mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 08:19:54 +00:00
add crt-guest shaders and presets and LUTify two presets
This commit is contained in:
parent
b54b0b29df
commit
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48
crt/crt-guest-dr-venom.slangp
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48
crt/crt-guest-dr-venom.slangp
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@ -0,0 +1,48 @@
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shaders = 8
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shader0 = shaders/guest/afterglow.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/guest/d65-d50.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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alias1 = temp_pass
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shader2 = shaders/guest/avg-lum.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 0.0625
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mipmap_input2 = true
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alias2 = lum_pass
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shader3 = ../stock.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 16.0
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shader4 = shaders/guest/linearize.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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float_framebuffer4 = true
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alias4 = linearize_pass
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shader5 = shaders/guest/blur_horiz.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 1.0
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float_framebuffer5 = true
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shader6 = shaders/guest/blur_vert.slang
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filter_linear6 = false
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scale_type6 = source
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scale6 = 1.0
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float_framebuffer6 = true
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shader7 = shaders/guest/crt-guest-dr-venom.slang
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filter_linear7 = true
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scale_type7 = viewport
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scale7 = 1.0
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104
crt/shaders/guest/afterglow.slang
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104
crt/shaders/guest/afterglow.slang
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@ -0,0 +1,104 @@
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#version 450
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/*
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Phosphor Afterglow Shader
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Copyright (C) 2018 guest(r) - guest.r@gmail.com
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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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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 SW;
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float AR;
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float PR;
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float AG;
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float PG;
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float AB;
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float PB;
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float sat;
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float GTH;
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} params;
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#pragma parameter SW "Afterglow switch ON/OFF" 1.0 0.0 1.0 1.0
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#pragma parameter AR "Afterglow Red (more is more)" 0.07 0.0 1.0 0.01
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#pragma parameter PR "Persistence Red (more is less)" 0.05 0.0 1.0 0.01
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#pragma parameter AG "Afterglow Green" 0.07 0.0 1.0 0.01
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#pragma parameter PG "Persistence Green" 0.05 0.0 1.0 0.01
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#pragma parameter AB "Afterglow Blue" 0.07 0.0 1.0 0.01
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#pragma parameter PB "Persistence Blue" 0.05 0.0 1.0 0.01
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#pragma parameter sat "Afterglow saturation" 0.10 0.0 1.0 0.01
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#pragma parameter GTH "Afterglow threshold" 5.0 0.0 255.0 1.0
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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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} global;
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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;
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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 Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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#define eps 1e-4
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vec3 afterglow(float number)
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{
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return vec3(params.AR, params.AG, params.AB)*exp2(-vec3(params.PR, params.PG, params.PB)*vec3(number*number));
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}
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void main()
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{
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vec3 color = texture(Source, vTexCoord.xy).rgb;
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vec3 color1 = texture(OriginalHistory1, vTexCoord.xy).rgb * afterglow(1.0);
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vec3 color2 = texture(OriginalHistory2, vTexCoord.xy).rgb * afterglow(2.0);
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vec3 color3 = texture(OriginalHistory3, vTexCoord.xy).rgb * afterglow(3.0);
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vec3 color4 = texture(OriginalHistory4, vTexCoord.xy).rgb * afterglow(4.0);
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vec3 color5 = texture(OriginalHistory5, vTexCoord.xy).rgb * afterglow(5.0);
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vec3 color6 = texture(OriginalHistory6, vTexCoord.xy).rgb * afterglow(6.0);
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vec3 glow = color1 + color2 + color3 + color4 + color5 + color6;
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float l = length(glow);
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glow = normalize(pow(glow + vec3(eps), vec3(params.sat)))*l;
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float w = 1.0;
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if ((color.r + color.g + color.b) > params.GTH/255.0) w = 0.0;
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FragColor = vec4(color + params.SW*w*glow,1.0);
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}
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64
crt/shaders/guest/avg-lum.slang
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64
crt/shaders/guest/avg-lum.slang
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@ -0,0 +1,64 @@
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#version 450
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/*
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Average Luminance Shader
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Copyright (C) 2018 guest(r) - guest.r@gmail.com
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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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Thanks to HunterK for the mipmap hint. :D
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*/
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layout(push_constant) uniform Push
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{
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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 grade;
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} params;
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#pragma parameter grade "Blooming grade" 0.70 0.10 1.0 0.05
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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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} global;
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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;
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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 Source;
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void main()
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{
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float mip_level = max(log2(params.SourceSize.x), log2(params.SourceSize.y));
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float black_compensation = (params.SourceSize.x*params.SourceSize.y)/(params.SourceSize.x*params.SourceSize.y);
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float lum = length(textureLod(Source, vTexCoord.xy, mip_level).rgb * black_compensation);
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lum = lum * inversesqrt(3.0);
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FragColor = vec4(pow(lum, params.grade));
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}
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55
crt/shaders/guest/blur_horiz.slang
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55
crt/shaders/guest/blur_horiz.slang
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#version 450
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// Higher value, more centered glow.
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// Lower values might need more taps.
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layout(push_constant) uniform Push
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{
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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 TAPSH;
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float GLOW_FALLOFF_H;
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} params;
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#pragma parameter TAPSH "H. Glow Radius" 4.0 1.0 6.0 1.0
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#pragma parameter GLOW_FALLOFF_H "GLOW_FALLOFF H" 0.30 0.10 1.0 0.01
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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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} global;
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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;
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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 Source;
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#define kernel(x) exp(-params.GLOW_FALLOFF_H * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dx = params.SourceSize.z;
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float k_total = 0.;
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for (float i = -params.TAPSH; i <= params.TAPSH; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(float(i) * dx, 0.0)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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55
crt/shaders/guest/blur_vert.slang
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55
crt/shaders/guest/blur_vert.slang
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#version 450
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// Higher value, more centered glow.
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// Lower values might need more taps.
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layout(push_constant) uniform Push
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{
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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 TAPSV;
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float GLOW_FALLOFF_V;
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} params;
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#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 6.0 1.0
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#pragma parameter GLOW_FALLOFF_V "GLOW_FALLOFF_V" 0.30 0.10 1.0 0.01
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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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} global;
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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;
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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 Source;
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#define kernel(x) exp(-params.GLOW_FALLOFF_V * (x) * (x))
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void main()
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{
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vec3 col = vec3(0.0);
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float dy = params.SourceSize.w;
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float k_total = 0.;
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for (float i = -params.TAPSV; i <= params.TAPSV; i++)
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{
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float k = kernel(i);
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k_total += k;
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col += k * texture(Source, vTexCoord + vec2(0.0, float(i) * dy)).rgb;
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}
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FragColor = vec4(col / k_total, 1.0);
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}
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300
crt/shaders/guest/crt-guest-dr-venom.slang
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300
crt/shaders/guest/crt-guest-dr-venom.slang
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#version 450
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/*
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CRT - Guest - Dr. Venom
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Copyright (C) 2018 guest(r) - guest.r@gmail.com
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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
|
||||
of the License, or (at your option) any later version.
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||||
|
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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
|
||||
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.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OutputSize;
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float OS;
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float BLOOM;
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float brightboost;
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float saturation;
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float scanline;
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float beam_min;
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float beam_max;
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float h_sharp;
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float l_sharp;
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float gamma_out;
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float warpX;
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float warpY;
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float glow;
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float shadowMask;
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float maskDark;
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float maskLight;
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float CGWG;
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float GTW;
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} params;
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#pragma parameter OS "Do Overscan" 1.0 0.0 2.0 1.0
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#define OS params.OS
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#pragma parameter BLOOM "Bloom percentage" 5.0 0.0 20.0 1.0
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#define BLOOM params.BLOOM
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#pragma parameter brightboost "Bright boost" 1.10 0.50 2.00 0.01
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#define brightboost params.brightboost
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#pragma parameter saturation "Saturation adjustment" 1.0 0.1 2.0 0.05
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#define saturation params.saturation
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#pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0
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#define scanline params.scanline
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#pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05
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#define beam_min params.beam_min
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#pragma parameter beam_max "Scanline bright" 0.80 0.5 2.0 0.05
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#define beam_max params.beam_max
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#pragma parameter h_sharp "Horizontal sharpness" 5.0 1.5 20.0 0.25
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#define h_sharp params.h_sharp
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#pragma parameter l_sharp "Substractive sharpness" 0.0 0.0 0.30 0.01
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#define l_sharp params.l_sharp
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.0 0.05
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#define gamma_out params.gamma_out
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#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01
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#define warpX params.warpX
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#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01
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#define warpY params.warpY
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#pragma parameter glow "Glow Strength" 0.06 0.0 0.5 0.01
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#define glow params.glow
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#pragma parameter shadowMask "Mask Style (0 = CGWG)" 0.0 0.0 4.0 1.0
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#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
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#define maskDark params.maskDark
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#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight params.maskLight
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#pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1
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#define CGWG params.CGWG
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#pragma parameter GTW "Gamma Tweak" 1.10 0.5 1.5 0.01
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#define GTW params.GTW
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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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} global;
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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 Source;
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layout(set = 0, binding = 3) uniform sampler2D lum_pass;
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layout(set = 0, binding = 4) uniform sampler2D linearize_pass;
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#define eps 1e-10
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vec3 sw(float x, vec3 color)
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{
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vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
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vec3 ex = vec3(x)*tmp;
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return exp2(-scanline*ex*ex);
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}
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// Shadow mask (mostly from PD Lottes shader).
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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// Phosphor.
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if (params.shadowMask == 0.0)
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{
|
||||
float mf = floor(mod(pos.x,2.0));
|
||||
float mc = 1.0 - CGWG;
|
||||
if (mf == 0.0) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; }
|
||||
else { mask.r = mc; mask.g = 1.0; mask.b = mc; };
|
||||
}
|
||||
|
||||
|
||||
// Very compressed TV style shadow mask.
|
||||
else if (params.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 (params.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 (params.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 (params.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;
|
||||
}
|
||||
|
||||
return mask;
|
||||
}
|
||||
|
||||
// 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 *= params.SourceSize.xy / params.SourceSize.xy;
|
||||
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
|
||||
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.y/params.SourceSize.x);
|
||||
vec2 cdist = vec2(0.003);
|
||||
coord = (cdist - min(coord,cdist));
|
||||
float dist = sqrt(dot(coord,coord));
|
||||
return clamp((cdist.x-dist)*600.0,0.0, 1.0);
|
||||
}
|
||||
|
||||
const float sqrt3 = 1.732050807568877;
|
||||
|
||||
vec3 gamma_correct(vec3 color, vec3 tmp)
|
||||
{
|
||||
float l = length(color)/sqrt3;
|
||||
float g = mix(1.0/GTW, 1.0, max(max(tmp.r,tmp.g),tmp.b));
|
||||
l = pow(l,g)*sqrt3;
|
||||
return l*normalize(color + vec3(eps));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lum = texture(lum_pass, vec2(0.1,0.1)).xyz;
|
||||
|
||||
float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum.x*BLOOM/100.0;
|
||||
vec2 texcoord = Overscan(vTexCoord.xy*(params.SourceSize.xy/params.SourceSize.xy), factor, factor)*(params.SourceSize.xy/params.SourceSize.xy);
|
||||
vec2 pos = Warp(texcoord);
|
||||
vec2 pos0 = Warp(texcoord);
|
||||
|
||||
vec2 ps = params.SourceSize.zw;
|
||||
vec2 OGL2Pos = pos * params.SourceSize.xy - vec2(0.0,0.5);
|
||||
vec2 fp = fract(OGL2Pos);
|
||||
vec2 dx = vec2(ps.x,0.0);
|
||||
vec2 dy = vec2(0.0, ps.y);
|
||||
|
||||
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
|
||||
|
||||
// Reading the texels
|
||||
vec2 x2 = 2.0*dx;
|
||||
|
||||
float wl = exp2(-h_sharp*0.36)*l_sharp;
|
||||
|
||||
float wl2 = 1.5 + fp.x; wl2*=wl2; wl2 = exp2(-h_sharp*wl2); wl2 = max(wl2 - wl, -wl2);
|
||||
float wl1 = 0.5 + fp.x; wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wl1 = max(wl1 - wl, -0.25);
|
||||
float wct = 0.5 - fp.x; wct*=wct; wct = exp2(-h_sharp*wct);
|
||||
float wr1 = 1.5 - fp.x; wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr1 = max(wr1 - wl, -0.25);
|
||||
float wr2 = 2.5 - fp.x; wr2*=wr2; wr2 = exp2(-h_sharp*wr2); wr2 = max(wr2 - wl, -wr2);
|
||||
|
||||
float wt = 1.0/(wl2+wl1+wct+wr1+wr2);
|
||||
|
||||
vec3 l2 = texture(linearize_pass, pC4 -x2).xyz;
|
||||
vec3 l1 = texture(linearize_pass, pC4 -dx).xyz;
|
||||
vec3 ct = texture(linearize_pass, pC4 ).xyz;
|
||||
vec3 r1 = texture(linearize_pass, pC4 +dx).xyz;
|
||||
vec3 r2 = texture(linearize_pass, pC4 +x2).xyz;
|
||||
|
||||
vec3 color1 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt;
|
||||
if (l_sharp > 0.0) color1 = clamp(color1, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct));
|
||||
|
||||
l2 = texture(linearize_pass, pC4 -x2 +dy).xyz;
|
||||
l1 = texture(linearize_pass, pC4 -dx +dy).xyz;
|
||||
ct = texture(linearize_pass, pC4 +dy).xyz;
|
||||
r1 = texture(linearize_pass, pC4 +dx +dy).xyz;
|
||||
r2 = texture(linearize_pass, pC4 +x2 +dy).xyz;
|
||||
|
||||
vec3 color2 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt;
|
||||
if (l_sharp > 0.0) color2 = clamp(color2, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct));
|
||||
|
||||
// calculating scanlines
|
||||
|
||||
float f = fp.y;
|
||||
|
||||
vec3 w1 = sw(f,color1);
|
||||
vec3 w2 = sw(1.0-f,color2);
|
||||
|
||||
vec3 color = color1*w1 + color2*w2;
|
||||
vec3 ctmp = color/(w1+w2);
|
||||
|
||||
color = pow(color, vec3(1.0/gamma_out));
|
||||
float l = length(color);
|
||||
color = normalize(pow(color + vec3(eps), vec3(saturation,saturation,saturation)))*l;
|
||||
color*=brightboost;
|
||||
color = gamma_correct(color,ctmp);
|
||||
color = pow(color, vec3(gamma_out));
|
||||
color = min(color, 1.0);
|
||||
|
||||
// Apply Mask
|
||||
|
||||
color = color*Mask(vTexCoord * params.OutputSize.xy);
|
||||
|
||||
vec3 Bloom = texture(Source, pos).xyz;
|
||||
|
||||
color+=glow*Bloom;
|
||||
color = min(color, 1.0);
|
||||
|
||||
color = pow(color, vec3(1.0/gamma_out));
|
||||
FragColor = vec4(color*corner(pos0), 1.0);
|
||||
}
|
57
crt/shaders/guest/d65-d50.slang
Normal file
57
crt/shaders/guest/d65-d50.slang
Normal file
@ -0,0 +1,57 @@
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float WP;
|
||||
} params;
|
||||
|
||||
#pragma parameter WP "D65 to D50 strength %" 0.0 -100.0 100.0 10.0
|
||||
|
||||
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;
|
||||
|
||||
const mat3 D65 = mat3 (
|
||||
0.5767309, 0.2973769, 0.0270343,
|
||||
0.1855540, 0.6273491, 0.0706872,
|
||||
0.1881852, 0.0752741, 0.9911085);
|
||||
|
||||
const mat3 D50 = mat3 (
|
||||
1.7552599, -0.5441336, 0.0063467,
|
||||
-0.4836786, 1.5068789, -0.0175761,
|
||||
-0.2530000, 0.0215528, 1.2256959);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture(Source, vTexCoord.xy).rgb;
|
||||
|
||||
vec3 c65 = D65*color;
|
||||
vec3 c50 = D50*c65;
|
||||
|
||||
float m = params.WP/100.0;
|
||||
|
||||
color = (1.0-m)*color + m*c50;
|
||||
|
||||
FragColor = vec4(color,1.0);
|
||||
}
|
38
crt/shaders/guest/linearize.slang
Normal file
38
crt/shaders/guest/linearize.slang
Normal file
@ -0,0 +1,38 @@
|
||||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
float GAMMA_INPUT;
|
||||
} params;
|
||||
|
||||
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 0.1 5.0 0.01
|
||||
|
||||
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 temp_pass;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = pow(vec4(texture(temp_pass, vTexCoord)), vec4(params.GAMMA_INPUT));
|
||||
}
|
256
presets/crt-royale-sony_bvm.slangp
Normal file
256
presets/crt-royale-sony_bvm.slangp
Normal file
@ -0,0 +1,256 @@
|
||||
# IMPORTANT:
|
||||
# Shader passes need to know details about the image in the mask_texture LUT
|
||||
# files, so set the following constants in user-cgp-constants.h accordingly:
|
||||
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
|
||||
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
|
||||
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
|
||||
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
|
||||
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
|
||||
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
|
||||
# Shader passes also need to know certain scales set in this .slangp, but their
|
||||
# compilation model doesn't currently allow the .slangp file to tell them. Make
|
||||
# sure to set the following constants in user-cgp-constants.h accordingly too:
|
||||
# 1.) bloom_approx_scale_x = scale_x2
|
||||
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
||||
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
||||
# calculate scale_y6 (among other values):
|
||||
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
||||
|
||||
shaders = "13"
|
||||
|
||||
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
||||
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
|
||||
# non-mipmapped version and a large mipmapped version.
|
||||
# TODO: Test masks in other directories.
|
||||
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;SamplerLUT"
|
||||
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
||||
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
||||
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
||||
mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
|
||||
mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
|
||||
mask_shadow_texture_large = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
|
||||
mask_grille_texture_small_wrap_mode = "repeat"
|
||||
mask_grille_texture_large_wrap_mode = "repeat"
|
||||
mask_slot_texture_small_wrap_mode = "repeat"
|
||||
mask_slot_texture_large_wrap_mode = "repeat"
|
||||
mask_shadow_texture_small_wrap_mode = "repeat"
|
||||
mask_shadow_texture_large_wrap_mode = "repeat"
|
||||
mask_grille_texture_small_linear = "true"
|
||||
mask_grille_texture_large_linear = "true"
|
||||
mask_slot_texture_small_linear = "true"
|
||||
mask_slot_texture_large_linear = "true"
|
||||
mask_shadow_texture_small_linear = "true"
|
||||
mask_shadow_texture_large_linear = "true"
|
||||
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
SamplerLUT = "../reshade/shaders/LUT/Sony_Trinitron_Std_50_no_gamma.png"
|
||||
SamplerLUT_linear = true
|
||||
|
||||
shader0 = "../reshade/shaders/LUT/LUT.slang"
|
||||
|
||||
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
|
||||
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
||||
shader1 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
||||
alias1 = "ORIG_LINEARIZED"
|
||||
filter_linear1 = "false"
|
||||
scale_type1 = "source"
|
||||
scale1 = "1.0"
|
||||
srgb_framebuffer1 = "true"
|
||||
|
||||
# Pass1: Resample interlaced (and misconverged) scanlines vertically.
|
||||
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
||||
# consider more scanlines while calculating weights for fewer pixels, and
|
||||
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
||||
# This has to come right after ORIG_LINEARIZED, because there's no
|
||||
# "original_source" scale_type we can use later.
|
||||
shader2 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
||||
alias2 = "VERTICAL_SCANLINES"
|
||||
filter_linear2 = "true"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "1.0"
|
||||
scale_type_y2 = "viewport"
|
||||
scale_y2 = "1.0"
|
||||
#float_framebuffer2 = "true"
|
||||
srgb_framebuffer2 = "true"
|
||||
|
||||
# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
||||
# account for convergence offsets. We want to blur a predictable portion of the
|
||||
# screen to match the phosphor bloom, and absolute scale works best for
|
||||
# reliable results with a fixed-size bloom. Picking a scale is tricky:
|
||||
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
|
||||
# to blur high-res/interlaced sources but high enough that resampling
|
||||
# doesn't smear low-res sources too much.
|
||||
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
||||
# the only noticeable visual difference is a larger halation spread (which
|
||||
# may be a good thing for people who like to crank it up).
|
||||
# Note the 4:4 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||
# *intended* for an ~4:4 aspect ratio).
|
||||
shader3 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
||||
alias3 = "BLOOM_APPROX"
|
||||
filter_linear3 = "true"
|
||||
scale_type3 = "absolute"
|
||||
scale_x3 = "320"
|
||||
scale_y3 = "240"
|
||||
srgb_framebuffer3 = "true"
|
||||
|
||||
# Pass3: Vertically blur the input for halation and refractive diffusion.
|
||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||
# a constant portion of the screen is probably physically correct if the
|
||||
# viewport resolution is proportional to the simulated CRT size.
|
||||
shader4 = "../blurs/blur5fast-vertical.slang"
|
||||
filter_linear4 = "true"
|
||||
scale_type4 = "source"
|
||||
scale4 = "1.0"
|
||||
srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass4: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x10 blur is about 1% slower.
|
||||
shader5 = "../blurs/blur5fast-horizontal.slang"
|
||||
alias5 = "HALATION_BLUR"
|
||||
filter_linear5 = "true"
|
||||
scale_type5 = "source"
|
||||
scale5 = "1.0"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
|
||||
# scale_x6 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
||||
# will blur, and smaller scales could get nasty. The vertical size must be
|
||||
# based on the viewport size and calculated carefully to avoid artifacts later.
|
||||
# First calculate the minimum number of mask tiles we need to draw.
|
||||
# Since curvature is computed after the scanline masking pass:
|
||||
# num_resized_mask_tiles = 2.0;
|
||||
# If curvature were computed in the scanline masking pass (it's not):
|
||||
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.6 + 1.0);
|
||||
# max_mask_tile_border = max_mask_texel_border/
|
||||
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
|
||||
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
|
||||
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
|
||||
# num_resized_mask_tiles = ~3.8
|
||||
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
|
||||
# to relate them to vertical resolution. The widest we expect is:
|
||||
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
|
||||
# The fewer triads we tile across the screen, the larger each triad will be as a
|
||||
# fraction of the viewport size, and the larger scale_y6 must be to draw a full
|
||||
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
|
||||
# triads we'll guarantee can be displayed on screen. We'll set this according
|
||||
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
|
||||
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
|
||||
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
|
||||
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
|
||||
# min_allowed_viewport_triads
|
||||
# scale_y6 = geom_max_aspect_ratio * min_scale_x
|
||||
# # Some code might depend on equal scales:
|
||||
# scale_x7 = scale_y5
|
||||
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
||||
# scale_y6 = 4.0/3.0 * 2.0/(341.33334 / 8.0) = 0.0625
|
||||
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
|
||||
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
|
||||
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
||||
filter_linear6 = "true"
|
||||
scale_type_x6 = "absolute"
|
||||
scale_x6 = "64"
|
||||
scale_type_y6 = "viewport"
|
||||
scale_y6 = "0.0625" # Safe for >= 341.334 horizontal triads at viewport size
|
||||
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
|
||||
# TODO: Check again if the shaders actually require equal scales.
|
||||
shader7 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
||||
alias7 = "MASK_RESIZE"
|
||||
filter_linear7 = "false"
|
||||
scale_type_x7 = "viewport"
|
||||
scale_x7 = "0.0625"
|
||||
scale_type_y7 = "source"
|
||||
scale_y7 = "1.0"
|
||||
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||
# apply the phosphor mask.
|
||||
shader8 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
||||
alias8 = "MASKED_SCANLINES"
|
||||
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type8 = "viewport"
|
||||
scale8 = "1.0"
|
||||
#float_framebuffer8 = "true"
|
||||
srgb_framebuffer8 = "true"
|
||||
|
||||
# Pass 8: Compute a brightpass. This will require reading the final mask.
|
||||
shader9 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||
alias9 = "BRIGHTPASS"
|
||||
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type9 = "viewport"
|
||||
scale9 = "1.0"
|
||||
srgb_framebuffer9 = "true"
|
||||
|
||||
# Pass 9: Blur the brightpass vertically
|
||||
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||
filter_linear10 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type10 = "source"
|
||||
scale10 = "1.0"
|
||||
srgb_framebuffer10 = "true"
|
||||
|
||||
# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
|
||||
shader11 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||
filter_linear11 = "true"
|
||||
scale_type11 = "source"
|
||||
scale11 = "1.0"
|
||||
srgb_framebuffer11 = "true"
|
||||
|
||||
# Pass 11: Compute curvature/AA:
|
||||
shader12 = "../crt/shaders/crt-royale/src/crt-royale-last-pass-no-geom.slang"
|
||||
filter_linear12 = "true"
|
||||
scale_type12 = "viewport"
|
||||
mipmap_input12 = "true"
|
||||
texture_wrap_mode12 = "clamp_to_edge"
|
||||
|
||||
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i;LUT_Size"
|
||||
crt_gamma = "2.400000"
|
||||
lcd_gamma = "2.400000"
|
||||
levels_contrast = "0.740000"
|
||||
halation_weight = "0.004600"
|
||||
diffusion_weight = "0.001000"
|
||||
bloom_underestimate_levels = "0.800000"
|
||||
bloom_excess = "0.000000"
|
||||
beam_min_sigma = "0.020000"
|
||||
beam_max_sigma = "0.200000"
|
||||
beam_spot_power = "0.370000"
|
||||
beam_min_shape = "2.000000"
|
||||
beam_max_shape = "4.000000"
|
||||
beam_shape_power = "0.250000"
|
||||
beam_horiz_filter = "0.000000"
|
||||
beam_horiz_sigma = "0.545000"
|
||||
beam_horiz_linear_rgb_weight = "1.000000"
|
||||
convergence_offset_x_r = "-0.050000"
|
||||
convergence_offset_x_g = "0.000000"
|
||||
convergence_offset_x_b = "0.000000"
|
||||
convergence_offset_y_r = "0.100000"
|
||||
convergence_offset_y_g = "-0.050000"
|
||||
convergence_offset_y_b = "0.100000"
|
||||
mask_type = "0.000000"
|
||||
mask_sample_mode_desired = "0.000000"
|
||||
mask_specify_num_triads = "0.000000"
|
||||
mask_triad_size_desired = "1.000000"
|
||||
mask_num_triads_desired = "900.000000"
|
||||
aa_subpixel_r_offset_x_runtime = "-0.333333"
|
||||
aa_subpixel_r_offset_y_runtime = "0.000000"
|
||||
aa_cubic_c = "0.500000"
|
||||
aa_gauss_sigma = "0.500000"
|
||||
geom_mode_runtime = "0.000000"
|
||||
geom_radius = "3.000000"
|
||||
geom_view_dist = "2.000000"
|
||||
geom_tilt_angle_x = "0.000000"
|
||||
geom_tilt_angle_y = "0.000000"
|
||||
geom_aspect_ratio_x = "432.000000"
|
||||
geom_aspect_ratio_y = "329.000000"
|
||||
geom_overscan_x = "1.000000"
|
||||
geom_overscan_y = "1.000000"
|
||||
border_size = "0.005000"
|
||||
border_darkness = "0.000000"
|
||||
border_compress = "2.500000"
|
||||
interlace_bff = "0.000000"
|
||||
interlace_1080i = "0.000000"
|
||||
LUT_Size = "32.0"
|
@ -13,16 +13,16 @@
|
||||
# 1.) bloom_approx_scale_x = scale_x2
|
||||
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
||||
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
||||
# calculate scale_y5 (among other values):
|
||||
# calculate scale_y6 (among other values):
|
||||
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
||||
|
||||
shaders = "12"
|
||||
shaders = "13"
|
||||
|
||||
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
||||
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
|
||||
# non-mipmapped version and a large mipmapped version.
|
||||
# TODO: Test masks in other directories.
|
||||
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
|
||||
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;SamplerLUT"
|
||||
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
||||
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
||||
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
||||
@ -47,16 +47,19 @@ mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with m
|
||||
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||
SamplerLUT = "../reshade/shaders/LUT/NEC_XM29plus_capture.png"
|
||||
SamplerLUT_linear = true
|
||||
|
||||
shader0 = "../reshade/shaders/LUT/LUT.slang"
|
||||
|
||||
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
|
||||
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
||||
shader0 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
||||
alias0 = "ORIG_LINEARIZED"
|
||||
filter_linear0 = "false"
|
||||
scale_type0 = "source"
|
||||
scale0 = "1.0"
|
||||
srgb_framebuffer0 = "true"
|
||||
shader1 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
||||
alias1 = "ORIG_LINEARIZED"
|
||||
filter_linear1 = "false"
|
||||
scale_type1 = "source"
|
||||
scale1 = "1.0"
|
||||
srgb_framebuffer1 = "true"
|
||||
|
||||
# Pass1: Resample interlaced (and misconverged) scanlines vertically.
|
||||
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
||||
@ -64,15 +67,15 @@ srgb_framebuffer0 = "true"
|
||||
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
||||
# This has to come right after ORIG_LINEARIZED, because there's no
|
||||
# "original_source" scale_type we can use later.
|
||||
shader1 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
||||
alias1 = "VERTICAL_SCANLINES"
|
||||
filter_linear1 = "true"
|
||||
scale_type_x1 = "source"
|
||||
scale_x1 = "1.0"
|
||||
scale_type_y1 = "viewport"
|
||||
scale_y1 = "1.0"
|
||||
#float_framebuffer1 = "true"
|
||||
srgb_framebuffer1 = "true"
|
||||
shader2 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
||||
alias2 = "VERTICAL_SCANLINES"
|
||||
filter_linear2 = "true"
|
||||
scale_type_x2 = "source"
|
||||
scale_x2 = "1.0"
|
||||
scale_type_y2 = "viewport"
|
||||
scale_y2 = "1.0"
|
||||
#float_framebuffer2 = "true"
|
||||
srgb_framebuffer2 = "true"
|
||||
|
||||
# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
||||
# account for convergence offsets. We want to blur a predictable portion of the
|
||||
@ -84,44 +87,44 @@ srgb_framebuffer1 = "true"
|
||||
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
||||
# the only noticeable visual difference is a larger halation spread (which
|
||||
# may be a good thing for people who like to crank it up).
|
||||
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||
# *intended* for an ~4:3 aspect ratio).
|
||||
shader2 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
||||
alias2 = "BLOOM_APPROX"
|
||||
filter_linear2 = "true"
|
||||
scale_type2 = "absolute"
|
||||
scale_x2 = "320"
|
||||
scale_y2 = "240"
|
||||
srgb_framebuffer2 = "true"
|
||||
# Note the 4:4 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||
# *intended* for an ~4:4 aspect ratio).
|
||||
shader3 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
||||
alias3 = "BLOOM_APPROX"
|
||||
filter_linear3 = "true"
|
||||
scale_type3 = "absolute"
|
||||
scale_x3 = "320"
|
||||
scale_y3 = "240"
|
||||
srgb_framebuffer3 = "true"
|
||||
|
||||
# Pass3: Vertically blur the input for halation and refractive diffusion.
|
||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||
# a constant portion of the screen is probably physically correct if the
|
||||
# viewport resolution is proportional to the simulated CRT size.
|
||||
shader3 = "../blurs/blur5fast-vertical.slang"
|
||||
filter_linear3 = "true"
|
||||
scale_type3 = "source"
|
||||
scale3 = "1.0"
|
||||
srgb_framebuffer3 = "true"
|
||||
|
||||
# Pass4: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x9 blur is about 1% slower.
|
||||
shader4 = "../blurs/blur5fast-horizontal.slang"
|
||||
alias4 = "HALATION_BLUR"
|
||||
shader4 = "../blurs/blur5fast-vertical.slang"
|
||||
filter_linear4 = "true"
|
||||
scale_type4 = "source"
|
||||
scale4 = "1.0"
|
||||
srgb_framebuffer4 = "true"
|
||||
|
||||
# Pass4: Horizontally blur the input for halation and refractive diffusion.
|
||||
# Note: Using a one-pass 9x10 blur is about 1% slower.
|
||||
shader5 = "../blurs/blur5fast-horizontal.slang"
|
||||
alias5 = "HALATION_BLUR"
|
||||
filter_linear5 = "true"
|
||||
scale_type5 = "source"
|
||||
scale5 = "1.0"
|
||||
srgb_framebuffer5 = "true"
|
||||
|
||||
# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
|
||||
# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
||||
# scale_x6 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
||||
# will blur, and smaller scales could get nasty. The vertical size must be
|
||||
# based on the viewport size and calculated carefully to avoid artifacts later.
|
||||
# First calculate the minimum number of mask tiles we need to draw.
|
||||
# Since curvature is computed after the scanline masking pass:
|
||||
# num_resized_mask_tiles = 2.0;
|
||||
# If curvature were computed in the scanline masking pass (it's not):
|
||||
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
|
||||
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.6 + 1.0);
|
||||
# max_mask_tile_border = max_mask_texel_border/
|
||||
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
|
||||
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
|
||||
@ -131,7 +134,7 @@ srgb_framebuffer4 = "true"
|
||||
# to relate them to vertical resolution. The widest we expect is:
|
||||
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
|
||||
# The fewer triads we tile across the screen, the larger each triad will be as a
|
||||
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
|
||||
# fraction of the viewport size, and the larger scale_y6 must be to draw a full
|
||||
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
|
||||
# triads we'll guarantee can be displayed on screen. We'll set this according
|
||||
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
|
||||
@ -139,72 +142,72 @@ srgb_framebuffer4 = "true"
|
||||
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
|
||||
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
|
||||
# min_allowed_viewport_triads
|
||||
# scale_y5 = geom_max_aspect_ratio * min_scale_x
|
||||
# scale_y6 = geom_max_aspect_ratio * min_scale_x
|
||||
# # Some code might depend on equal scales:
|
||||
# scale_x6 = scale_y5
|
||||
# scale_x7 = scale_y5
|
||||
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
||||
# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
|
||||
# scale_y6 = 4.0/3.0 * 2.0/(341.33334 / 8.0) = 0.0625
|
||||
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
|
||||
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
|
||||
shader5 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
||||
filter_linear5 = "true"
|
||||
scale_type_x5 = "absolute"
|
||||
scale_x5 = "64"
|
||||
scale_type_y5 = "viewport"
|
||||
scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
|
||||
#srgb_framebuffer5 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
|
||||
# TODO: Check again if the shaders actually require equal scales.
|
||||
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
||||
alias6 = "MASK_RESIZE"
|
||||
filter_linear6 = "false"
|
||||
scale_type_x6 = "viewport"
|
||||
scale_x6 = "0.0625"
|
||||
scale_type_y6 = "source"
|
||||
scale_y6 = "1.0"
|
||||
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
||||
filter_linear6 = "true"
|
||||
scale_type_x6 = "absolute"
|
||||
scale_x6 = "64"
|
||||
scale_type_y6 = "viewport"
|
||||
scale_y6 = "0.0625" # Safe for >= 341.334 horizontal triads at viewport size
|
||||
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
|
||||
# TODO: Check again if the shaders actually require equal scales.
|
||||
shader7 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
||||
alias7 = "MASK_RESIZE"
|
||||
filter_linear7 = "false"
|
||||
scale_type_x7 = "viewport"
|
||||
scale_x7 = "0.0625"
|
||||
scale_type_y7 = "source"
|
||||
scale_y7 = "1.0"
|
||||
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
|
||||
|
||||
# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||
# apply the phosphor mask.
|
||||
shader7 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
||||
alias7 = "MASKED_SCANLINES"
|
||||
filter_linear7 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type7 = "viewport"
|
||||
scale7 = "1.0"
|
||||
#float_framebuffer7 = "true"
|
||||
srgb_framebuffer7 = "true"
|
||||
|
||||
# Pass 8: Compute a brightpass. This will require reading the final mask.
|
||||
shader8 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||
alias8 = "BRIGHTPASS"
|
||||
shader8 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
||||
alias8 = "MASKED_SCANLINES"
|
||||
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type8 = "viewport"
|
||||
scale8 = "1.0"
|
||||
#float_framebuffer8 = "true"
|
||||
srgb_framebuffer8 = "true"
|
||||
|
||||
# Pass 9: Blur the brightpass vertically
|
||||
shader9 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||
# Pass 8: Compute a brightpass. This will require reading the final mask.
|
||||
shader9 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||
alias9 = "BRIGHTPASS"
|
||||
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type9 = "source"
|
||||
scale_type9 = "viewport"
|
||||
scale9 = "1.0"
|
||||
srgb_framebuffer9 = "true"
|
||||
|
||||
# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
|
||||
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||
filter_linear10 = "true"
|
||||
# Pass 9: Blur the brightpass vertically
|
||||
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||
filter_linear10 = "true" # This could just as easily be nearest neighbor.
|
||||
scale_type10 = "source"
|
||||
scale10 = "1.0"
|
||||
srgb_framebuffer10 = "true"
|
||||
|
||||
# Pass 11: Compute curvature/AA:
|
||||
shader11 = "../crt/shaders/crt-royale/src/crt-royale-last-pass-no-geom.slang"
|
||||
# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
|
||||
shader11 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||
filter_linear11 = "true"
|
||||
scale_type11 = "viewport"
|
||||
mipmap_input11 = "true"
|
||||
texture_wrap_mode11 = "clamp_to_edge"
|
||||
scale_type11 = "source"
|
||||
scale11 = "1.0"
|
||||
srgb_framebuffer11 = "true"
|
||||
|
||||
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i"
|
||||
# Pass 11: Compute curvature/AA:
|
||||
shader12 = "../crt/shaders/crt-royale/src/crt-royale-last-pass-no-geom.slang"
|
||||
filter_linear12 = "true"
|
||||
scale_type12 = "viewport"
|
||||
mipmap_input12 = "true"
|
||||
texture_wrap_mode12 = "clamp_to_edge"
|
||||
|
||||
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i;LUT_Size"
|
||||
beam_horiz_filter = "0.000000"
|
||||
beam_horiz_linear_rgb_weight = "1.000000"
|
||||
beam_horiz_sigma = "0.555000"
|
||||
@ -249,3 +252,4 @@ aa_cubic_c = "0.500000"
|
||||
aa_gauss_sigma = "0.500000"
|
||||
aa_subpixel_r_offset_x_runtime = "-0.333333"
|
||||
aa_subpixel_r_offset_y_runtime = "0.000000"
|
||||
LUT_Size = "32.0"
|
||||
|
Loading…
Reference in New Issue
Block a user