slang-shaders/bezel/Mega_Bezel/shaders/guest/hsm-crt-guest-advanced.inc
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

676 lines
23 KiB
C++

/*
CRT - Guest - Advanced
Copyright (C) 2018-2023 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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.
*/
// All parameter uniform values are in globals.inc
#pragma parameter GDV_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " (Magic) Glow Strength -- glow" 0.08 -2.0 2.0 0.01
#define glow global.glow // Glow Strength
#pragma parameter bloom " Bloom Strength -- bloom" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom -- mask_bloom" 0.0 0.0 2.0 0.05
#define mask_bloom global.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution -- bloom_dist" 0.0 0.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength -- halation" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter gamma_c " Gamma Correct -- gamma_c" 1.0 0.50 2.0 0.025
#define gamma_c global.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels -- brightboost" 1.40 0.25 10.0 0.05
#define brightboost global.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels -- brightboost1" 1.10 0.25 3.00 0.025
#define brightboost1 global.brightboost1 // adjust brightness
#pragma parameter GDV_SCANLINE_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type -- gsl" 0.0 -1.0 2.0 1.0
#define gsl global.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center -- scanline1" 6.0 -20.0 20.0 0.5
#define scanline1 global.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges -- scanline2" 8.0 0.0 70.0 1.0
#define scanline2 global.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels -- beam_min" 1.30 0.20 5 0.05
#define beam_min global.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels -- beam_max" 1.00 0.4 3.5 0.025
#define beam_max global.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam -- beam_size" 0.60 0.0 1.0 0.05
#define beam_size global.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence -- vertmask" 0.0 -1.0 1.0 0.1
#define vertmask global.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation / Mask Falloff -- scans" 0.5 -5.0 5.0 0.10
#define scans global.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff -- scan_falloff" 1.0 0.20 2.0 0.05
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter spike " Scanline Spike Removal -- spike" 1.0 0.0 2.0 0.10
#define spike global.spike
#pragma parameter rolling_scan " Rolling Scanlines -- rolling_scan" 0.0 -1.0 1.0 0.01
#define rolling_scan global.rolling_scan // rolling scanlines
#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 10.0 0.05
#define scangamma global.scangamma
#pragma parameter no_scanlines " No-Scanline Mode (Guest Advanced Only)" 0.0 0.0 1.0 1.0
#define no_scanlines global.no_scanlines
#pragma parameter GDV_FILTERING_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness -- h_sharp" 5.20 0.20 15.0 0.10
#define h_sharp global.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended) -- s_sharp" 0.50 0.0 2.0 0.10
#define s_sharp global.s_sharp // substractive sharpness
#pragma parameter ring " Substractive sharpness Ringing -- ring" 0.0 0.0 3.0 0.05
#define ring global.ring // substractive sharpness ringing
#pragma parameter smart_ei " Smart Edges Effect Strength -- smart_ei" 0.0 0.0 0.75 0.01
#define smart_ei global.smart_ei // smart edge handling
#pragma parameter ei_limit " Smart Edges Effect Strength Limit -- ei_limit" 0.25 0.0 0.75 0.01
#define ei_limit global.ei_limit // smart edge handling
#pragma parameter sth " Smart Edges Smoothing Threshold -- sth" 0.23 0.0 1.0 0.01
#define sth global.sth // corner size
// #pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
// #pragma parameter intres " Internal Resolution Y: 0.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
// #pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
// #define TATE params.TATE // Screen orientation
// #pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
// #define IOS params.IOS // Smart Integer Scaling
#pragma parameter GDV_RASTERBLOOM_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter GDV_RASTERBLOOM_TITLE "[ OVERSCAN & RASTER BLOOM ]: " 0.0 0.0 1.0 1.0
#pragma parameter GDV_OVERSCAN " Overscan % -- GDV_OVERSCAN" 0 -50 100 0.5
#define GDV_OVERSCAN (global.GDV_OVERSCAN / 100)
#pragma parameter GDV_OVERSCAN_X " Overscan X % -- GDV_OVERSCAN_X" 0 -50 100 0.5
#define GDV_OVERSCAN_X (GDV_OVERSCAN + global.GDV_OVERSCAN_X / 100)
#pragma parameter GDV_OVERSCAN_Y " Overscan Y % -- GDV_OVERSCAN_Y" 0 -50 100 0.5
#define GDV_OVERSCAN_Y (GDV_OVERSCAN + global.GDV_OVERSCAN_Y / 100)
#pragma parameter GDV_RASTER_BLOOM_ON " Raster Bloom ON -- GDV_RASTER_BLOOM_ON" 0 0 1 1
#define GDV_RASTER_BLOOM_ON global.GDV_RASTER_BLOOM_ON
#pragma parameter OS " Raster Bloom Overscan Mode -- OS" 2.0 0.0 2.0 1.0
#define OS global.OS
#pragma parameter BLOOM " Raster Bloom % -- BLOOM" 5.0 0.0 20.0 1.0
#define BLOOM global.BLOOM // Bloom overscan percentage
// #pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
// #define warpX params.warpX // Curvature X
// #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
// #define warpY params.warpY // Curvature Y
// #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
// #define c_shape global.c_shape // curvature shape
// #pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
// #define overscanX global.overscanX // OverscanX pixels
// #pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
// #define overscanY global.overscanY // OverscanY pixels
/* HSM Removed
#define COMPAT_TEXTURE(c,d) texture(c,d)
*/
// HSM Added
#define COMPAT_TEXTURE(c,d) HSM_GetCroppedTexSample(c,d)
// End Addition
// #define TEX0 vTexCoord
#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 LinearizePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 4) uniform sampler2D PrePass;
// HSM Added
layout(set = 0, binding = 6) uniform sampler2D InfoCachePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float st1(float x)
{
return exp2(-7.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
/* HSM Removed
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos = mix(pos, vec2(pos.x*inversesqrt(1.0-c_shape*pos.y*pos.y), pos.y*inversesqrt(1.0-c_shape*pos.x*pos.x)), vec2(warpX, warpY)/c_shape);
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;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
void main()
{
// HSM Added
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
vec2 cache_bounds_coord = SCREEN_COORD;
// If it's the potato preset render the whole frame
#ifndef IS_POTATO_PRESET
#ifndef IS_NO_REFLECT_PRESET
vec2 bezel_outside_flat_coord;
vec2 frame_outside_flat_coord;
HSM_GetSimpleBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
SCREEN_ASPECT,
bezel_outside_flat_coord,
frame_outside_flat_coord);
cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
#endif
#endif
if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
{
FragColor = vec4(0);
return;
}
float TATE = USE_VERTICAL_SCANLINES;
/* HSM Removed
vec2 prescalex = vec2(vec2(textureSize(LinearizePass, 0))/global.OriginalSize.xy);
vec4 SourceSize = global.OriginalSize * mix( vec4(prescalex.x, 1.0, 1.0/prescalex.x, 1.0), vec4(1.0, prescalex.y, 1.0, 1.0/prescalex.y), TATE);
*/
// HSM Added
vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT);
float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.5,0.5)).a;
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
bool interb = (intera < 0.5);
bool notate = (TATE < 0.5);
if (USE_VERTICAL_SCANLINES > 0.5 && interb)
notate = true;
/* HSM Removed
float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
float sy = 1.0;
if (global.intres == 1.0) sy = SourceY/224.0;
if (global.intres > 0.25 && global.intres != 1.0) sy = global.intres;
if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0 && !interb){
vec2 ofactor = OutputSize.xy/global.OriginalSize.xy;
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = mix(diff.y, diff.x, TATE);
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) 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, factor, factor);
texcoord = Overscan(texcoord, (global.OriginalSize.x - overscanX)/global.OriginalSize.x, (global.OriginalSize.y - overscanY)/global.OriginalSize.y);
vec2 pos = Warp(texcoord);
*/
// HSM Added
// HSM Added
vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
// Screen Curved Coordinate but not Mirrored
vec2 screen_curved_coord_with_overscan = HSM_ApplyOverscan(screen_curved_coord, GDV_OVERSCAN_X, GDV_OVERSCAN_Y);
vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);
// Add overscan to mirror wrapped coord
pos = HSM_ApplyOverscan(pos, GDV_OVERSCAN_X, GDV_OVERSCAN_Y);
vec2 screen_scale_with_overscan = SCREEN_SCALE * (vec2(GDV_OVERSCAN_X, GDV_OVERSCAN_Y) + 1);
// Screen Coordinate overscan but without curvature
vec2 screen_coord_with_overscan = HSM_ApplyOverscan(SCREEN_COORD, GDV_OVERSCAN_X, GDV_OVERSCAN_Y);
if (GDV_RASTER_BLOOM_ON > 0.5)
{
pos = HSM_ApplyRasterBloomOverscan(pos, OS, BLOOM, lum);
screen_curved_coord_with_overscan = HSM_ApplyRasterBloomOverscan(screen_curved_coord_with_overscan, OS, BLOOM, lum);
screen_coord_with_overscan = HSM_ApplyRasterBloomOverscan(screen_coord_with_overscan, OS, BLOOM, lum);
screen_scale_with_overscan *= HSM_GetRasterBloomScale(OS, BLOOM, lum);
if (HHLP_IsOutsideCoordSpace(screen_curved_coord_with_overscan))
{
FragColor = vec4(0);
return;
}
}
bool smarte = (smart_ei > 0.01); // smart edge interpolation on / off
vec2 coffset = vec2(0.5, 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;
/* HSM Removed
if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor(pC4.y * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor(pC4.x * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z;
*/
// TODO need to add something to support the VGA double resolution of the
if (interb) pC4.y = pos.y;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
/* HSM Removed
float idiv = clamp(mix(SourceSize.x, SourceSize.y, TATE) / 400.0, 1.0, 2.0);
float fdivider = max(min(mix(prescalex.x, prescalex.y,TATE), 2.0), idiv*float(interb));
*/
// HSM Added
float fdivider = min((1 - USE_VERTICAL_SCANLINES) * SAMPLING_SCANLINE_DIR_MULT +
USE_VERTICAL_SCANLINES * SAMPLING_OPPOSITE_DIR_MULT,
2.0);
// End Addition
float wl3 = (2.0 + fpx)/fdivider;
float wl2 = (1.0 + fpx)/fdivider;
float wl1 = ( fpx)/fdivider;
float wr1 = (1.0 - fpx)/fdivider;
float wr2 = (2.0 - fpx)/fdivider;
float wr3 = (3.0 - fpx)/fdivider;
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(-0.12, 0.0, 1.0-fp1*fp1));
float twl1 = max(wl1 - sharp1, -0.12);
float twr1 = max(wr1 - sharp1, -0.12);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
vec3 c1, c2;
if (smarte)
{
twl3 = 0.0; twr3 = 0.0;
c1 = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz;
c2 = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz;
c1 = max(c1 - sth, 0.0);
c2 = max(c2 - sth, 0.0);
}
vec3 l3, l2, l1, r1, r2, r3, color1, color2, colmin, colmax;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(smart_ei*c1.y, ei_limit);
float pl = min(smart_ei*max(c1.y,c1.x), ei_limit);
float pr = min(smart_ei*max(c1.y,c1.z), ei_limit);
twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1);
twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2);
}
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color1 = clamp(mix(clamp(color1, colmin, colmax), color1, ring), 0.0, 1.0);
float ts = 0.025;
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
float swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
float swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts);
float swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts);
float swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0));
if(!interb) color1 = pow(color1, vec3(scangamma/gamma_in));
vec3 scolor2;
if (!interb)
{
pC4+=offy;
/* HSM Removed
if (global.intres == 0.5 && notate && prescalex.y < 1.5) pC4.y = floor((pos.y + 0.33*offy.y) * global.OriginalSize.y)*global.OriginalSize.w + 0.5*global.OriginalSize.w;
if (global.intres == 0.5 && !notate && prescalex.x < 1.5) pC4.x = floor((pos.x + 0.33*offy.x) * global.OriginalSize.x)*global.OriginalSize.z + 0.5*global.OriginalSize.z;
*/
// TODO need to add something to support the VGA double resolution of the
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(smart_ei*c2.y, ei_limit);
float pl = min(smart_ei*max(c2.y,c2.x), ei_limit);
float pr = min(smart_ei*max(c2.y,c2.z), ei_limit);
twl1 = max(wl1-pc, 0.01*wl1); twr1 = max(wr1-pc, 0.01*wr1);
twl2 = max(wl2-pl, 0.01*wl2); twr2 = max(wr2-pr, 0.01*wr2);
}
color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color2 = clamp(mix(clamp(color2, colmin, colmax), color2, ring), 0.0, 1.0);
lm2 = max(max(l2.r,l2.g),l2.b);
lm1 = max(max(l1.r,l1.g),l1.b);
rm1 = max(max(r1.r,r1.g),r1.b);
rm2 = max(max(r2.r,r2.g),r2.b);
swl2 = max(twl2, 0.0) * (dot(l2,luma) + ts);
swl1 = max(twl1, 0.0) * (dot(l1,luma) + ts);
swr1 = max(twr1, 0.0) * (dot(r1,luma) + ts);
swr2 = max(twr2, 0.0) * (dot(r2,luma) + ts);
float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0));
color2 = pow(color2, vec3(scangamma/gamma_in));
}
vec3 ctmp = color1; float w3 = 1.0; vec3 color = color1;
vec3 one = vec3(1.0);
if (!interb)
{
// 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;
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
float f1 = f;
float f2 = 1.0-f;
/* HSM Removed
float scanpix = mix(SourceSize.x/OutputSize.x, SourceSize.y/OutputSize.y, float(notate));
*/
// HSM Added
float scanpix = mix(SourceSize.x/(SCREEN_SCALE.x * OutputSize.x), SourceSize.y/(SCREEN_SCALE.y * OutputSize.y), float(notate));
f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix);
f2 = 1.0 - f1;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
float mc1 = max(max(color1.r,color1.g),color1.b) + eps;
float mc2 = max(max(color2.r,color2.g),color2.b) + eps;
cref1 = color1 / mc1;
cref2 = color2 / mc2;
float scanpow1 = (scans > 0.0) ? 1.0 : pow(f1, 0.375);
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
// Scanline Deconvergence
vec3 cd1 = one; vec3 cd2 = one;
if (abs(vertmask) > 0.025)
{
float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
}
/* HSM Removed
color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, no_scanlines);
*/
// HSM Added
float scan_res = (1 - USE_VERTICAL_SCANLINES) * CROPPED_ROTATED_SIZE_WITH_RES_MULT.y +
USE_VERTICAL_SCANLINES * CROPPED_ROTATED_SIZE_WITH_RES_MULT.x;
float hsm_no_scanlines = HSM_INTERLACE_MODE < 0 && HSM_INTERLACE_TRIGGER_RES <= scan_res ? 1 : no_scanlines;
color = (gc(color1)*w1*cd1 + gc(color2)*w2*cd2)/mix(1.0.xxx, w1+w2, hsm_no_scanlines);
if (abs(rolling_scan) > 0.005)
{
wt1 = st1(f);
wt2 = st1(1.0-f);
color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
}
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
}
float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
if(!interb) color = pow( color, vec3(gamma_in/scangamma) );
FragColor = vec4(color, colmx);
if (HSM_GetUseFakeScanlines())
{
vec2 tube_curved_coord = HSM_GetTubeCurvedCoord(TUBE_DIFFUSE_COORD, 1, TUBE_DIFFUSE_SCALE, TUBE_SCALE, TUBE_DIFFUSE_ASPECT, 1);
FragColor = HSM_ApplyScanlineMask(FragColor, screen_scale_with_overscan, screen_coord_with_overscan, screen_curved_coord_with_overscan, tube_curved_coord, HSM_FAKE_SCANLINE_OPACITY);
}
}