slang-shaders/bezel/Mega_Bezel/shaders/guest/extras/hsm-drez-g-sharp_resampler.slang
HyperspaceMadness 7cdc185f8c Mega Bezel V1.11.0_2023-02-25
Changes:
  * Guest Advanced updated to crt-guest-advanced-2023-02-25-release1
    * Improvements to the new Magic Glow feature
      * Turn Magic Glow on and Increase the Glow amount to see the effect
    * New Slot Mask Mitigation option to reduce moire
  * Added/Restored Guest's Raster Bloom as well as Overscan control
  * Updated Comments in presets to use # instead of // as per @hunterk's request
  * Added rotation option for Rotate CRT Tube:
    * -1 = 90 Degrees Clockwise (or 270 Counter Clockwise)
    * 0 = No Rotation
    * 1 = 90 Degrees Counter Clockwise
  * Added groundwork for the wildcard replacement feature so presets will auto rotate and not flip in the future
  * Added DREZ presets which keep the horizontal resolution
    * Helpful for applying to modern games, these two are good to try
        * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp`
        * `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp`
    * Also looks good on MVC2, try `Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp`
  * Updated preset capability and performance table
  * Added contrast for signal noise
  * Added some more Sinden presets for SCREEN-ONLY and POTATO
  * Added Screen Region to Resolution Debug text
    * Good for getting the screen region pixel coordinates if you need them
  * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode
    * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image
    * The minimum size of the lighting texture will be close to the height of the current viewport
    * This reduces the likelihood that we will see the cutoff
  * ScaleFx: Exposed more of the settings so they can be tweaked
    * Default Settings changed:
      * ScaleFx Threshold: now 0.43 (was 0.5)
      * ScaleFx Filter Corners: now 0 (was 1)
      * These settings result in a slighly clearer picture and less rounding of square corners
  * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets
2023-02-28 08:11:50 -05:00

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#version 450
/*
G-sharp resampler - dynamic range, resizable
Copyright (C) 2020 - 2021 guest(r) - guest.r@gmail.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 (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.
Anti-Ringing inspired by Hyllian
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float HSM_DREZ_GSHARP_ON;
float HSM_DREZ_SIGMA_HV;
float HSM_DREZ_HSHARP0;
float HSM_DREZ_HAR;
float HSM_DREZ_SHAR;
} params;
#pragma parameter HSM_GSHARP_DREZ_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter GSHARP_DREZ_TITLE "[ --- DREZ DOWNSAMPLE FILTER - GUEST.R G-SHARP RESAMPLER --- ]:" 0 0 0.01 0.01
#pragma parameter HSM_DREZ_GSHARP_ON " G-SHARP ON" 1 0 1 1
#define HSM_DREZ_GSHARP_ON params.HSM_DREZ_GSHARP_ON
// Default was 1.2, now set to 2.3 to match smoothing in Hyllian b-spline
#pragma parameter HSM_DREZ_HSHARP0 " Filter Range" 2.3 1.0 6.0 0.1
#define HSM_DREZ_HSHARP0 params.HSM_DREZ_HSHARP0
// Default was 0.75
#pragma parameter HSM_DREZ_SIGMA_HV " Gaussian Blur Sigma" 0.75 0.1 7.0 0.05
#define HSM_DREZ_SIGMA_HV params.HSM_DREZ_SIGMA_HV
// Default was 0.5
#pragma parameter HSM_DREZ_SHAR " Sharpness Definition" 0.5 0.0 2.0 0.05
#define HSM_DREZ_SHAR params.HSM_DREZ_SHAR
// Default was 0.5
#pragma parameter HSM_DREZ_HAR " Anti-Ringing" 0.5 0.0 1.0 0.10
#define HSM_DREZ_HAR params.HSM_DREZ_HAR
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;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
float invsqrsigma_h = 1.0/(2.0*HSM_DREZ_SIGMA_HV*HSM_DREZ_SIGMA_HV);
float gaussian(float x, float y)
{
return exp(-(x*x + y*y)*invsqrsigma_h);
}
void main()
{
if (HSM_DREZ_GSHARP_ON == 0)
{
FragColor = texture(Source, vTexCoord);
return;
}
vec2 f = fract(SourceSize.xy * vTexCoord.xy);
f = 0.5 - f;
vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec3 colorx = 0.0.xxx;
vec3 colory = 0.0.xxx;
float wx, wy;
float wsumx = 0.0;
float wsumy = 0.0;
vec3 pixel;
float x;
vec3 xcmax = 0.0.xxx;
vec3 xcmin = 1.0.xxx;
float sharp = gaussian(HSM_DREZ_HSHARP0, 0.0);
float maxsharp = 0.07;
float FPR = HSM_DREZ_HSHARP0;
float fpx = 1.0;
float LOOPSIZE = ceil(2.0*FPR);
float y = -LOOPSIZE;
do
{
x = -LOOPSIZE;
do
{
pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
wx = gaussian(x+f.x, y+f.y) - sharp;
fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR;
if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), HSM_DREZ_SHAR)), 0.0);
colorx = colorx + wx * pixel;
wsumx = wsumx + wx;
x = x + 1.0;
} while (x <= LOOPSIZE);
y = y + 1.0;
} while (y <= LOOPSIZE);
vec3 color = colorx/wsumx;
color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), HSM_DREZ_HAR);
FragColor = vec4(color, 1.0);
}