mirror of
https://github.com/italicsjenga/slang-shaders.git
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705 lines
22 KiB
Plaintext
705 lines
22 KiB
Plaintext
#version 450
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/*
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CRT - Guest - Advanced
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Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from Dr. Venom.
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I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
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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, csize, bsize1, warpX, warpY, glow, shadowMask, masksize,
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slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, mshift, mask_layout, mask_bloom;
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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 halation;
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float slotms;
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float mclip;
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float mask_gamma;
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float gamma_out;
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float overscanX;
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float overscanY;
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float intres;
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float prescalex;
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float c_shape;
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float barspeed;
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float barintensity;
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float bardir;
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float sborder;
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float bloom_dist;
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float deconr;
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float decons;
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float addnoised;
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float noisetype;
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float noiseresd;
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float deconrr;
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float deconrg;
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float deconrb;
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float deconrry;
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float deconrgy;
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float deconrby;
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float dctypex;
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float dctypey;
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float post_br;
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} global;
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#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
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#define glow params.glow // Glow Strength
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#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
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#define bloom global.bloom // bloom effect
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#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
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#define mask_bloom params.mask_bloom // bloom effect
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#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
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#define bloom_dist global.bloom_dist // bloom effect distribution
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#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
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#define halation global.halation // halation effect
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#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
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#define gamma_c global.gamma_c // adjust brightness
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#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
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#define brightboost1 params.brightboost1 // adjust brightness
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#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
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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 " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 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 csize " Corner Size" 0.0 0.0 0.25 0.005
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#define csize params.csize // corner size
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#pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
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#define bsize1 params.bsize1 // border Size
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#pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
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#define sborder global.sborder // border intensity
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#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
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#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
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#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
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#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 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 0.25 0.01
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#define warpY params.warpY // Curvature Y
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#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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#define c_shape global.c_shape // curvature shape
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#pragma parameter overscanX " Overscan X original pixels" 0.0 -200.0 200.0 1.0
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#define overscanX global.overscanX // OverscanX pixels
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#pragma parameter overscanY " Overscan Y original pixels" 0.0 -200.0 200.0 1.0
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#define overscanY global.overscanY // OverscanY pixels
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#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0
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#define prescalex global.prescalex // prescale-x factor
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#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
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#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-12:'Trinitron'" 0.0 -1.0 12.0 1.0
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#define shadowMask params.shadowMask // Mask Style
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#pragma parameter maskstr " Mask Strength (0, 5-12)" 0.3 -0.5 1.0 0.025
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#define maskstr params.maskstr // Mask Strength
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#pragma parameter mcut " Mask 5-12 Low Strength" 1.10 0.0 2.0 0.05
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#define mcut params.mcut // Mask 5-12 dark color strength
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#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
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#define masksize params.masksize // Mask Size
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#pragma parameter maskDark " Lottes 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 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 mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 1.0
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#define mshift params.mshift // mask 'line' shift/stagger
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#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
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#define mask_layout params.mask_layout // mask layout: RGB or BGR
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#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
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#define mask_gamma global.mask_gamma // Mask application gamma
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#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
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#define slotmask params.slotmask
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#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
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#define slotmask1 params.slotmask1
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#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 8.0 1.0
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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 4.0 1.0
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#define double_slot params.double_slot // Slot Mask Height
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#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
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#define slotms global.slotms // Slot Mask Size
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#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
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#define mclip global.mclip //
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
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#define gamma_out global.gamma_out // output gamma
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#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
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#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05
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#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 0.75 0.05
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#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -15.0 15.0 0.25
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#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -15.0 15.0 0.25
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#pragma parameter decons " Deconvergence Strength" 1.0 0.0 3.0 0.10
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#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02
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#pragma parameter noiseresd " Noise Resolution" 2.0 1.0 10.0 1.0
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#pragma parameter noisetype " Noise Type: Colored, Luma" 0.0 0.0 1.0 1.0
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#pragma parameter post_br " Post Brightness" 1.0 0.25 5.0 0.01
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define TEX0 vTexCoord
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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 * 1.0001;
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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 LinearizePass;
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layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
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layout(set = 0, binding = 4) uniform sampler2D GlowPass;
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layout(set = 0, binding = 5) uniform sampler2D BloomPass;
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layout(set = 0, binding = 6) uniform sampler2D PrePass;
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layout(set = 0, binding = 7) uniform sampler2D Source;
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#define eps 1e-10
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// Shadow mask (1-4 from PD CRT Lottes shader).
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vec3 Mask(vec2 pos, float mx)
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{
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vec2 pos0 = pos;
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pos.y = floor(pos.y/masksize);
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float next_line = float(fract(pos.y*0.5) > 0.25);
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pos0.x = (mshift > -0.25) ? (pos0.x + next_line * mshift) : (pos0.x + pos.y * mshift);
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pos = floor(pos0/masksize);
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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vec3 one = vec3(1.0);
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float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.4, 0.0) + 1.0, 1.0, mx);
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float mc = 1.0 - max(maskstr, 0.0);
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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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if (pos.x < 0.49) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
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else { mask.r = mc; mask.g = 1.0; 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) < 0.49)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.49)
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line = maskDark;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.3) mask.r = maskLight;
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else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
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else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
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else if (pos.x < 0.6) 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 < 0.3) mask.r = maskLight;
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else if (pos.x < 0.6) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Trinitron mask 5
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else if (shadowMask == 5.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.49)
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{ mask.r = 1.0;
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mask.b = 1.0;
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}
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else mask.g = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// Trinitron mask 6
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else if (shadowMask == 6.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.3) mask.r = 1.0;
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else if (pos.x < 0.6) mask.g = 1.0;
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else mask.b = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// BW Trinitron mask 7
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else if (shadowMask == 7.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.49)
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{ mask = 0.0.xxx;
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}
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else mask = 1.0.xxx;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// BW Trinitron mask 8
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else if (shadowMask == 8.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.3) mask = 0.0.xxx;
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else if (pos.x < 0.6) mask = 1.0.xxx;
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else mask = 1.0.xxx;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// Magenta - Green - Black mask
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else if (shadowMask == 9.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.3) mask = 0.0.xxx;
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else if (pos.x < 0.6) mask.rb = 1.0.xx;
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else mask.g = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// RGBX
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else if (shadowMask == 10.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x * 0.25);
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if (pos.x < 0.2) mask = 0.0.xxx;
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else if (pos.x < 0.4) mask.r = 1.0;
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else if (pos.x < 0.7) mask.g = 1.0;
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else mask.b = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// 4k mask
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else if (shadowMask == 11.0)
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{
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mask = vec3(0.0);
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pos.x = fract(pos.x * 0.25);
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if (pos.x < 0.2) mask.r = 1.0;
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else if (pos.x < 0.4) mask.rg = 1.0.xx;
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else if (pos.x < 0.7) mask.gb = 1.0.xx;
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else mask.b = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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// RRGGBBX mask
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else
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{
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mask = vec3(0.0);
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pos.x = floor(mod(pos.x,7.0));
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if (pos.x < 1.0) mask = 0.0.xxx;
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else if (pos.x < 3.0) mask.r = 1.0;
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else if (pos.x < 5.0) mask.g = 1.0;
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else mask.b = 1.0;
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mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
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}
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return mask;
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}
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float SlotMask(vec2 pos, float m)
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{
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if ((slotmask + slotmask1) == 0.0) return 1.0;
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else
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{
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pos = floor(pos/slotms);
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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-slotmask1, 1.0-slotmask, m);
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float slot = 1.0;
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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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}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
float humbar(float pos)
|
|
{
|
|
if (global.barintensity == 0.0) return 1.0; else
|
|
{
|
|
pos = (global.barintensity >= 0.0) ? pos : (1.0-pos);
|
|
pos = fract(pos + mod(float(global.FrameCount),global.barspeed)/(global.barspeed-1.0));
|
|
pos = (global.barintensity < 0.0) ? pos : (1.0-pos);
|
|
return (1.0-global.barintensity) + global.barintensity*pos;
|
|
}
|
|
}
|
|
|
|
|
|
float corner(vec2 pos) {
|
|
vec2 b = vec2(bsize1, bsize1) * vec2(1.0, OutputSize.x/OutputSize.y) * 0.05;
|
|
pos = clamp(pos, 0.0, 1.0);
|
|
pos = abs(2.0*(pos - 0.5));
|
|
float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10));
|
|
float crn = dot(pow(pos, csize1.xx), vec2(1.0, OutputSize.y/OutputSize.x));
|
|
crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1);
|
|
pos = max(pos, crn);
|
|
vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
|
|
res = pow(res, sborder.xx);
|
|
return sqrt(res.x*res.y);
|
|
}
|
|
|
|
|
|
vec3 plant (vec3 tar, float r)
|
|
{
|
|
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
|
|
return tar * r / t;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// noise function:
|
|
// Dedicated to the public domain.
|
|
// If you want a real license, you may consider this MIT/BSD/CC0/WTFPL-licensed (take your pick).
|
|
// Adapted from ChuckNorris - shadertoy: https://www.shadertoy.com/view/XtK3Dz
|
|
|
|
vec3 noise(vec3 v){
|
|
if (global.addnoised < 0.0) v.z = -global.addnoised; else v.z = mod(v.z,6001.0)/1753.0;
|
|
// ensure reasonable range
|
|
v = fract(v) + fract(v*1e4) + fract(v*1e-4);
|
|
// seed
|
|
v += vec3(0.12345, 0.6789, 0.314159);
|
|
// more iterations => more random
|
|
v = fract(v*dot(v, v)*123.456);
|
|
v = fract(v*dot(v, v)*123.456);
|
|
v = fract(v*dot(v, v)*123.456);
|
|
v = fract(v*dot(v, v)*123.456);
|
|
return v;
|
|
}
|
|
|
|
void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
|
|
{
|
|
float stepx = OutputSize.z;
|
|
float stepy = OutputSize.w;
|
|
|
|
float ds = global.decons;
|
|
|
|
vec2 dx = vec2(stepx, 0.0);
|
|
vec2 dy = vec2(0.0, stepy);
|
|
|
|
float posx = 2.0*coord.x - 1.0;
|
|
float posy = 2.0*coord.y - 1.0;
|
|
|
|
if (global.dctypex > 0.025)
|
|
{
|
|
posx = sign(posx)*pow(abs(posx), 1.05-global.dctypex);
|
|
dx = posx * dx;
|
|
}
|
|
|
|
if (global.dctypey > 0.025)
|
|
{
|
|
|
|
posy = sign(posy)*pow(abs(posy), 1.05-global.dctypey);
|
|
dy = posy * dy;
|
|
}
|
|
|
|
// if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey));
|
|
|
|
vec2 rc = global.deconrr * dx + global.deconrry*dy;
|
|
vec2 gc = global.deconrg * dx + global.deconrgy*dy;
|
|
vec2 bc = global.deconrb * dx + global.deconrby*dy;
|
|
|
|
float r1 = COMPAT_TEXTURE(Source, coord + rc).r;
|
|
float g1 = COMPAT_TEXTURE(Source, coord + gc).g;
|
|
float b1 = COMPAT_TEXTURE(Source, coord + bc).b;
|
|
|
|
vec3 d = vec3(r1, g1, b1);
|
|
c = clamp(mix(c, d, ds), 0.0, 1.0);
|
|
|
|
r1 = COMPAT_TEXTURE(BloomPass, bcoord + rc).r;
|
|
g1 = COMPAT_TEXTURE(BloomPass, bcoord + gc).g;
|
|
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
|
|
|
|
d = vec3(r1, g1, b1);
|
|
b = clamp(mix(b, d, ds), 0.0, 1.0);
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
|
|
|
|
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);
|
|
|
|
// Calculating texel coordinates
|
|
|
|
vec2 texcoord = TEX0.xy;
|
|
if (IOS > 0.0 && !interb){
|
|
vec2 ofactor = OutputSize.xy/SourceSize.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 pos1 = TEX0.xy;
|
|
vec2 pos = Warp(texcoord);
|
|
vec2 pos0 = Warp(TEX0.xy);
|
|
vec3 color0 = COMPAT_TEXTURE(Source,pos1).rgb;
|
|
float c0 = max(max(color0.r, color0.g),color0.b);
|
|
|
|
// color and bloom fetching
|
|
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
|
|
vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
|
|
|
|
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
|
|
|
|
float cm = max(max(color.r,color.g),color.b);
|
|
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
|
|
float colmx = max(mx1, cm);
|
|
float w3 = min((c0 + 0.0005) / (pow(colmx, gamma_in/1.4) + 0.0005), 1.0);
|
|
|
|
vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE);
|
|
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
|
|
float mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
|
|
float mx = max(max(mx0,mx1),max(mx2,cm));
|
|
|
|
vec3 one = vec3(1.0);
|
|
|
|
// Apply Mask
|
|
|
|
vec3 orig1 = color;
|
|
vec3 cmask = one;
|
|
|
|
vec2 maskcoord = gl_FragCoord.yx * 1.000001;
|
|
if (notate) maskcoord = maskcoord.yx;
|
|
|
|
float smask = SlotMask(maskcoord, mx);
|
|
cmask*= Mask(maskcoord, mx);
|
|
|
|
if (mask_layout > 0.5) cmask = cmask.rbg;
|
|
|
|
vec3 cmask1 = cmask;
|
|
float smask1 = smask;
|
|
|
|
if (mask_bloom > 0.025)
|
|
{
|
|
float maxb = max(max(Bloom.r,Bloom.g),Bloom.b);
|
|
maxb = pow(sqrt(maxb*mix(maxb, colmx, 0.75)),0.275);
|
|
vec3 mBloom = 0.5*(1.5*Bloom+0.5*maxb) * mix(1.0, 2.0-colmx, (bloom_dist + 0.5));
|
|
float maskmx = 1.0; if (shadowMask > 0.5 || shadowMask < 4.5) maskmx = maskLight; else if (shadowMask > 6.5 && shadowMask < 10.5) maskmx = 1.0; else maskmx = max(max(cmask.r,cmask.g),cmask.b);
|
|
cmask = min(cmask + maxb*mBloom*mask_bloom, maskmx);
|
|
smask = min(smask + 0.9*maxb*max(max(mBloom.r,mBloom.g),mBloom.b)*mask_bloom, 1.0);
|
|
}
|
|
|
|
color = pow(color, vec3(mask_gamma/gamma_in));
|
|
color = color*cmask;
|
|
color = min(color,1.0);
|
|
color = color*smask;
|
|
color = pow(color, vec3(gamma_in/mask_gamma));
|
|
|
|
cmask = min(cmask*smask, 1.0);
|
|
cmask1 = min(cmask1*smask1, 1.0);
|
|
|
|
float bb = mix(brightboost, brightboost1, colmx);
|
|
if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.70);
|
|
color*=bb;
|
|
|
|
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
|
|
vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb;
|
|
float maxb = COMPAT_TEXTURE(BloomPass, pos).a;
|
|
float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a;
|
|
|
|
vec3 Bloom1 = Bloom;
|
|
|
|
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
|
|
|
|
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
|
|
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
|
|
|
|
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
|
|
|
|
color = color + abs(bloom) * Bloom1;
|
|
|
|
color = min(color, mix(one, cmask1, mclip));
|
|
|
|
if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0;
|
|
|
|
if (halation > 0.01) {
|
|
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
|
|
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; }
|
|
|
|
|
|
Glow = mix(Glow, 0.25*color, 0.7*colmx);
|
|
if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask*=cmask; cmask*=cmask; color = color + (-glow)*cmask*Glow; }
|
|
|
|
color = min(color, 1.0);
|
|
|
|
color = pow(color, vec3(1.0/gamma_out));
|
|
|
|
float rc = 0.6*sqrt(max(max(color.r, color.g), color.b))+0.4;
|
|
|
|
if (abs(global.addnoised) > 0.01)
|
|
{
|
|
vec3 noise0 = noise(vec3(floor(OutputSize.xy * vTexCoord / global.noiseresd), float(global.FrameCount)));
|
|
if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc);
|
|
else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0);
|
|
}
|
|
|
|
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
|
|
}
|