
|
vec3 colmin = min(min(l1,r1), min(l2,r2));
|
|
vec3 colmax = max(max(l1,r1), max(l2,r2));
|
|
|
|
if (sharp) color1 = clamp(color1, colmin, colmax);
|
|
|
|
vec3 gtmp = vec3(gamma_out*0.1);
|
|
vec3 scolor1 = color1;
|
|
|
|
scolor1 = (sl2*wl2 + sl1*wl1 + sr1*wr1 + sr2*wr2)*wt;
|
|
scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1;
|
|
scolor1 = mix(color1, scolor1, spike);
|
|
|
|
pC4+=offy;
|
|
|
|
l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
|
|
l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
|
|
l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
|
|
r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
|
|
r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
|
|
r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz;
|
|
|
|
sl2 = COMPAT_TEXTURE(Texture, pC4 -offx).xyz;
|
|
sl1 = COMPAT_TEXTURE(Texture, pC4 ).xyz;
|
|
sr1 = COMPAT_TEXTURE(Texture, pC4 +offx).xyz;
|
|
sr2 = COMPAT_TEXTURE(Texture, pC4 +off2).xyz;
|
|
|
|
vec3 color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt;
|
|
|
|
colmin = min(min(l1,r1), min(l2,r2));
|
|
colmax = max(max(l1,r1), max(l2,r2));
|
|
|
|
if (sharp) color2 = clamp(color2, colmin, colmax);
|
|
|
|
vec3 scolor2 = color2;
|
|
|
|
scolor2 = (sl2*wl2 + sl1*wl1 + sr1*wr1 + sr2*wr2)*wt;
|
|
scolor2 = pow(scolor2, gtmp); vec3 mcolor2 = scolor2;
|
|
scolor2 = mix(color2, scolor2, spike);
|
|
|
|
vec3 color0 = color1;
|
|
|
|
if (interb)
|
|
{
|
|
pC4-= 2.*offy;
|
|
|
|
l3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -off2).xyz;
|
|
l2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 -offx).xyz;
|
|
l1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
|
|
r1 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx).xyz;
|
|
r2 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +off2).xyz;
|
|
r3 = COMPAT_TEXTURE(PassPrev4Texture, pC4 +offx+off2).xyz;
|
|
|
|
color0 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)*wtt;
|
|
|
|
colmin = min(min(l1,r1), min(l2,r2));
|
|
colmax = max(max(l1,r1), max(l2,r2));
|
|
|
|
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 mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2);
|
|
|
|
vec3 ctmp = color00/(wt1+wt2);
|
|
vec3 sctmp = scolor0/(wt1+wt2);
|
|
|
|
vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
|
|
mcolor = clamp(mix(ctmp, mcolor, 1.5),0.0,1.0);
|
|
mcolor = pow(mcolor, vec3(1.4/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); if (vertmask < 0.0) shift = shift.grr;
|
|
|
|
vec3 f1 = vec3(f);
|
|
vec3 f2 = vec3(1.0-f);
|
|
|
|
f1 = max(f1 + shift*0.5*(1.0+f), 0.75*f);
|
|
f2 = max(f2 - shift*0.5*(2.0-f), 0.75*(1.0-f));
|
|
|
|
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;
|
|
color = min(color, 1.0);
|
|
|
|
if (interm > 0.5 && inter <= mix(SourceSize.y, SourceSize.x, TATE))
|
|
{
|
|
if (interm < 2.5)
|
|
{
|
|
float line_no = floor(mod(mix( OGL2Pos.y, OGL2Pos.x, TATE),2.0));
|
|
float frame_no = floor(mod(float(global.FrameCount),2.0));
|
|
float ii = (interm > 1.5) ? 0.5 : abs(line_no-frame_no);
|
|
|
|
vec3 icolor1 = mix(color1, color0, ii);
|
|
vec3 icolor2 = mix(color1, color2, ii);
|
|
|
|
color = mix(icolor1, icolor2, f);
|
|
mcolor = sqrt(color);
|
|
}
|
|
else color = mix(color1, color2, f);
|
|
}
|
|
|
|
ctmp = 0.5*(ctmp+tmp);
|
|
color*=mix(brightboost, brightboost1, max(max(ctmp.r,ctmp.g),ctmp.b));
|
|
|
|
// 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 cmask = vec3(1.0); vec3 cmask1 = cmask; vec3 one = vec3(1.0);
|
|
|
|
cmask*= (notate) ? Mask(gl_FragCoord.xy * 1.000001,mcolor) :
|
|
Mask(gl_FragCoord.yx * 1.000001,mcolor);
|
|
|
|
color = color*cmask;
|
|
|
|
color = min(color,1.0);
|
|
|
|
cmask1 *= (notate) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
|
|
SlotMask(gl_FragCoord.yx * 1.000001,tmp);
|
|
|
|
color = color*cmask1; cmask = cmask*cmask1; cmask = min(cmask, 1.0);
|
|
|
|
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 = 0.80;
|
|
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(w3,0.6));
|
|
color = min(color, mix(cmask,one,0.6));
|
|
|
|
color = color + glow*Bloom;
|
|
|
|
color = pow(color, vec3(1.0/gamma_out));
|
|
|
|
FragColor = vec4(color*corner(pos0), 1.0);
|
|
}
|