Add crt-guest-advanced, update other crt-guest, update ntsc-adaptive (#183)

* update crt-guest, add advanced

* re-add some prematurely deleted GDV passes

* fix ntsc res behavior

* disable field-merging on 2-phase to allow MD rainbow artifacting

* remove unused function
This commit is contained in:
hunterk 2021-07-30 08:24:20 -05:00 committed by GitHub
parent acd3205cc1
commit 8524a42da5
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49 changed files with 8026 additions and 355 deletions

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shaders = 9
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = shaders/guest/advanced/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = shaders/guest/advanced/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = shaders/guest/advanced/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png
SamplerLUT4_linear = true
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = ../stock.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = StockPass
shader2 = shaders/guest/fast/pre-shaders.slang
filter_linear2 = true
scale_type2 = source
scale2 = 1.0
alias2 = PrePass
shader3 = shaders/guest/fast/linearize.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
float_framebuffer3 = true
alias3 = LinearizePass
shader4 = shaders/guest/fast/bloom_horizontal.slang
filter_linear4 = true
scale_type_x4 = absolute
scale_x4 = 800.0
scale_type_y4 = source
scale_y4 = 1.0
float_framebuffer4 = true
shader5 = shaders/guest/fast/bloom_vertical.slang
filter_linear5 = true
scale_type_x5 = source
scale_x5 = 1.0
scale_type_y5 = source
scale_y5 = 2.0
float_framebuffer5 = true
alias5 = BloomPass
shader6 = shaders/guest/fast/crt-guest-advanced-pass1.slang
filter_linear6 = true
scale_type_x6 = viewport
scale_x6 = 1.0
scale_type_y6 = source
scale_y6 = 0.5
float_framebuffer6 = true
shader7 = shaders/guest/fast/crt-guest-advanced-pass2.slang
filter_linear7 = true
scale_type7 = viewport
scale_x7 = 1.0
scale_y7 = 1.0
shader8 = shaders/guest/fast/deconvergence-f.slang
filter_linear8 = true
scale_type8 = viewport
scale_x8 = 1.0
scale_y8 = 1.0

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shaders = 4
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = shaders/guest/advanced/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = shaders/guest/advanced/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = shaders/guest/advanced/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png
SamplerLUT4_linear = true
shader0 = shaders/guest/fast/pre-shadersf.slang
filter_linear0 = true
scale_type0 = source
scale0 = 1.0
alias0 = PrePassDontChange
shader1 = shaders/guest/fast/linearizef.slang
filter_linear1 = true
scale_type1 = source
scale1 = 1.0
float_framebuffer1 = true
alias1 = LinearizePass
shader2 = shaders/guest/fast/crt-guest-advanced-pass1f.slang
filter_linear2 = true
scale_type_x2 = viewport
scale_x2 = 1.0
scale_type_y2 = source
scale_y2 = 1.0
float_framebuffer2 = true
shader3 = shaders/guest/fast/crt-guest-advanced-pass2f.slang
filter_linear3 = true
scale_type3 = viewport
scale_x3 = 1.0
scale_y3 = 1.0
alias3 = Pass2

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shaders = 10
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = ../stock.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = StockPass
shader2 = shaders/guest/advanced/afterglow0.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = AfterglowPass
shader3 = shaders/guest/advanced/pre-shaders-afterglow.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
mipmap_input3 = true
alias3 = PrePass
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = shaders/guest/advanced/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = shaders/guest/advanced/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = shaders/guest/advanced/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png
SamplerLUT4_linear = true
shader4 = shaders/guest/advanced/avg-lum-hires.slang
filter_linear4 = true
scale_type4 = source
scale4 = 1.0
mipmap_input4 = true
alias4 = AvgLumPass
shader5 = shaders/guest/advanced/linearize-hires.slang
filter_linear5 = true
scale_type5 = source
scale5 = 1.0
alias5 = LinearizePass
float_framebuffer5 = true
shader6 = shaders/guest/advanced/bloom_horizontal_ntsc.slang
filter_linear6 = true
scale_type_x6 = absolute
scale_x6 = 800.0
scale_type_y6 = source
scale_y6 = 1.0
float_framebuffer6 = true
shader7 = shaders/guest/advanced/bloom_vertical_ntsc.slang
filter_linear7 = true
scale_type_x7 = absolute
scale_x7 = 800.0
scale_type_y7 = absolute
scale_y7 = 600.0
float_framebuffer7 = true
alias7 = GlowPass
shader8 = shaders/guest/advanced/crt-guest-advanced-hires.slang
filter_linear8 = true
scale_type8 = viewport
scale_x8 = 1.0
scale_y8 = 1.0
shader9 = shaders/guest/advanced/deconvergence.slang
filter_linear9 = true
scale_type9 = viewport
scale_x9 = 1.0
scale_y9 = 1.0

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shaders = 12
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = ../stock.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = StockPass
shader2 = shaders/guest/advanced/afterglow0.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = AfterglowPass
shader3 = shaders/guest/advanced/pre-shaders-afterglow.slang
filter_linear3 = false
scale_type3 = source
mipmap_input3 = true
scale3 = 1.0
alias3 = PrePass
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = shaders/guest/advanced/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = shaders/guest/advanced/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = shaders/guest/advanced/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = shaders/guest/advanced/lut/ntsc-lut.png
SamplerLUT4_linear = true
shader4 = shaders/guest/advanced/avg-lum.slang
filter_linear4 = true
scale_type4 = source
scale4 = 1.0
mipmap_input4 = true
alias4 = AvgLumPass
shader5 = shaders/guest/advanced/linearize.slang
filter_linear5 = true
scale_type5 = source
scale5 = 1.0
alias5 = LinearizePass
float_framebuffer5 = true
shader6 = shaders/guest/advanced/gaussian_horizontal.slang
filter_linear6 = true
scale_type_x6 = absolute
scale_x6 = 800.0
scale_type_y6 = source
scale_y6 = 1.0
float_framebuffer6 = true
shader7 = shaders/guest/advanced/gaussian_vertical.slang
filter_linear7 = true
scale_type_x7 = absolute
scale_x7 = 800.0
scale_type_y7 = absolute
scale_y7 = 600.0
float_framebuffer7 = true
alias7 = GlowPass
shader8 = shaders/guest/advanced/bloom_horizontal.slang
filter_linear8 = true
scale_type_x8 = absolute
scale_x8 = 800.0
scale_type_y8 = absolute
scale_y8 = 600.0
float_framebuffer8 = true
shader9 = shaders/guest/advanced/bloom_vertical.slang
filter_linear9 = true
scale_type_x9 = source
scale_x9 = 1.0
scale_type_y9 = source
scale_y9 = 1.0
float_framebuffer9 = true
alias9 = BloomPass
shader10 = shaders/guest/advanced/crt-guest-advanced.slang
filter_linear10 = true
scale_type10 = viewport
scale_x10 = 1.0
scale_y10 = 1.0
shader11 = shaders/guest/advanced/deconvergence.slang
filter_linear11 = true
scale_type11 = viewport
scale_x11 = 1.0
scale_y11 = 1.0

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shaders = 11
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = StockPass
shader1 = shaders/guest/crt-gdv-new/afterglow0.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = AfterglowPass
shader2 = shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = PrePass
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = shaders/guest/lut/sony_trinitron1.png
SamplerLUT1_linear = true
SamplerLUT2 = shaders/guest/lut/sony_trinitron2.png
SamplerLUT2_linear = true
SamplerLUT3 = shaders/guest/lut/other1.png
SamplerLUT3_linear = true
SamplerLUT4 = shaders/guest/lut/custom_lut.png
SamplerLUT4_linear = true
shader3 = shaders/guest/crt-gdv-new/avg-lum.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
mipmap_input3 = true
alias3 = AvgLumPass
shader4 = shaders/guest/crt-gdv-new/linearize.slang
filter_linear4 = true
scale_type4 = source
scale4 = 1.0
alias4 = LinearizePass
float_framebuffer4 = true # comment this line for max precision
shader5 = shaders/guest/crt-gdv-new/gaussian_horizontal.slang
filter_linear5 = true
scale_type_x5 = viewport
scale_x5 = 0.5
scale_type_y5 = source
scale_y5 = 1.0
shader6 = shaders/guest/crt-gdv-new/gaussian_vertical.slang
filter_linear6 = true
scale_type_x6 = viewport
scale_x6 = 0.5
scale_type_y6 = viewport
scale_y6 = 0.5
alias6 = GlowPass
shader7 = shaders/guest/crt-gdv-new/bloom_horizontal.slang
filter_linear7 = true
scale_type_x7 = source
scale_x7 = 1.0
scale_type_y7 = source
scale_y7 = 1.0
shader8 = shaders/guest/crt-gdv-new/bloom_vertical.slang
filter_linear8 = true
scale_type_x8 = source
scale_x8 = 1.0
scale_type_y8 = source
scale_y8 = 1.0
alias8 = BloomPass
shader9 = shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang
filter_linear9 = true
scale_type9 = viewport
scale_x9 = 1.0
scale_y9 = 1.0
shader10 = shaders/guest/crt-gdv-new/deconvergence.slang
filter_linear10 = true
scale_type10 = viewport
scale_x10 = 1.0
scale_y10 = 1.0

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#version 450
/*
Phosphor Afterglow Shader pass 0
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float PR, PG, PB;
} params;
#pragma parameter bogus_afterglow "[ AFTERGLOW SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter PR " Persistence Red" 0.25 0.0 0.50 0.01
#pragma parameter PG " Persistence Green" 0.25 0.0 0.50 0.01
#pragma parameter PB " Persistence Blue" 0.25 0.0 0.50 0.01
#define PR params.PR
#define PG params.PG
#define PB params.PB
#define COMPAT_TEXTURE(c,d) texture(c,d)
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 OriginalHistory0;
layout(set = 0, binding = 3) uniform sampler2D AfterglowPassFeedback;
#define TEX0 vTexCoord
void main()
{
vec3 color = COMPAT_TEXTURE(OriginalHistory0, TEX0.xy).rgb;
vec3 accumulate = COMPAT_TEXTURE(AfterglowPassFeedback, TEX0.xy).rgb;
float w = 1.0;
if ((color.r + color.g + color.b < 1.5/255.0)) { w = 0.0; }
vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 3.0/255.0, 0.0), color, w);
FragColor = vec4(result, w);
}

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#version 450
/*
Average Luminance Shader
Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Thanks to HunterK for the mipmap hint. :D
*/
layout(push_constant) uniform Push
{
uint FrameCount;
vec4 SourceSize;
float lsmooth;
} params;
#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01
#define lsmooth params.lsmooth
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
#define InputSize SourceSize
#define TEX0 vTexCoord
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
void main()
{
if (vTexCoord.x > 0.2 || vTexCoord.y > 0.2) discard;
float m = max(log2(SourceSize.x), log2(SourceSize.y));
m = floor(max(m, 1.0));
float ltotal = 0.0;
ltotal+= length(textureLod(PrePass, vec2(0.25, 0.25), m).rgb);
ltotal+= length(textureLod(PrePass, vec2(0.25, 0.75), m).rgb);
ltotal+= length(textureLod(PrePass, vec2(0.75, 0.25), m).rgb);
ltotal+= length(textureLod(PrePass, vec2(0.75, 0.75), m).rgb);
ltotal*=0.25;
ltotal = pow(0.577350269 * ltotal, 0.65);
float lhistory = texture(AvgLumPassFeedback, vec2(0.1,0.1)).a;
ltotal = mix(ltotal, lhistory, lsmooth);
FragColor = vec4(ltotal);
}

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#version 450
/*
Average Luminance Shader, Smart Edge Interpolation Coefficients Calculation
Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Thanks to HunterK for the mipmap hint. :D
*/
layout(push_constant) uniform Push
{
uint FrameCount;
vec4 SourceSize;
float lsmooth;
float sth;
} params;
#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01
#define lsmooth params.lsmooth
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
#define TEX0 vTexCoord
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
// Reference: http://www.compuphase.com/cmetric.htm
// Reference: ScaleFX, author Sp00kyFox
float dist(vec3 A, vec3 B)
{
float r = 0.5 * (A.r + B.r);
vec3 d = A - B;
vec3 c = vec3(2. + r, 4., 3. - r);
return sqrt(dot(c*d, d)) / 3.;
}
void main()
{
float m = max(log2(SourceSize.x), log2(SourceSize.y));
m = floor(max(m, 1.0));
vec2 dx = vec2(1.0/SourceSize.x, 0.0);
vec2 dy = vec2(0.0, 1.0/SourceSize.y);
vec2 y2 = 2.0*dy;
vec2 x2 = 2.0*dx;
float ltotal = 0.0;
ltotal+= length(textureLod(Source, vec2(0.25, 0.25), m).rgb);
ltotal+= length(textureLod(Source, vec2(0.25, 0.75), m).rgb);
ltotal+= length(textureLod(Source, vec2(0.75, 0.25), m).rgb);
ltotal+= length(textureLod(Source, vec2(0.75, 0.75), m).rgb);
ltotal*=0.25;
ltotal = pow(0.577350269 * ltotal, 0.65);
float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a;
ltotal = mix(ltotal, lhistory, lsmooth);
vec3 l1 = COMPAT_TEXTURE(Source, TEX0.xy ).rgb;
vec3 r1 = COMPAT_TEXTURE(Source, TEX0.xy +dx ).rgb;
vec3 l2 = COMPAT_TEXTURE(Source, TEX0.xy -dx ).rgb;
vec3 r2 = COMPAT_TEXTURE(Source, TEX0.xy +x2 ).rgb;
float c1 = dist(l2,l1);
float c2 = dist(l1,r1);
float c3 = dist(r2,r1);
FragColor = vec4(c1,c2,c3,ltotal);
}

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#version 450
/*
Average Luminance Shader, Smart Edge Interpolation Coefficients Calculation
Copyright (C) 2018-2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Thanks to HunterK for the mipmap hint. :D
*/
layout(push_constant) uniform Push
{
uint FrameCount;
vec4 SourceSize;
float lsmooth;
float sth;
} params;
#pragma parameter lsmooth "Raster Bloom Effect Smoothing" 0.70 0.50 0.99 0.01
#define lsmooth params.lsmooth
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
#define TEX0 vTexCoord
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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPassFeedback;
// Reference: http://www.compuphase.com/cmetric.htm
// Reference: ScaleFX, author Sp00kyFox
float dist(vec3 A, vec3 B)
{
float r = 0.5 * (A.r + B.r);
vec3 d = A - B;
vec3 c = vec3(2. + r, 4., 3. - r);
return sqrt(dot(c*d, d)) / 3.;
}
void main()
{
float m = max(log2(SourceSize.x), log2(SourceSize.y));
m = floor(max(m, 1.0));
vec2 dx = vec2(1.0/SourceSize.x, 0.0);
vec2 dy = vec2(0.0, 1.0/SourceSize.y);
vec2 y2 = 2.0*dy;
vec2 x2 = 2.0*dx;
float ltotal = 0.0;
ltotal+= length(textureLod(Source, vec2(0.25, 0.25), m).rgb);
ltotal+= length(textureLod(Source, vec2(0.25, 0.75), m).rgb);
ltotal+= length(textureLod(Source, vec2(0.75, 0.25), m).rgb);
ltotal+= length(textureLod(Source, vec2(0.75, 0.75), m).rgb);
ltotal*=0.25;
ltotal = pow(0.577350269 * ltotal, 0.65);
float lhistory = texture(AvgLumPassFeedback, vec2(0.5,0.5)).a;
ltotal = mix(ltotal, lhistory, lsmooth);
vec3 l1 = COMPAT_TEXTURE(Source, TEX0.xy ).rgb;
vec3 r1 = COMPAT_TEXTURE(Source, TEX0.xy +dx ).rgb;
vec3 l2 = COMPAT_TEXTURE(Source, TEX0.xy -dx ).rgb;
vec3 r2 = COMPAT_TEXTURE(Source, TEX0.xy +x2 ).rgb;
float c1 = dist(l2,l1);
float c2 = dist(l1,r1);
float c3 = dist(r2,r1);
FragColor = vec4(c1,c2,c3,ltotal);
}

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#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEHB;
float SIGMA_HB;
} params;
#pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter SIZEHB " Horizontal Bloom/Halation/(Glow) Radius" 4.0 1.0 50.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/(Glow) Sigma" 0.70 0.25 15.0 0.05
#define SIGMA_HB params.SIGMA_HB
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 LinearizePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_HB*SIGMA_HB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.OriginalSize;
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec4 color = vec4(0.0);
vec2 dx = vec2(SourceSize1.z, 0.0);
float w;
float wsum = 0.0;
vec4 pixel;
float n = -SIZEHB;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = gaussian(n+f);
pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEHB);
color = color / wsum;
FragColor = vec4(color.rgb, pow(color.a, 0.333333));
}

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#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEHB;
float SIGMA_HB;
} params;
#pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter SIZEHB " Horizontal Bloom/Halation/(Glow) Radius" 6.0 1.0 50.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/(Glow) Sigma" 1.0 0.20 15.0 0.10
#define SIGMA_HB params.SIGMA_HB
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 LinearizePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_HB*SIGMA_HB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.OriginalSize;
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec4 color = vec4(0.0);
vec2 dx = vec2(SourceSize1.z, 0.0);
float w;
float wsum = 0.0;
vec4 pixel;
float n = -SIZEHB;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = gaussian(n+f);
pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEHB);
color = color / wsum;
FragColor = vec4(color.rgb, pow(color.a, 0.333333));
}

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#version 450
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEVB;
float SIGMA_VB;
} params;
#pragma parameter SIZEVB " Vertical Bloom/Halation/(Glow) Radius" 4.0 1.0 50.0 1.0
#define SIZEVB params.SIZEVB
#pragma parameter SIGMA_VB " Vertical Bloom/Halation/(Glow) Sigma" 0.70 0.25 15.0 0.05
#define SIGMA_VB params.SIGMA_VB
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_VB*SIGMA_VB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.SourceSize;
SourceSize1.yw = params.OriginalSize.yw;
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec4 color = vec4(0.0);
vec2 dy = vec2(0.0, SourceSize1.w);
float w;
float wsum = 0.0;
vec4 pixel;
float n = -SIZEVB;
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy);
w = gaussian(n+f);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEVB);
color = color / wsum;
FragColor = vec4(color.rgb, pow(color.a, 0.175));
}

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#version 450
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEVB;
float SIGMA_VB;
} params;
#pragma parameter SIZEVB " Vertical Bloom/Halation/(Glow) Radius" 6.0 1.0 50.0 1.0
#define SIZEVB params.SIZEVB
#pragma parameter SIGMA_VB " Vertical Bloom/Halation/(Glow) Sigma" 1.0 0.20 15.0 0.10
#define SIGMA_VB params.SIGMA_VB
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_VB*SIGMA_VB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.SourceSize;
SourceSize1.yw = params.OriginalSize.yw;
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec4 color = vec4(0.0);
vec2 dy = vec2(0.0, SourceSize1.w);
float w;
float wsum = 0.0;
vec4 pixel;
float n = -SIZEVB;
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy);
w = gaussian(n+f);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEVB);
color = color / wsum;
FragColor = vec4(color.rgb, pow(color.a, 0.175));
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float blendMode;
} params;
#pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 2.0 1.0
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;
layout(set = 0, binding = 3) uniform sampler2D PrePass0;
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;
}
void main()
{
vec2 dx = vec2(params.SourceSize.z * 0.5, 0.0);
vec3 col1 = texture(Source, vTexCoord -dx).rgb;
vec3 col2 = texture(Source, vTexCoord +dx).rgb;
vec3 colc = max(col1, col2);
vec3 col = plant(sqrt(col1*col2), max(max(colc.r, colc.g),colc.b));
vec3 orig = texture(PrePass0, vTexCoord).rgb;
vec3 res = normalize(col + 0.00001) * min(length(col), length(orig));
float k2 = 1.0/(dot(col1 - res, col1 - res) + 0.0001);
float k3 = 1.0/(dot(col2 - res, col2 - res) + 0.0001);
vec3 res1 = (k2 * col1 + k3 * col2) / (k2 + k3);
res1 = clamp(res1, min(col1,col2), max(col1, col2));
if ( params.blendMode == 1.0) res = res1;
FragColor = vec4(res, 1.0);
}

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#version 450
/*
CRT - Guest - Advanced (Hi-Res version)
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike, intres;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float halation;
float mclip;
float scans;
float scansub;
float slotms;
float gamma_c;
float mask_gamma;
float gamma_out;
float overscanX;
float overscanY;
float c_shape;
float barspeed;
float barintensity;
float bardir;
} global;
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c global.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05
#define scans global.scans // scanline saturation
// Scanline darken 'edges' effect - need to uncomment it.
// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005
// #define scansub global.scansub // scanline substraction
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#define intres params.intres // interlace resolution
#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
#define OS params.OS // Do overscan
#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0
#define BLOOM params.BLOOM // Bloom overscan percentage
#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01
#define csize params.csize // corner size
#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0
#define bsize params.bsize // border smoothness
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY params.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter overscanX " Overscan X original pixels" 0.0 -50.0 50.0 1.0
#define overscanX global.overscanX // OverscanX pixels
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0
#define overscanY global.overscanY // OverscanY pixels
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
#define maskstr params.maskstr // maskstr Mask Strength
#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-7 dark color strength
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 params.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.5 0.0 1.0 0.05
#define mclip global.mclip // Slot Mask Size
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.00001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 4) uniform sampler2D GlowPass;
layout(set = 0, binding = 5) uniform sampler2D PrePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.5) { 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 (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = 1.0;
else if (pos.x < 0.666) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0);
}
// 4k mask
else
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if ((slotmask + slotmask1) == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
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;
}
}
// Borrowed from maskstr's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
vec3 declip(vec3 c, float b)
{
float m = max(max(c.r,c.g),c.b);
if (m > b) c = c*b/m;
return c;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
void main()
{
vec4 SourceSize = global.OriginalSize;
float lum = COMPAT_TEXTURE(AvgLumPass, vec2(0.1,0.1)).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 < 0.75);
bool notate = (TATE < 0.5);
float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
float sy = 1.0;
if (intres == 0.5) sy = SourceY/224.0; else
if (intres == 1.0) sy = SourceY/240.0; else
if (intres > 1.25) sy = intres;
if (notate) SourceSize.yw*=vec2(1.0/sy, sy); else SourceSize.xz*=vec2(1.0/sy, sy);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0){
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, (SourceSize.x - overscanX)/SourceSize.x, (SourceSize.y - overscanY)/SourceSize.y);
vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(TEX0.xy);
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 x2 = 2.0*dx;
vec2 y2 = 2.0*dy;
vec2 offx = dx;
vec2 off2 = x2;
vec2 offy = dy;
float fpx = fp.x;
if(!notate)
{
offx = dy;
off2 = y2;
offy = dx;
fpx = fp.y;
}
float f = (notate) ? fp.y : fp.x;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
if (interb) pC4.y = pos.y;
float h_sharp1 = pow(h_sharp, 1.4);
float zero = exp2(-h_sharp1);
float sharp1 = s_sharp * zero;
float wl5 = 4.0 + fpx; wl5*=0.5;
float wl4 = 3.0 + fpx; wl4*=0.5;
float wl3 = 2.0 + fpx; wl3*=0.5;
float wl2 = 1.0 + fpx; wl2*=0.5;
float wl1 = fpx; wl1*=0.5;
float wr1 = 1.0 - fpx; wr1*=0.5;
float wr2 = 2.0 - fpx; wr2*=0.5;
float wr3 = 3.0 - fpx; wr3*=0.5;
float wr4 = 4.0 - fpx; wr4*=0.5;
float wr5 = 5.0 - fpx; wr5*=0.5;
wl5*=wl5; wl5 = exp2(-h_sharp1*wl5);
wl4*=wl4; wl4 = exp2(-h_sharp1*wl4);
wl3*=wl3; wl3 = exp2(-h_sharp1*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp1*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp1*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp1*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp1*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp1*wr3);
wr4*=wr4; wr4 = exp2(-h_sharp1*wr4);
wr5*=wr5; wr5 = exp2(-h_sharp1*wr5);
float fp1 = 1.-fpx;
float twl5 = max(wl5 - sharp1, 0.0);
float twl4 = max(wl4 - sharp1, mix(0.0,mix(-0.03, 0.00, fpx),float(s_sharp > 0.05))); float swl4 = max(wl4 - sharp1, 0.0);
float twl3 = max(wl3 - sharp1, mix(0.0,mix(-0.10, -0.03, fpx),float(s_sharp > 0.05))); float swl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, 0.0);
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, 0.0);
float twr3 = max(wr3 - sharp1, mix(0.0,mix(-0.10, -0.03, fp1),float(s_sharp > 0.05))); float swr3 = max(wr3 - sharp1, 0.0);
float twr4 = max(wr4 - sharp1, mix(0.0,mix(-0.03, 0.00, fp1),float(s_sharp > 0.05))); float swr4 = max(wr4 - sharp1, 0.0);
float twr5 = max(wr5 - sharp1, 0.0);
float wtt = 1.0/(twl5+twl4+twl3+twl2+twl1+twr1+twr2+twr3+twr4+twr5);
float wt = 1.0/(swl3+twl2+twl1+twr1+twr2+swr3);
bool sharp = (s_sharp > 0.05);
vec3 l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz;
vec3 l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz;
vec3 l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz;
vec3 l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz;
vec3 l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz;
vec3 r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz;
vec3 r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz;
vec3 r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz;
vec3 r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz;
vec3 r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz;
vec3 sl3 = l3*l3*l3; sl3*=sl3;
vec3 sl2 = l2*l2*l2; sl2*=sl2;
vec3 sl1 = l1*l1*l1; sl1*=sl1;
vec3 sr1 = r1*r1*r1; sr1*=sr1;
vec3 sr2 = r2*r2*r2; sr2*=sr2;
vec3 sr3 = r3*r3*r3; sr3*=sr3;
vec3 color1 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt;
vec3 colmin1 = min(min(l1,r1), min(l2,r2));
vec3 colmax1 = max(max(l1,r1), max(l2,r2));
vec3 colmin2 = min(min(l3,r3), min(l4,r4));
vec3 colmax2 = max(max(l3,r3), max(l4,r4));
vec3 colmin = min(colmin1, colmin2);
vec3 colmax = max(colmax1, colmax2);
if (sharp) color1 = clamp(color1, colmin, colmax);
vec3 gtmp = vec3(1.0/6.0);
vec3 scolor1 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt;
scolor1 = pow(scolor1, gtmp); vec3 mcolor1 = scolor1;
scolor1 = min(mix(color1, scolor1, spike),1.0);
vec3 color2, scolor2, mcolor2;
if (!interb)
{
pC4+=offy;
l5 = COMPAT_TEXTURE(LinearizePass, pC4 -2.0*off2).xyz;
l4 = COMPAT_TEXTURE(LinearizePass, pC4 -3.0*offx).xyz;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).xyz;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).xyz;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).xyz;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).xyz;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).xyz;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +3.0*offx).xyz;
r4 = COMPAT_TEXTURE(LinearizePass, pC4 +4.0*offx).xyz;
r5 = COMPAT_TEXTURE(LinearizePass, pC4 +5.0*offx).xyz;
sl3 = l3*l3*l3; sl3*=sl3;
sl2 = l2*l2*l2; sl2*=sl2;
sl1 = l1*l1*l1; sl1*=sl1;
sr1 = r1*r1*r1; sr1*=sr1;
sr2 = r2*r2*r2; sr2*=sr2;
sr3 = r3*r3*r3; sr3*=sr3;
color2 = (l5*twl5+l4*twl4+l3*twl3+l2*twl2+l1*twl1+r1*twr1+r2*twr2+r3*twr3+r4*twr4+r5*twr5)*wtt;
colmin1 = min(min(l1,r1), min(l2,r2));
colmax1 = max(max(l1,r1), max(l2,r2));
colmin2 = min(min(l3,r3), min(l3,r3));
colmax2 = max(max(l4,r4), max(l4,r4));
colmin = min(colmin1, colmin2);
colmax = max(colmax1, colmax2);
if (sharp) color2 = clamp(color2, colmin, colmax);
scolor2 = (sl3*swl3 + sl2*twl2 + sl1*twl1 + sr1*twr1 + sr2*twr2 + sr3*swr3)*wt;
scolor2 = pow(scolor2, gtmp); mcolor2 = scolor2;
scolor2 = min(mix(color2, scolor2, spike),1.0);
}
// calculating scanlines
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
vec3 one = vec3(1.0);
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2);
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline darken 'edges' effect - need to uncomment it.
// float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1);
// float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2);
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
mcolor = mcolor1;
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// 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);
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);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
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 Bloom = Glow;
float maxb = COMPAT_TEXTURE(GlowPass, 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 = min(Glow*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
color = color + bloom*Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.6));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*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 corner0 = corner(pos0);
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0);
}

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@ -0,0 +1,904 @@
#version 450
/*
CRT - Guest - Advanced
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float halation;
float scans;
float scansub;
float slotms;
float mclip;
float gamma_c;
float mask_gamma;
float smart_ei;
float ei_limit;
float sth;
float gamma_out;
float overscanY;
float intres;
float prescalex;
float c_shape;
float barspeed;
float barintensity;
float bardir;
float blendMode;
float scangamma;
} global;
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter blendMode "NTSC Blend Mode (Main Mode Control)" 1.0 0.0 2.0 1.0
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c global.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.25 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 40.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation" 0.65 0.0 1.0 0.05
#define scans global.scans // scanline saturation
// Scanline darken 'edges' effect - need to uncomment it.
// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005
// #define scansub global.scansub // scanline substraction
#pragma parameter spike " Scanline Spike Removal" 0.7 0.0 2.0 0.10
#define spike params.spike
#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05
#define scangamma global.scangamma
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 3.70 0.10 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.20 0.0 1.5 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 20.0 0.25
#define smart_ei global.smart_ei // smart edge handling
#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 2.0 1.0 12.0 0.1
#define ei_limit global.ei_limit // smart edge handling
#pragma parameter sth " Smart Edges Smoothing Threshold" 0.20 0.0 1.0 0.01
#define sth global.sth // corner size
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
#define OS params.OS // Do overscan
#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0
#define BLOOM params.BLOOM // Bloom overscan percentage
#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01
#define csize params.csize // corner size
#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0
#define bsize params.bsize // border smoothness
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY params.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0
#define overscanY global.overscanY // OverscanY pixels
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0
#define prescalex global.prescalex // prescale-x factor
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
#define maskstr params.maskstr // CGWG Mask Strength
#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-7 dark color strength
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.025
#define mask_gamma global.mask_gamma // Mask application gamma
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 params.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
#define mclip global.mclip // Slot Mask Size
#pragma parameter gamma_out "Gamma out" 2.0 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 4) uniform sampler2D GlowPass;
layout(set = 0, binding = 5) uniform sampler2D BloomPass;
layout(set = 0, binding = 6) uniform sampler2D PrePass0;
layout(set = 0, binding = 7) uniform sampler2D NtscPass;
#define eps 1e-8
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.5) { 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 (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = 1.0;
else if (pos.x < 0.666) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0);
}
// 4k mask
else
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if (slotmask == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
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;
}
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
vec3 declip(vec3 c, float b)
{
float m = max(max(c.r,c.g),c.b);
if (m > b) c = c*b/m;
return c;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
vec4 SourceSize = global.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
bool nmode1 = (global.blendMode == 1.0);
bool nmode2 = (global.blendMode > 1.5);
if (nmode2) SourceSize*= vec4(2.0, 1.0, 0.5, 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 < 0.75);
bool notate = (TATE < 0.5);
float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
float sy = 1.0;
if (global.intres == 0.5) sy = SourceY/224.0; else
if (global.intres == 1.0) sy = SourceY/240.0; else
if (global.intres > 1.25) sy = global.intres;
if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0){
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, 1.0, (SourceSize.y - overscanY)/SourceSize.y);
vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(TEX0.xy);
bool smarte = (smart_ei > 0.0 && notate); // smart edge interpolation on / off
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 x2 = 2.0*dx;
vec2 y2 = 2.0*dy;
vec2 offx = dx;
vec2 off2 = x2;
vec2 offy = dy;
float fpx = fp.x;
if(!notate)
{
offx = dy;
off2 = y2;
offy = dx;
fpx = fp.y;
}
float f = (notate) ? fp.y : fp.x;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
vec2 pC5 = mix(vec2(pos.x, pC4.y), vec2(pC4.x, pos.y), float(!notate));
if (interb) pC4.y = pos.y;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
float fdivider = min(prescalex + 0.325*float(nmode2), 2.0);
float wl3 = (2.0 + fpx)/fdivider;
float wl2 = (1.0 + fpx)/fdivider;
float wl1 = ( fpx)/fdivider;
float wr1 = (1.0 - fpx)/fdivider;
float wr2 = (2.0 - fpx)/fdivider;
float wr3 = (3.0 - fpx)/fdivider;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
float rwl3, rwl2, rwr2;
float rwl1 = twl1;
float rwr1 = twr1;
vec3 c1, c2;
if (smarte)
{
rwl3 = wl3; rwl2 = wl2;
rwl1 = wl1; rwr1 = wr1;
rwr2 = wr2;
twl3 = 0.0; twr3 = 0.0;
vec3 t = COMPAT_TEXTURE(AvgLumPass, pC4 - offy).xyz;
vec3 a = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz;
vec3 b = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz;
vec3 d = COMPAT_TEXTURE(AvgLumPass, pC4 +dy+dy).xyz;
c1 = (h_sharp > 2.6) ? a : min(a,(t + a + b)/3.0); c1 = max(c1 - sth, 0.0);
c2 = (h_sharp > 2.6) ? b : min(b,(a + b + d)/3.0); c2 = max(c2 - sth, 0.0);
}
vec3 cc, l3, l2, l1, r1, r2, r3, sl2, sl1, sr1, sr2, color1, color2, colmin, colmax;
if (nmode2)
{
l3 = pow(COMPAT_TEXTURE(NtscPass, pC4 -off2).rgb, gamma_in.xxx);
l2 = pow(COMPAT_TEXTURE(NtscPass, pC4 -offx).rgb, gamma_in.xxx);
l1 = pow(COMPAT_TEXTURE(NtscPass, pC4 ).rgb, gamma_in.xxx);
r1 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx).rgb, gamma_in.xxx);
r2 = pow(COMPAT_TEXTURE(NtscPass, pC4 +off2).rgb, gamma_in.xxx);
r3 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx+off2).rgb, gamma_in.xxx);
}
else
{
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
cc = pow(COMPAT_TEXTURE(NtscPass, pC5).rgb, gamma_in.xxx);
}
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(1.0 + smart_ei*c1.y, ei_limit);
float pl = min(1.0 + smart_ei*max(c1.y,c1.x), ei_limit);
float pr = min(1.0 + smart_ei*max(c1.y,c1.z), ei_limit);
twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc);
twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr);
float wmax = max(twl1, twr1);
float sharp_ei = s_sharp*pow(zero, pc)/wmax;
twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1));
twl1 = max(twl1/wmax - sharp_ei, 0.0);
twr1 = max(twr1/wmax - sharp_ei, 0.0);
twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx));
}
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color1 = clamp(color1, colmin, colmax);
if (nmode1 && !interb) color1 = min(normalize (color1+eps) * length(sqrt(color1 * cc)) ,1.0);
color1 = pow(color1, vec3(scangamma/gamma_in));
float ts = 0.033;
bool ntscbm = (global.blendMode == 0.0);
if (ntscbm)
{
l2 = COMPAT_TEXTURE(PrePass0, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(PrePass0, pC4 ).rgb;
r1 = COMPAT_TEXTURE(PrePass0, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(PrePass0, pC4 +off2).rgb;
}
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
if (ntscbm)
{
lm2 = pow(lm2, gamma_in);
lm1 = pow(lm1, gamma_in);
rm1 = pow(rm1, gamma_in);
rm2 = pow(rm2, gamma_in);
}
float swl2 = max(twl2, eps) * (lm2+ts);
float swl1 = twl1 * (lm1+ts);
float swr1 = twr1 * (rm1+ts);
float swr2 = max(twr2, eps) * (rm2+ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
vec3 mcolor1 = vec3(fscolor1);
vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0));
vec3 scolor2, mcolor2;
if (!interb)
{
pC4+=offy;
pC5+=offy;
if (nmode2)
{
l3 = pow(COMPAT_TEXTURE(NtscPass, pC4 -off2).rgb, gamma_in.xxx);
l2 = pow(COMPAT_TEXTURE(NtscPass, pC4 -offx).rgb, gamma_in.xxx);
l1 = pow(COMPAT_TEXTURE(NtscPass, pC4 ).rgb, gamma_in.xxx);
r1 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx).rgb, gamma_in.xxx);
r2 = pow(COMPAT_TEXTURE(NtscPass, pC4 +off2).rgb, gamma_in.xxx);
r3 = pow(COMPAT_TEXTURE(NtscPass, pC4 +offx+off2).rgb, gamma_in.xxx);
}
else
{
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
cc = pow(COMPAT_TEXTURE(NtscPass, pC5).rgb, gamma_in.xxx);
}
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(1.0 + smart_ei*c2.y, ei_limit);
float pl = min(1.0 + smart_ei*max(c2.y,c2.x), ei_limit);
float pr = min(1.0 + smart_ei*max(c2.y,c2.z), ei_limit);
twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc);
twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr);
float wmax = max(twl1, twr1);
float sharp_ei = s_sharp*pow(zero, pc)/wmax;
twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1));
twl1 = max(twl1/wmax - sharp_ei, 0.0);
twr1 = max(twr1/wmax - sharp_ei, 0.0);
twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx));
}
color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color2 = clamp(color2, colmin, colmax);
if (nmode1 && !interb) color2 = min(normalize (color2+eps) * length(sqrt(color2 * cc)) ,1.0);
color2 = pow(color2, vec3(scangamma/gamma_in));
if (ntscbm)
{
l2 = COMPAT_TEXTURE(PrePass0, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(PrePass0, pC4 ).rgb;
r1 = COMPAT_TEXTURE(PrePass0, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(PrePass0, pC4 +off2).rgb;
}
lm2 = max(max(l2.r,l2.g),l2.b);
lm1 = max(max(l1.r,l1.g),l1.b);
rm1 = max(max(r1.r,r1.g),r1.b);
rm2 = max(max(r2.r,r2.g),r2.b);
if (ntscbm)
{
lm2 = pow(lm2, gamma_in);
lm1 = pow(lm1, gamma_in);
rm1 = pow(rm1, gamma_in);
rm2 = pow(rm2, gamma_in);
}
swl2 = max(twl2, 0.0) * (lm2+ts);
swl1 = twl1 * (lm1+ts);
swr1 = twr1 * (rm1+ts);
swr2 = max(twr2, 0.0) * (rm2+ts);
float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
mcolor2 = vec3(fscolor2);
scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0));
}
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
vec3 one = vec3(1.0);
if (!interb)
{
// calculating scanlines
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2);
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
mcolor = clamp(mix(ctmp, mcolor, 1.5), 0.0, 1.0);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline darken 'edges' effect - need to uncomment it.
// float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1);
// float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2);
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
mcolor = clamp(mix(color1, mcolor1, 1.25), 0.0, 1.0);
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// 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);
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);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
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 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
float maxb = COMPAT_TEXTURE(BloomPass, pos).a;
float vig = COMPAT_TEXTURE(PrePass0, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a;
vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
color = color + bloom*Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.60));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; }
color = pow(color, vec3(gamma_in/scangamma));
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));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner(pos0));
}

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@ -0,0 +1,822 @@
#version 450
/*
CRT - Guest - Advanced
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float TATE, IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
slotmask, slotmask1, slotwidth, double_slot, mcut, maskDark, maskLight, maskstr, spike;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float bloom;
float halation;
float scans;
float scansub;
float slotms;
float mclip;
float gamma_c;
float mask_gamma;
float smart_ei;
float ei_limit;
float sth;
float gamma_out;
float overscanY;
float intres;
float prescalex;
float c_shape;
float barspeed;
float barintensity;
float bardir;
} global;
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c global.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 0.0 40.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05
#define scans global.scans // scanline saturation
// Scanline darken 'edges' effect - need to uncomment it.
// #pragma parameter scansub " Scanline darken 'edges'" 0.0 0.0 0.30 0.005
// #define scansub global.scansub // scanline substraction
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter smart_ei " Smart Edges Effect Strength" 0.0 0.0 20.0 0.25
#define smart_ei global.smart_ei // smart edge handling
#pragma parameter ei_limit " Smart Edges Effect Strength Limit" 2.0 1.0 12.0 0.1
#define ei_limit global.ei_limit // smart edge handling
#pragma parameter sth " Smart Edges Smoothing Threshold" 0.20 0.0 1.0 0.01
#define sth global.sth // corner size
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter OS " R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
#define OS params.OS // Do overscan
#pragma parameter BLOOM " Raster bloom %" 0.0 0.0 20.0 1.0
#define BLOOM params.BLOOM // Bloom overscan percentage
#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01
#define csize params.csize // corner size
#pragma parameter bsize " Border smoothness" 600.0 100.0 700.0 10.0
#define bsize params.bsize // border smoothness
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY params.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter overscanY " Overscan Y original pixels" 0.0 -50.0 50.0 1.0
#define overscanY global.overscanY // OverscanY pixels
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0
#define prescalex global.prescalex // prescale-x factor
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
#define maskstr params.maskstr // CGWG Mask Strength
#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-7 dark color strength
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 params.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
#define mclip global.mclip // Slot Mask Size
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
layout(set = 0, binding = 3) uniform sampler2D AvgLumPass;
layout(set = 0, binding = 4) uniform sampler2D GlowPass;
layout(set = 0, binding = 5) uniform sampler2D BloomPass;
layout(set = 0, binding = 6) uniform sampler2D PrePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.5) { 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 (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = 1.0;
else if (pos.x < 0.666) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0);
}
// 4k mask
else
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if ((slotmask + slotmask1) == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
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;
}
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
vec3 declip(vec3 c, float b)
{
float m = max(max(c.r,c.g),c.b);
if (m > b) c = c*b/m;
return c;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
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 < 0.75);
bool notate = (TATE < 0.5);
float SourceY = mix(SourceSize.y, SourceSize.x, TATE);
float sy = 1.0;
if (global.intres == 0.5) sy = SourceY/224.0; else
if (global.intres == 1.0) sy = SourceY/240.0; else
if (global.intres > 1.25) sy = global.intres;
if (notate) SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy); else SourceSize*=vec4(1.0/sy, 1.0, sy, 1.0);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0){
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, 1.0, (SourceSize.y - overscanY)/SourceSize.y);
vec2 pos = Warp(texcoord);
vec2 pos0 = Warp(TEX0.xy);
bool smarte = (smart_ei > 0.0 && notate); // smart edge interpolation on / off
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 x2 = 2.0*dx;
vec2 y2 = 2.0*dy;
vec2 offx = dx;
vec2 off2 = x2;
vec2 offy = dy;
float fpx = fp.x;
if(!notate)
{
offx = dy;
off2 = y2;
offy = dx;
fpx = fp.y;
}
float f = (notate) ? fp.y : fp.x;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
if (interb) pC4.y = pos.y;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
float fdivider = min(prescalex, 2.0);
float wl3 = (2.0 + fpx)/fdivider;
float wl2 = (1.0 + fpx)/fdivider;
float wl1 = ( fpx)/fdivider;
float wr1 = (1.0 - fpx)/fdivider;
float wr2 = (2.0 - fpx)/fdivider;
float wr3 = (3.0 - fpx)/fdivider;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1)); float scl2 = max(twl2, 0.0);
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx)); float scr2 = max(twr2, 0.0);
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
float rwl3, rwl2, rwr2;
float rwl1 = twl1;
float rwr1 = twr1;
vec3 c1, c2;
if (smarte)
{
rwl3 = wl3; rwl2 = wl2;
rwl1 = wl1; rwr1 = wr1;
rwr2 = wr2;
twl3 = 0.0; twr3 = 0.0;
vec3 t = COMPAT_TEXTURE(AvgLumPass, pC4 - offy).xyz;
vec3 a = COMPAT_TEXTURE(AvgLumPass, pC4 ).xyz;
vec3 b = COMPAT_TEXTURE(AvgLumPass, pC4 + offy).xyz;
vec3 d = COMPAT_TEXTURE(AvgLumPass, pC4 +dy+dy).xyz;
c1 = (h_sharp > 2.6) ? a : min(a,(t + a + b)/3.0); c1 = max(c1 - sth, 0.0);
c2 = (h_sharp > 2.6) ? b : min(b,(a + b + d)/3.0); c2 = max(c2 - sth, 0.0);
}
vec3 l3, l2, l1, r1, r2, r3, sl2, sl1, sr1, sr2, color1, color2, colmin, colmax;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(1.0 + smart_ei*c1.y, ei_limit);
float pl = min(1.0 + smart_ei*max(c1.y,c1.x), ei_limit);
float pr = min(1.0 + smart_ei*max(c1.y,c1.z), ei_limit);
twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc);
twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr);
float wmax = max(twl1, twr1);
float sharp_ei = s_sharp*pow(zero, pc)/wmax;
twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1));
twl1 = max(twl1/wmax - sharp_ei, 0.0);
twr1 = max(twr1/wmax - sharp_ei, 0.0);
twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx));
}
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color1 = clamp(color1, colmin, colmax);
float ts = 0.033;
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
float swl2 = max(twl2, 0.0) * (lm2+ts);
float swl1 = twl1 * (lm1+ts);
float swr1 = twr1 * (rm1+ts);
float swr2 = max(twr2, 0.0) * (rm2+ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
vec3 mcolor1 = vec3(fscolor1);
vec3 scolor1 = vec3(clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0));
vec3 scolor2, mcolor2;
if (!interb)
{
pC4+=offy;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -off2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +off2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+off2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
if (smarte)
{
float pc = min(1.0 + smart_ei*c2.y, ei_limit);
float pl = min(1.0 + smart_ei*max(c2.y,c2.x), ei_limit);
float pr = min(1.0 + smart_ei*max(c2.y,c2.z), ei_limit);
twl1 = pow(abs(rwl1), pc); twr1 = pow(abs(rwr1), pc);
twl2 = pow(abs(rwl2), pl); twr2 = pow(abs(rwr2), pr);
float wmax = max(twl1, twr1);
float sharp_ei = s_sharp*pow(zero, pc)/wmax;
twl2 = max(twl2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fp1*fp1));
twl1 = max(twl1/wmax - sharp_ei, 0.0);
twr1 = max(twr1/wmax - sharp_ei, 0.0);
twr2 = max(twr2/wmax - sharp_ei, mix(-0.12, 0.0, 1.0-fpx*fpx));
}
color2 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color2 = clamp(color2, colmin, colmax);
lm2 = max(max(l2.r,l2.g),l2.b);
lm1 = max(max(l1.r,l1.g),l1.b);
rm1 = max(max(r1.r,r1.g),r1.b);
rm2 = max(max(r2.r,r2.g),r2.b);
swl2 = max(twl2, 0.0) * (lm2+ts);
swl1 = twl1 * (lm1+ts);
swr1 = twr1 * (rm1+ts);
swr2 = max(twr2, 0.0) * (rm2+ts);
float fscolor2 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
mcolor2 = vec3(fscolor2);
scolor2 = vec3(clamp(mix(max(max(color2.r,color2.g),color2.b), fscolor2, spike), 0.0, 1.0));
}
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
vec3 one = vec3(1.0);
if (!interb)
{
// calculating scanlines
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
mcolor = (mcolor1*wt1 + mcolor2*wt2)/(wt1+wt2);
ctmp = color00/(wt1+wt2);
vec3 sctmp = scolor0/(wt1+wt2);
mcolor = clamp(mix(ctmp, mcolor, 1.25), 0.0, 1.0);
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline darken 'edges' effect - need to uncomment it.
// float ws1 = max(wf1 - scansub, 0.2*wf1*wf2); wf1 = ws1/(1.0 - wf1 + ws1);
// float ws2 = max(wf2 - scansub, 0.2*wf2*wf1); wf2 = ws2/(1.0 - wf2 + ws2);
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
mcolor = clamp(mix(color1, mcolor1, 1.25), 0.0, 1.0);
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// 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);
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);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
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 Bloom = COMPAT_TEXTURE(BloomPass, 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 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
color = color + bloom*Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.60));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*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));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner(pos0));
}

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#version 450
/*
Fast Sharpen Shader (Custom)
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SHARPEN, CONTR, DETAILS;
} params;
#pragma parameter SHARPEN "Sharpen strength" 0.00 0.0 4.00 0.10
#pragma parameter CONTR "Ammount of sharpening" 0.05 0.0 0.25 0.01
#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
#define SHARPEN params.SHARPEN
#define CONTR params.CONTR
#define DETAILS params.DETAILS
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;
void main()
{
vec2 g01 = vec2(-1.0, 0.0)*params.SourceSize.zw;
vec2 g21 = vec2( 1.0, 0.0)*params.SourceSize.zw;
vec3 c01 = texture(Source, vTexCoord + g01).rgb;
vec3 c21 = texture(Source, vTexCoord + g21).rgb;
vec3 c11 = texture(Source, vTexCoord ).rgb;
vec3 b11 = 0.5*(c01+c21);
float contrast = max(max(c11.r,c11.g),c11.b);
contrast = mix(2.0*CONTR, CONTR, contrast);
vec3 mn1 = min(c01,c21); mn1 = min(mn1,c11*(1.0-contrast));
vec3 mx1 = max(c01,c21); mx1 = max(mx1,c11*(1.0+contrast));
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
FragColor = vec4(c11,1.0);
}

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#version 450
/*
CRT - Guest - Advanced - Deconvergence pass + noise
Copyright (C) 2021 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OutputSize;
uint FrameCount;
float deconr;
float TATE;
float decons;
float addnoised;
float noiseresd;
float shadowMask;
float masksize;
float deconrr;
float deconrg;
float deconrb;
float deconrry;
float deconrgy;
float deconrby;
float deconsmooth;
float dctypex;
float dctypey;
} params;
#pragma parameter TATE " TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
#pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10
#define decons params.decons // Horizontal deconvergence colors strength
#pragma parameter deconsmooth " Deconvergence Smoothing" 0.0 0.0 1.0 0.10
#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02
#define addnoised params.addnoised // add noise
#pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0
#define noiseresd params.noiseresd // add noise
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
// 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 (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0;
// 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);
return v;
}
void main()
{
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
vec3 result = color;
if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20)
{
float step = 1.0;
float dstep = step;
step*= (TATE < 0.5) ? (params.OutputSize.z) : (params.OutputSize.w);
float stepy = (TATE < 0.5) ? (params.OutputSize.w) : (params.OutputSize.z);
float stepx = (TATE < 0.5) ? (params.OutputSize.z) : (params.OutputSize.w);
vec2 sx = mix(vec2(stepx, 0.0), vec2(0.0, stepx), TATE);
float ds = decons;
vec2 dx = (TATE < 0.5) ? vec2(step, 0.0) : vec2(0.0, step);
vec2 dy = (TATE > 0.5) ? vec2(stepy, 0.0) : vec2(0.0, stepy);
float posx = 2.0*vTexCoord.x - 1.0;
float posy = 2.0*vTexCoord.y - 1.0;
if (params.dctypex > 0.025)
{
posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex);
dx = posx * dx;
}
if (params.dctypey > 0.025)
{
posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey);
dy = posy * dy;
}
if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey));
vec2 rc = params.deconrr * dx + params.deconrry*dy;
vec2 gc = params.deconrg * dx + params.deconrgy*dy;
vec2 bc = params.deconrb * dx + params.deconrby*dy;
dx = (dx+dy) * params.deconsmooth;
float r1 = COMPAT_TEXTURE(Source, vTexCoord + rc ).r;
float g1 = COMPAT_TEXTURE(Source, vTexCoord + gc ).g;
float b1 = COMPAT_TEXTURE(Source, vTexCoord + bc ).b;
float r2 = COMPAT_TEXTURE(Source, vTexCoord + rc -dx).r;
float g2 = COMPAT_TEXTURE(Source, vTexCoord + gc -dx).g;
float b2 = COMPAT_TEXTURE(Source, vTexCoord + bc -dx).b;
float r3 = COMPAT_TEXTURE(Source, vTexCoord + rc +dx).r;
float g3 = COMPAT_TEXTURE(Source, vTexCoord + gc +dx).g;
float b3 = COMPAT_TEXTURE(Source, vTexCoord + bc +dx).b;
vec3 result1 = vec3(r1,g1,b1);
vec3 result2 = vec3(r2,g2,b2);
vec3 result3 = vec3(r3,g3,b3);
result = (result1+result2+result3)/3.0;
vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + sx).rgb, COMPAT_TEXTURE(Source, vTexCoord - sx).rgb), color);
float mc = max(max(dcolor.r, dcolor.g), dcolor.b);
if (decons < 0.0) mc = 0.9;
result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), min(result,color), max(result, color));
}
float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4;
if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc);
float corner = COMPAT_TEXTURE(Source, vTexCoord).a;
FragColor = vec4(result*corner, 1.0);
}

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@ -0,0 +1,99 @@
#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEH;
float SIGMA_H;
} params;
#pragma parameter bogus_glow "[ GLOW PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter SIZEH " Horizontal Glow Radius" 6.0 1.0 50.0 1.0
#define SIZEH params.SIZEH
#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.10
#define SIGMA_H params.SIGMA_H
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 LinearizePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_H*SIGMA_H);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.OriginalSize;
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec3 color = vec3(0.0);
vec2 dx = vec2(SourceSize1.z, 0.0);
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEH;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx).rgb;
w = gaussian(n+f);
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEH);
color = color / wsum;
FragColor = vec4(color, 1.0);
}

View File

@ -1,9 +1,9 @@
#version 450
/*
Smart Smoothing Difference Shader
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2019 guest(r) - guest.r@gmail.com
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -19,9 +19,7 @@
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma name SmoothPass
*/
layout(push_constant) uniform Push
{
@ -29,13 +27,16 @@ layout(push_constant) uniform Push
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float STH;
float SIZEV;
float SIGMA_V;
} params;
#pragma parameter STH "Smart Smoothing Threshold" 0.7 0.4 1.2 0.05
#define STH params.STH
#define SourceSize params.SourceSize
#define COMPAT_TEXTURE(c,d) texture(c,d)
#pragma parameter SIZEV " Vertical Glow Radius" 6.0 1.0 50.0 1.0
#define SIZEV params.SIZEV
#pragma parameter SIGMA_V " Vertical Glow Sigma" 1.20 0.20 15.0 0.10
#define SIGMA_V params.SIGMA_V
layout(std140, set = 0, binding = 0) uniform UBO
{
@ -58,27 +59,40 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float df (vec3 A, vec3 B)
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_V*SIGMA_V);
float gaussian(float x)
{
float diff = length(A-B);
float luma = clamp(length(0.5*min(A,B) + 0.25*(A+B) + 1e-8), 0.0001, 1.0);
float diff1 = diff/luma;
return 1.0 - clamp(7.0*(max(1.5*diff,diff1)-STH), 0.0, 1.0);
return exp(-x*x*invsqrsigma);
}
void main()
{
vec2 dx = vec2(SourceSize.z, 0.0);
vec2 dy = vec2(0.0, SourceSize.w);
vec4 SourceSize1 = vec4(params.SourceSize.x, params.OriginalSize.y, params.SourceSize.z, params.OriginalSize.w);
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec3 color = vec3(0.0);
vec2 dy = vec2(0.0, SourceSize1.w);
vec3 l1 = COMPAT_TEXTURE(Source, vTexCoord.xy -dx).xyz;
vec3 ct = COMPAT_TEXTURE(Source, vTexCoord.xy ).xyz;
vec3 r1 = COMPAT_TEXTURE(Source, vTexCoord.xy +dx).xyz;
float w;
float wsum = 0.0;
vec3 pixel;
float n = -SIZEV;
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy).rgb;
w = gaussian(n+f);
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEV);
color = color / wsum;
float dl = df(ct, l1);
float dr = df(ct, r1);
float resx = dl; float resy = dr;
FragColor = vec4(resx,resy,1.0,1.0);
FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,172 @@
#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float iscan;
float intres;
float iscans;
float downsample_levelx;
float downsample_levely;
float prescalex;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
mat4 MVP;
} global;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match
#define intres params.intres // interlace resolution
#pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 3.0 0.05
#define downsample_levelx params.downsample_levelx // downsample level
#pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 3.0 0.05
#define downsample_levely params.downsample_levely // downsample level
#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05
#define iscans params.iscans // interlace saturation
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec3 fetch_pixel(vec2 coord)
{
vec2 dx = vec2(global.SourceSize.z, 0.0) * downsample_levelx;
vec2 dy = vec2(0.0, global.SourceSize.w) * downsample_levely;
vec2 d1 = dx + dy;
vec2 d2 = dx - dy;
float sum = 15.0;
vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb +
COMPAT_TEXTURE(PrePass, coord + d1).rgb +
COMPAT_TEXTURE(PrePass, coord - d1).rgb +
COMPAT_TEXTURE(PrePass, coord + d2).rgb +
COMPAT_TEXTURE(PrePass, coord - d2).rgb;
return result/sum;
}
void main()
{
vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb;
if ((downsample_levelx + downsample_levely) > 0.025)
{
c1 = fetch_pixel(vTexCoord);
c2 = fetch_pixel(vTexCoord + vec2(0.0, params.OriginalSize.w));
}
vec3 c = c1;
float intera = 1.0;
float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r = m1;
float yres_div = 1.0; if (intres > 1.25) yres_div = intres;
if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5)
{
intera = 0.5;
float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0);
float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0);
float ii = abs(line_no-frame_no);
if (interm < 3.5)
{
c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b));
r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0);
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
intera = 0.0;
}
if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));
if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));}
}
c = pow(c, vec3(gamma_in));
if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in;
FragColor = vec4(c, gamma_in);
}

View File

@ -0,0 +1,176 @@
#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float iscan;
float intres;
float iscans;
float downsample_levelx;
float downsample_levely;
float prescalex;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
mat4 MVP;
} global;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.0 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match
#define intres params.intres // interlace resolution
#pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 2.0 0.05
#define downsample_levelx params.downsample_levelx // downsample level
#pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 2.0 0.05
#define downsample_levely params.downsample_levely // downsample level
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match
#define prescalex params.prescalex // prescale-x factor
#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05
#define iscans params.iscans // interlace saturation
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec3 fetch_pixel(vec2 coord)
{
vec2 dx = vec2(global.SourceSize.z, 0.0) * downsample_levelx;
vec2 dy = vec2(0.0, global.SourceSize.w) * downsample_levely;
vec2 d1 = dx + dy;
vec2 d2 = dx - dy;
float sum = 15.0;
vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb +
COMPAT_TEXTURE(PrePass, coord + d1).rgb +
COMPAT_TEXTURE(PrePass, coord - d1).rgb +
COMPAT_TEXTURE(PrePass, coord + d2).rgb +
COMPAT_TEXTURE(PrePass, coord - d2).rgb;
return result/sum;
}
void main()
{
vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb;
if ((downsample_levelx + downsample_levely) > 0.025)
{
c1 = fetch_pixel(vTexCoord);
c2 = fetch_pixel(vTexCoord + vec2(0.0, params.OriginalSize.w));
}
vec3 c = c1;
float intera = 1.0;
float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r = m1;
float yres_div = 1.0; if (intres > 1.25) yres_div = intres;
if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5)
{
intera = 0.5;
float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0);
float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0);
float ii = abs(line_no-frame_no);
if (interm < 3.5)
{
c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b));
r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0);
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
intera = 0.0;
}
if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));
if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));}
}
c = pow(c, vec3(gamma_in));
if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in;
FragColor = vec4(c, gamma_in);
}

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@ -0,0 +1,176 @@
#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float iscan;
float intres;
float iscans;
float downsample_levelx;
float downsample_levely;
float prescalex;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
mat4 MVP;
} global;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match
#define intres params.intres // interlace resolution
#pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 3.0 0.05
#define downsample_levelx params.downsample_levelx // downsample level
#pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 3.0 0.05
#define downsample_levely params.downsample_levely // downsample level
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match
#define prescalex params.prescalex // prescale-x factor
#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05
#define iscans params.iscans // interlace saturation
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec3 fetch_pixel(vec2 coord)
{
vec2 dx = vec2(global.SourceSize.z, 0.0) * downsample_levelx;
vec2 dy = vec2(0.0, global.SourceSize.w) * downsample_levely;
vec2 d1 = dx + dy;
vec2 d2 = dx - dy;
float sum = 15.0;
vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb +
COMPAT_TEXTURE(PrePass, coord + d1).rgb +
COMPAT_TEXTURE(PrePass, coord - d1).rgb +
COMPAT_TEXTURE(PrePass, coord + d2).rgb +
COMPAT_TEXTURE(PrePass, coord - d2).rgb;
return result/sum;
}
void main()
{
vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb;
if ((downsample_levelx + downsample_levely) > 0.025)
{
c1 = fetch_pixel(vTexCoord);
c2 = fetch_pixel(vTexCoord + vec2(0.0, params.OriginalSize.w));
}
vec3 c = c1;
float intera = 1.0;
float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r = m1;
float yres_div = 1.0; if (intres > 1.25) yres_div = intres;
if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5)
{
intera = 0.5;
float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0);
float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0);
float ii = abs(line_no-frame_no);
if (interm < 3.5)
{
c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b));
r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0);
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
intera = 0.0;
}
if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));
if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));}
}
c = pow(c, vec3(gamma_in));
if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in;
FragColor = vec4(c, gamma_in);
}

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@ -0,0 +1,356 @@
#version 450
/*
CRT Advanced Afterglow, color altering
Copyright (C) 2019-2021 guest(r) and Dr. Venom
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float TNTC;
float LS;
float LUTLOW, LUTBR;
float CP, CS;
float WP;
float wp_saturation;
float AS, sat;
float BP;
float vigstr;
float vigdef;
float sega_fix;
float pre_bb;
} params;
#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01
#define AS params.AS
#pragma parameter sat " Afterglow saturation" 0.20 0.0 1.0 0.01
#define sat params.sat
#pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0
#pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020" 0.0 0.0 4.0 1.0
#pragma parameter CP " CRT Profile: EBU | P22 | SMPTE-C | Philips | Trin." 0.0 -1.0 5.0 1.0
#define CP params.CP
#define CS params.CS
#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0
#define TNTC params.TNTC
#pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0
#define LS params.LS
#define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons
#define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0
#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05
#pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01
#pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0
#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0
#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025
#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2
#define WP params.WP
#define wp_saturation params.wp_saturation
#define BP params.BP
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 StockPass;
layout(set = 0, binding = 3) uniform sampler2D AfterglowPass;
layout(set = 0, binding = 4) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 5) uniform sampler2D SamplerLUT2;
layout(set = 0, binding = 6) uniform sampler2D SamplerLUT3;
layout(set = 0, binding = 7) uniform sampler2D SamplerLUT4;
#define COMPAT_TEXTURE(c,d) texture(c,d)
// Color profile matrices
const mat3 Profile0 =
mat3(
0.412391, 0.212639, 0.019331,
0.357584, 0.715169, 0.119195,
0.180481, 0.072192, 0.950532
);
const mat3 Profile1 =
mat3(
0.430554, 0.222004, 0.020182,
0.341550, 0.706655, 0.129553,
0.178352, 0.071341, 0.939322
);
const mat3 Profile2 =
mat3(
0.396686, 0.210299, 0.006131,
0.372504, 0.713766, 0.115356,
0.181266, 0.075936, 0.967571
);
const mat3 Profile3 =
mat3(
0.393521, 0.212376, 0.018739,
0.365258, 0.701060, 0.111934,
0.191677, 0.086564, 0.958385
);
const mat3 Profile4 =
mat3(
0.392258, 0.209410, 0.016061,
0.351135, 0.725680, 0.093636,
0.166603, 0.064910, 0.850324
);
const mat3 Profile5 =
mat3(
0.377923, 0.195679, 0.010514,
0.317366, 0.722319, 0.097826,
0.207738, 0.082002, 1.076960
);
const mat3 ToSRGB =
mat3(
3.240970, -0.969244, 0.055630,
-1.537383, 1.875968, -0.203977,
-0.498611, 0.041555, 1.056972
);
const mat3 ToModern =
mat3(
2.791723, -0.894766, 0.041678,
-1.173165, 1.815586, -0.130886,
-0.440973, 0.032000, 1.002034
);
const mat3 ToDCI =
mat3(
2.493497, -0.829489, 0.035846,
-0.931384, 1.762664, -0.076172,
-0.402711, 0.023625, 0.956885
);
const mat3 ToAdobe =
mat3(
2.041588, -0.969244, 0.013444,
-0.565007, 1.875968, -0.11836,
-0.344731, 0.041555, 1.015175
);
const mat3 ToREC =
mat3(
1.716651, -0.666684, 0.017640,
-0.355671, 1.616481, -0.042771,
-0.253366, 0.015769, 0.942103
);
// Color temperature matrices
const mat3 D65_to_D55 = mat3 (
0.4850339153, 0.2500956126, 0.0227359648,
0.3488957224, 0.6977914447, 0.1162985741,
0.1302823568, 0.0521129427, 0.6861537456);
const mat3 D65_to_D93 = mat3 (
0.3683017655, 0.1899055978, 0.0172641453,
0.3555467892, 0.7110935785, 0.1185155964,
0.2475020592, 0.0990008237, 1.3035108450);
vec3 fix_lut(vec3 lutcolor, vec3 ref)
{
float r = length(ref);
float l = length(lutcolor);
float m = max(max(ref.r,ref.g),ref.b);
ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25));
return mix(lutcolor, ref, LUTBR);
}
vec2 ctransform (vec2 inputc)
{
return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x));
}
float vignette (vec2 coords)
{
vec2 ccoords = ctransform(2.0*(coords-0.5));
ccoords = ccoords * ccoords;
float vstr = sqrt(ccoords.x+ccoords.y);
vstr = pow(vstr, params.vigdef);
return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0);
}
void main()
{
vec4 imgColor = COMPAT_TEXTURE(StockPass, vTexCoord.xy);
vec4 aftglow = COMPAT_TEXTURE(AfterglowPass, vTexCoord.xy);
float w = 1.0-aftglow.w;
float l = length(aftglow.rgb);
aftglow.rgb = AS*w*normalize(pow(aftglow.rgb + 0.01, vec3(sat)))*l;
float bp = w * BP/255.0;
imgColor.rgb = imgColor.rgb * params.pre_bb;
if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0);
imgColor.rgb = min(imgColor.rgb, 1.0);
vec3 color = imgColor.rgb;
if (int(TNTC) == 0)
{
color.rgb = imgColor.rgb;
}
else
{
float lutlow = LUTLOW/255.0; float invLS = 1.0/LS;
vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx));
float lutb = lut_ref.b * (1.0-0.5*invLS);
lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS;
float tile1 = ceil (lutb * (LS-1.0));
float tile0 = max(tile1 - 1.0, 0.0);
float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0;
vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec4 color1, color2, res;
if (int(TNTC) == 1)
{
color1 = COMPAT_TEXTURE(SamplerLUT1, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT1, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 2)
{
color1 = COMPAT_TEXTURE(SamplerLUT2, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT2, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 3)
{
color1 = COMPAT_TEXTURE(SamplerLUT3, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT3, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 4)
{
color1 = COMPAT_TEXTURE(SamplerLUT4, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT4, coord1);
res = mix(color1, color2, f);
}
res.rgb = fix_lut (res.rgb, imgColor.rgb);
color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0));
}
vec3 c = clamp(color, 0.0, 1.0);
float p;
mat3 m_out;
if (CS == 0.0) { p = 2.2; m_out = ToSRGB; } else
if (CS == 1.0) { p = 2.2; m_out = ToModern; } else
if (CS == 2.0) { p = 2.6; m_out = ToDCI; } else
if (CS == 3.0) { p = 2.2; m_out = ToAdobe; } else
if (CS == 4.0) { p = 2.4; m_out = ToREC; }
color = pow(c, vec3(p));
mat3 m_in = Profile0;
if (CP == 0.0) { m_in = Profile0; } else
if (CP == 1.0) { m_in = Profile1; } else
if (CP == 2.0) { m_in = Profile2; } else
if (CP == 3.0) { m_in = Profile3; } else
if (CP == 4.0) { m_in = Profile4; } else
if (CP == 5.0) { m_in = Profile5; }
color = m_in*color;
color = m_out*color;
color = clamp(color, 0.0, 1.0);
color = pow(color, vec3(1.0/p));
if (CP == -1.0) color = c;
vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color);
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
vec3 scolor2 = mix(vec3(luma), color, wp_saturation);
color = (wp_saturation > 1.0) ? scolor1 : scolor2;
p = 2.2;
color = pow(color, vec3(p));
color = clamp(color, 0.0, 1.0);
vec3 warmer = D65_to_D55*color;
warmer = ToSRGB*warmer;
vec3 cooler = D65_to_D93*color;
cooler = ToSRGB*cooler;
float m = abs(WP)/100.0;
vec3 comp = (WP < 0.0) ? cooler : warmer;
color = mix(color, comp, m);
color = pow(max(color, 0.0), vec3(1.0/p));
color = color + aftglow.rgb + bp;
FragColor = vec4(color, vignette(vTexCoord.xy));
}

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@ -1,63 +0,0 @@
#version 450
// Avg. Luminance Smoothing
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
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 OriginalHistory1;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory2;
layout(set = 0, binding = 4) uniform sampler2D OriginalHistory3;
layout(set = 0, binding = 5) uniform sampler2D OriginalHistory4;
layout(set = 0, binding = 6) uniform sampler2D OriginalHistory5;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory6;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory7;
#define PrevTexture OriginalHistory1
#define Prev1Texture OriginalHistory2
#define Prev2Texture OriginalHistory3
#define Prev3Texture OriginalHistory4
#define Prev4Texture OriginalHistory5
#define Prev5Texture OriginalHistory6
#define Prev6Texture OriginalHistory7
#define TEX0 vTexCoord
#define COMPAT_TEXTURE(c,d) texture(c,d)
void main()
{
vec3 color = COMPAT_TEXTURE(PrevTexture, TEX0.xy).rgb;
color+= COMPAT_TEXTURE(Prev6Texture, TEX0.xy).rgb;
color+= COMPAT_TEXTURE(Prev5Texture, TEX0.xy).rgb;
color+= COMPAT_TEXTURE(Prev4Texture, TEX0.xy).rgb;
color+= COMPAT_TEXTURE(Prev3Texture, TEX0.xy).rgb;
color+= COMPAT_TEXTURE(Prev2Texture, TEX0.xy).rgb;
color+= COMPAT_TEXTURE(Prev1Texture, TEX0.xy).rgb;
FragColor = vec4(color/7.0,1.0);
}

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@ -14,9 +14,9 @@ layout(push_constant) uniform Push
// Lower values might need more taps.
// Adapted from crt-easymode-halation by Easymode.
#pragma parameter TAPSH "H. Glow Radius" 5.0 1.0 10.0 1.0
#pragma parameter TAPSH "H. Glow Radius" 4.0 1.0 10.0 1.0
#define TAPSH params.TAPSH
#pragma parameter GLOW_FALLOFF_H "Horizontal Glow Grade" 0.25 0.00 1.5 0.02
#pragma parameter GLOW_FALLOFF_H "Horizontal Glow Grade" 0.35 0.00 1.5 0.02
#define GLOW_FALLOFF_H params.GLOW_FALLOFF_H
layout(std140, set = 0, binding = 0) uniform UBO

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@ -15,9 +15,9 @@ layout(push_constant) uniform Push
// Adapted from crt-easymode-halation by Easymode.
// Parameter lines go here:
#pragma parameter TAPSV "V. Glow Radius" 5.0 1.0 10.0 1.0
#pragma parameter TAPSV "V. Glow Radius" 4.0 1.0 10.0 1.0
#define TAPSV params.TAPSV
#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.25 0.00 1.5 0.02
#pragma parameter GLOW_FALLOFF_V "Vertical Glow Grade" 0.35 0.00 1.5 0.02
#define GLOW_FALLOFF_V params.GLOW_FALLOFF_V
layout(std140, set = 0, binding = 0) uniform UBO

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@ -65,12 +65,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
float warpx;
float warpy;
float bloom;
float halation;
float autobrm;
float sclip;
} global;
#pragma parameter bglow "Base Glow" 0.0 0.0 1.0 0.01
#pragma parameter bloom "Bloom" 0.40 0.0 2.0 0.05
#pragma parameter halation "Halation" 0.0 0.0 2.0 0.05
#pragma parameter autobrm "Automatic Brightness (Mask)" 0.5 0.0 1.0 0.1
#pragma parameter smart "1:Smart 2:Crop 3:Overscan Y Integer Scaling" 0.0 0.0 3.0 1.0
#pragma parameter brightboost1 "Bright boost dark colors" 1.40 0.5 5.0 0.10
@ -99,6 +101,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
#define brightboost1 params.brightboost1
#define brightboost2 params.brightboost2
#define bloom global.bloom
#define halation global.halation
#define stype params.stype
#define scanline1 params.scanline1
#define scanline2 params.scanline2
@ -242,6 +245,8 @@ void main()
vec2 OGL2Pos = tex * SourceSize1.xy - vec2(0.5,0.5);
vec2 fp = fract(OGL2Pos);
float fpx = fp.x;
float fp1 = 1.0-fpx;
vec2 pC4 = (floor(OGL2Pos) + vec2(0.5)) * SourceSize1.zw;
@ -256,15 +261,20 @@ void main()
float wr1 = 1.0 - fp.x;
float wr2 = 2.0 - fp.x;
wl2*=wl2; wl2 = exp2(-h_sharp*wl2); float sl2 = wl2;
wl1*=wl1; wl1 = exp2(-h_sharp*wl1); float sl1 = wl1;
wr1*=wr1; wr1 = exp2(-h_sharp*wr1); float sr1 = wr1;
wr2*=wr2; wr2 = exp2(-h_sharp*wr2); float sr2 = wr2;
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wl2 = max(wl2 - zero, mix(0.0,mix(-0.14, -0.035, fp.x),float(cubic > 0.05)));
wl2 = max(wl2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fp1*fp1),float(cubic > 0.05)));
wl1 = max(wl1 - zero, 0.0);
wr1 = max(wr1 - zero, 0.0);
wr2 = max(wr2 - zero, mix(0.0,mix(-0.14, -0.035, 1.-fp.x),float(cubic > 0.05)));
wr2 = max(wr2 - zero, mix(0.0,mix(-0.14, 0.0, 1.0-fpx*fpx),float(cubic > 0.05)));
float sl2 = max(wl2,0.0);
float sl1 = wl1;
float sr1 = wr1;
float sr2 = max(wr2,0.0);
float wtt = 1.0/(wl2+wl1+wr1+wr2);
float wts = 1.0/(sl2+sl1+sr1+sr2);
@ -281,11 +291,11 @@ void main()
if (cubic > 0.05) color1 = clamp(color1, colmin, colmax);
l1*=l1; l1*=l1; r1*=r1; r1*=r1; l2*=l2; l2*=l2; r2*=r2; r2*=r2;
l1*=l1; l1*=l1*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2;
vec3 scolor1 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts;
scolor1 = pow(scolor1, vec3(1.0/4.0)); vec3 mscolor1 = scolor1;
scolor1 = pow(scolor1, vec3(1.0/6.0)); vec3 mscolor1 = scolor1;
scolor1 = mix(color1, scolor1, 1.1);
scolor1 = mix(color1, scolor1, 1.0);
pC4+=dy;
l2 = COMPAT_TEXTURE(LinPass, pC4 - dx).rgb;
@ -300,11 +310,11 @@ void main()
if (cubic > 0.05) color2 = clamp(color2, colmin, colmax);
l1*=l1; l1*=l1; r1*=r1; r1*=r1; l2*=l2; l2*=l2; r2*=r2; r2*=r2;
l1*=l1; l1*=l1*l1; r1*=r1; r1*=r1*r1; l2*=l2; l2*=l2*l2; r2*=r2; r2*=r2*r2;
vec3 scolor2 = (sl2*l2+sl1*l1+sr1*r1+sr2*r2)*wts;
scolor2 = pow(scolor2, vec3(1.0/4.0)); vec3 mscolor2 = scolor2;
scolor2 = pow(scolor2, vec3(1.0/6.0)); vec3 mscolor2 = scolor2;
scolor2 = mix(color2, scolor2, 1.1);
scolor2 = mix(color2, scolor2, 1.0);
float f1 = fp.y;
float f2 = 1.0 - fp.y;
@ -353,11 +363,11 @@ void main()
vec3 ctemp = (t1*color1 + t2*color2)*wt; vec3 orig = ctemp; float pixbr = max(max(orig.r,orig.g),orig.b); vec3 one = vec3(1.0);
vec3 tmp1 = clamp(mix(orig, msctemp, 1.75),0.0,1.0);
vec3 tmp1 = clamp(mix(orig, msctemp, 1.25),0.0,1.0);
ctemp = w1+w2;
float w3 = max(max(ctemp.r,ctemp.g),ctemp.b);
tmp1 = pow(tmp1, vec3(0.75));
tmp1 = pow(tmp1, vec3(0.65));
float pixbr1 = max(max(tmp1.r,tmp1.g),tmp1.b);
float maskd = mix(min(maskdark,1.0), 0.25*max(maskbright,0.0), pixbr1); if (mask == 3.0 || mask == 4.0) maskd*=1.33; maskd = mix(1.0, 1.0/(1.0-0.5*maskd), autobrm);
@ -436,6 +446,8 @@ void main()
vec3 Bloom = COMPAT_TEXTURE(Source, tex).rgb;
vec3 Bglow = COMPAT_TEXTURE(LinPass, tex).rgb;
Bglow = clamp(Bloom - Bglow,0.0,1.0);
vec3 hglow = 0.5*(Bloom + Bglow);
float maxb = max(max(hglow.r,hglow.g),hglow.b); maxb*=maxb;
vec3 Bloom1 = 2.0*Bloom*Bloom;
Bloom1 = min(Bloom1, 0.75);
@ -452,6 +464,10 @@ void main()
color = min(color,1.0);
color = declip(color, pow(w3, 1.0-sclip));
float colmx = pixbr1;
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + 0.75*(0.75+maxb)*Bloom*(0.75+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation;
color = color + bglow*Bglow;
color = min(color, mix(cmask,one,sclip));

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@ -0,0 +1,103 @@
#version 450
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2021 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma format R16G16B16A16_SFLOAT
layout(push_constant) uniform Push
{
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEHB;
float SIGMA_HB;
} params;
#pragma parameter bogus_glow "[ GLOW/BLOOM PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter SIZEHB " H. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/Glow Sigma" 0.70 0.5 15.0 0.05
#define SIGMA_HB params.SIGMA_HB
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 LinearizePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_HB*SIGMA_HB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = params.OriginalSize;
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec4 color = vec4(0.0);
vec2 dx = vec2(SourceSize1.z, 0.0);
float w;
float wsum = 0.0;
vec4 pixel;
float n = -SIZEHB;
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = gaussian(n+f);
pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEHB);
color = color / wsum;
FragColor = vec4(color.rgb, pow(color.a, 0.333333));
}

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@ -0,0 +1,102 @@
#version 450
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma format R16G16B16A16_SFLOAT
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEVB;
float SIGMA_VB;
} params;
#pragma parameter SIZEVB " V. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0
#define SIZEVB params.SIZEVB
#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 0.70 0.5 15.0 0.05
#define SIGMA_VB params.SIGMA_VB
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
float invsqrsigma = 1.0/(2.0*SIGMA_VB*SIGMA_VB);
float gaussian(float x)
{
return exp(-x*x*invsqrsigma);
}
void main()
{
vec4 SourceSize1 = vec4(params.SourceSize.x, params.OriginalSize.y, params.SourceSize.z, params.OriginalSize.w);
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
vec4 color = vec4(0.0);
vec2 dy = vec2(0.0, SourceSize1.w);
float w;
float wsum = 0.0;
vec4 pixel;
float n = -SIZEVB;
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy);
w = gaussian(n+f);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;
n = n + 1.0;
} while (n <= SIZEVB);
color = color / wsum;
FragColor = vec4(color.rgb, pow(color.a, 0.175));
}

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@ -0,0 +1,166 @@
#version 450
/*
CRT - Guest - Advanced - Fast - Pass1
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float IOS, h_sharp, s_sharp, spike;
float prescalex;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with linearize pass, values must match
#define prescalex params.prescalex // prescale-x factor
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize params.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
void main()
{
vec4 SourceSize = params.OriginalSize * vec4(prescalex, 1.0, 1.0/prescalex, 1.0);
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
vec2 pos = texcoord;
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
float fpx = fract(OGL2Pos.x);
vec2 offx = vec2(ps.x,0.0);
// Reading the texels
vec2 x2 = 2.0*offx;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
float fdivider = min(prescalex, 2.0);
float wl3 = (2.0 + fpx)/fdivider;
float wl2 = (1.0 + fpx)/fdivider;
float wl1 = ( fpx)/fdivider;
float wr1 = (1.0 - fpx)/fdivider;
float wr2 = (2.0 - fpx)/fdivider;
float wr3 = (3.0 - fpx)/fdivider;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
vec3 l3, l2, l1, r1, r2, r3, color1, colmin, colmax;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -x2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +x2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+x2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color1 = clamp(color1, colmin, colmax);
float ts = 0.033;
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
float swl2 = max(twl2,0.0) * (lm2+ts);
float swl1 = twl1 * (lm1+ts);
float swr1 = twr1 * (rm1+ts);
float swr2 = max(twr2,0.0) * (rm2+ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0);
FragColor = vec4(color1, sresult);
}

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@ -0,0 +1,159 @@
#version 450
/*
CRT - Guest - Advanced - Fast - Pass1
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float IOS, h_sharp, s_sharp, spike;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter h_sharp " Horizontal sharpness" 5.20 0.20 15.0 0.10
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp " Substractive sharpness (1.0 recommended)" 0.50 0.0 1.5 0.10
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define SourceSize params.OriginalSize
#define OutputSize params.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D LinearizePass;
void main()
{
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
vec2 pos = texcoord;
vec2 coffset = vec2(0.5, 0.5);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - coffset;
float fpx = fract(OGL2Pos.x);
vec2 offx = vec2(ps.x,0.0);
// Reading the texels
vec2 x2 = 2.0*offx;
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
float zero = exp2(-h_sharp);
float sharp1 = s_sharp * zero;
float wl3 = 2.0 + fpx;
float wl2 = 1.0 + fpx;
float wl1 = fpx;
float wr1 = 1.0 - fpx;
float wr2 = 2.0 - fpx;
float wr3 = 3.0 - fpx;
wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
wr3*=wr3; wr3 = exp2(-h_sharp*wr3);
float fp1 = 1.-fpx;
float twl3 = max(wl3 - sharp1, 0.0);
float twl2 = max(wl2 - sharp1, mix(-0.12, 0.0, 1.0-fp1*fp1));
float twl1 = max(wl1 - sharp1, 0.0);
float twr1 = max(wr1 - sharp1, 0.0);
float twr2 = max(wr2 - sharp1, mix(-0.12, 0.0, 1.0-fpx*fpx));
float twr3 = max(wr3 - sharp1, 0.0);
bool sharp = (sharp1 > 0.0);
vec3 l3, l2, l1, r1, r2, r3, color1, colmin, colmax;
l3 = COMPAT_TEXTURE(LinearizePass, pC4 -x2).rgb;
l2 = COMPAT_TEXTURE(LinearizePass, pC4 -offx).rgb;
l1 = COMPAT_TEXTURE(LinearizePass, pC4 ).rgb;
r1 = COMPAT_TEXTURE(LinearizePass, pC4 +offx).rgb;
r2 = COMPAT_TEXTURE(LinearizePass, pC4 +x2).rgb;
r3 = COMPAT_TEXTURE(LinearizePass, pC4 +offx+x2).rgb;
colmin = min(min(l1,r1), min(l2,r2));
colmax = max(max(l1,r1), max(l2,r2));
color1 = (l3*twl3 + l2*twl2 + l1*twl1 + r1*twr1 + r2*twr2 + r3*twr3)/(twl3+twl2+twl1+twr1+twr2+twr3);
if (sharp) color1 = clamp(color1, colmin, colmax);
float ts = 0.033;
float lm2 = max(max(l2.r,l2.g),l2.b);
float lm1 = max(max(l1.r,l1.g),l1.b);
float rm1 = max(max(r1.r,r1.g),r1.b);
float rm2 = max(max(r2.r,r2.g),r2.b);
float swl2 = max(twl2,0.0) * (lm2+ts);
float swl1 = twl1 * (lm1+ts);
float swr1 = twr1 * (rm1+ts);
float swr2 = max(twr2,0.0) * (rm2+ts);
float fscolor1 = (lm2*swl2 + lm1*swl1 + rm1*swr1 + rm2*swr2)/(swl2+swl1+swr1+swr2);
float sresult = clamp(mix(max(max(color1.r,color1.g),color1.b), fscolor1, spike), 0.0, 1.0);
FragColor = vec4(color1, sresult);
}

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@ -0,0 +1,601 @@
#version 450
/*
CRT - Guest - Advanced - Fast - Pass2
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
glow, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight,
maskstr, inters, bloom, halation, scans, slotms, mclip, gamma_c, gamma_out, DER, DEG, DEB, DES, IOS;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float addnoise;
float warpX;
float warpY;
float csize;
float bsize;
float intres;
float c_shape;
float barspeed;
float barintensity;
float bardir;
float slotmask1;
} global;
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with linearize pass, values must match
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX global.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY global.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01
#define csize global.csize // corner size
#pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0
#define bsize global.bsize // border smoothness
#pragma parameter barspeed " Hum Bar Speed" 50.0 5.0 200.0 1.0
#pragma parameter barintensity " Hum Bar Intensity" 0.0 -1.0 1.0 0.01
#pragma parameter bardir " Hum Bar Direction" 0.0 0.0 1.0 1.0
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 -2.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
#define bloom params.bloom // bloom effect
#pragma parameter halation " Halation Strength" 0.0 0.0 2.0 0.025
#define halation params.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c params.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05
#define scans params.scans // scanline saturation
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
#define maskstr params.maskstr // CGWG Mask Strength
#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-7 dark color strength
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 global.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms params.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
#define mclip params.mclip // Slot Mask Size
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out params.gamma_out // output gamma
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
layout(set = 0, binding = 4) uniform sampler2D BloomPass;
layout(set = 0, binding = 5) uniform sampler2D PrePass;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.5) { 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 (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = 1.0;
else if (pos.x < 0.666) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0);
}
// 4k mask
else
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if (slotmask == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
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;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
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;
}
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;
}
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
void main()
{
vec4 SourceSize = vec4(global.SourceSize.x, global.OriginalSize.y, global.SourceSize.z, global.OriginalSize.w);
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 < 0.75);
float SourceY = SourceSize.y;
float sy = 1.0;
if (global.intres == 0.5) sy = SourceY/224.0; else
if (global.intres == 1.0) sy = SourceY/240.0; else
if (global.intres > 1.25) sy = global.intres;
SourceSize*=vec4(1.0, 1.0/sy, 1.0, sy);
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
if (IOS > 0.0){
vec2 ofactor = OutputSize.xy/SourceSize.xy;
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = diff.y;
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
}
vec2 pos = Warp(texcoord);
vec2 cpos = (IOS > 2.5) ? TEX0 : texcoord;
float corner0 = corner(Warp(cpos));
float coffset = 0.5;
vec2 ps = SourceSize.zw;
float OGL2Pos = pos.y * SourceSize.y - coffset;
float f = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 pC4;
pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y;
pC4.x = pos.x;
if (interb) pC4.y = pos.y;
vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).rgb;
vec3 scolor1 = COMPAT_TEXTURE(Source, pC4 ).aaa;
pC4+=dy;
vec3 color2 = COMPAT_TEXTURE(Source, pC4 ).rgb;
vec3 scolor2 = COMPAT_TEXTURE(Source, pC4 ).aaa;
// calculating scanlines
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
vec3 one = vec3(1.0);
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
ctmp = color00/(wt1+wt2);
vec3 sctmp = max(scolor0/(wt1+wt2), ctmp);
mcolor = sctmp;
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(color1);
mcolor = clamp(mix(color1, scolor1, 1.25), 0.0, 1.0);
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// Apply Mask
vec3 orig1 = color;
vec3 cmask = one;
float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx);
cmask*= Mask(gl_FragCoord.xy * 1.000001, mx);
color = color*cmask;
color = min(color,1.0);
color = color*smask;
cmask = min(cmask*smask, 1.0);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
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(BloomPass, pos ).rgb;
vec3 Bloom = Glow;
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 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
color = color + bloom*Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.60));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + (1.1-0.25*colmx)*(0.75+maxb)*Bloom*(0.75 + 0.70*pow(colmx,0.33333))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*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));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir)), corner0);
}

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#version 450
/*
CRT - Guest - Advanced - Fastest - Pass2
Copyright (C) 2018-2021 guest(r) - guest.r@gmail.com
Incorporates many good ideas and suggestions from Dr. Venom.
I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
glow, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight,
maskstr, inters, bloom, halation, scans, slotms, mclip, gamma_c, gamma_out, DER, DEG, DEB, DES, IOS;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float warpX;
float warpY;
float csize;
float bsize;
float c_shape;
float slotmask1;
} global;
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter IOS " Integer Scaling: Odd:Y, Even:'X'+Y" 0.0 0.0 4.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
#define warpX global.warpX // Curvature X
#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
#define warpY global.warpY // Curvature Y
#pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
#define c_shape global.c_shape // curvature shape
#pragma parameter csize " Corner size" 0.0 0.0 0.25 0.01
#define csize global.csize // corner size
#pragma parameter bsize " Border smoothness" 400.0 100.0 700.0 10.0
#define bsize global.bsize // border smoothness
#pragma parameter bogus_brightness "[ BRIGHTNESS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter glow " Glow Strength" 0.08 0.0 2.0 0.01
#define glow params.glow // Glow Strength
#pragma parameter bloom " Bloom Strength" 0.0 0.0 2.0 0.05
#define bloom params.bloom // bloom effect
#pragma parameter halation " Halation Strength" 0.0 0.0 1.0 0.025
#define halation params.halation // halation effect
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.02
#define gamma_c params.gamma_c // adjust brightness
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter bogus_scanline "[ SCANLINE OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter gsl " Scanline Type" 0.0 -1.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 " Scanline Beam Shape Center" 6.0 0.0 20.0 0.5
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 " Scanline Beam Shape Edges" 8.0 3.0 40.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min " Scanline Shape Dark Pixels" 1.30 0.25 3.5 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.4 2.5 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size " Increased Bright Scanline Beam" 0.60 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter vertmask " Scanline Color Deconvergence" 0.0 -1.0 1.0 0.1
#define vertmask params.vertmask // Scanline deconvergence colors
#pragma parameter scans " Scanline Saturation" 0.60 0.0 1.0 0.05
#define scans params.scans // scanline saturation
#pragma parameter bogus_masks "[ CRT MASK OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-7:'Trinitron'" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter maskstr " Mask Strength (0, 5-8)" 0.3 -0.5 1.0 0.05
#define maskstr params.maskstr // CGWG Mask Strength
#pragma parameter mcut " Mask 5-7 Low Strength" 1.10 0.0 2.0 0.05
#define mcut params.mcut // Mask 5-7 dark color strength
#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter slotmask " Slot Mask Strength Bright Pixels" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask
#pragma parameter slotmask1 " Slot Mask Strength Dark Pixels" 0.0 0.0 1.0 0.05
#define slotmask1 global.slotmask1
#pragma parameter slotwidth " Slot Mask Width" 2.0 1.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot " Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter slotms " Slot Mask Size" 1.0 1.0 4.0 1.0
#define slotms params.slotms // Slot Mask Size
#pragma parameter mclip " Keep Mask effect with clipping" 0.50 0.0 1.0 0.05
#define mclip params.mclip // Slot Mask Size
#pragma parameter bogus_deconvergence22 "[ HORIZONTAL DECONVERGENCE ]:" 0.0 0.0 1.0 1.0
#pragma parameter DER " Deconvergence Red offset" 0.0 -15.0 15.0 0.5
#pragma parameter DEG " Deconvergence Green offset" 0.0 -15.0 15.0 0.5
#pragma parameter DEB " Deconvergence Blue offset" 0.0 -15.0 15.0 0.5
#pragma parameter DES " Deconvergence Strength" 0.7 0.0 1.0 0.05
#pragma parameter gamma_out "Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out params.gamma_out // output gamma
#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // Joint parameter with linearize pass, values must match
#define inters params.inters // interlacing effect smoothing
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define SourceSize global.SourceSize
#define OutputSize global.OutputSize
#define gl_FragCoord (vTexCoord * OutputSize.xy)
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
layout(set = 0, binding = 4) uniform sampler2D PrePassDontChange;
layout(set = 0, binding = 5) uniform sampler2D Pass2Feedback;
#define eps 1e-10
float st(float x)
{
return exp2(-10.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
float ex = x*tmp;
ex = (gsl > -0.5) ? ex*ex : mix(ex*ex, ex*ex*ex, 0.4);
return exp2(-scanline*ex);
}
float sw1(float x, float color, float scanline)
{
x = mix (x, beam_min*x, max(x-0.4*color,0.0));
float tmp = mix(1.2*beam_min, beam_max, color);
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
float sw2(float x, float color, float scanline)
{
float tmp = mix((2.5-0.5*color)*beam_min, beam_max, color);
tmp = mix(beam_max, tmp, pow(x, color+0.3));
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, float mx)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 0.3, 0.0) + 1.0, 1.0, mx);
float mc = 1.0 - max(maskstr, 0.0);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
if (pos.x < 0.5) { 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 (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Trinitron mask 5
else if (shadowMask == 5.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = 1.0;
mask.b = 1.0;
}
else mask.g = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// Trinitron mask 6
else if (shadowMask == 6.0)
{
mask = vec3(0.0);
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = 1.0;
else if (pos.x < 0.666) mask.g = 1.0;
else mask.b = 1.0;
mask = clamp(mix( mix(one, mask, mcut), mix(one, mask, maskstr), mx), 0.0, 1.0) * dark_compensate;
}
// BW Trinitron mask 7
else if (shadowMask == 7.0)
{
float maskTmp = clamp(mix( mix(1.0, 0.0, mcut), mix(1.0, 0.0, maskstr), mx), 0.0, 1.0) * dark_compensate;
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0);
}
// 4k mask
else
{
mask = vec3(mc);
pos.x = fract(pos.x * 0.25);
if (pos.x < 0.2) mask.r = 1.0;
else if (pos.x < 0.4) mask.rg = 1.0.xx;
else if (pos.x < 0.7) mask.gb = 1.0.xx;
else mask.b = 1.0;
}
return mask;
}
float SlotMask(vec2 pos, float m)
{
if (slotmask == 0.0) return 1.0;
else
{
pos = floor(pos/slotms);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask1, 1.0-slotmask, m);
float slot = 1.0;
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
}
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;
}
vec3 gc(vec3 c)
{
float mc = max(max(c.r,c.g),c.b);
float mg = pow(mc, 1.0/gamma_c);
return c * mg/(mc + eps);
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
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;
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize/3.0, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
vec3 calculate_bloom (vec2 pos, vec2 x, vec2 y)
{
return ( COMPAT_TEXTURE(LinearizePass, pos -x -y).rgb * 0.091849 +
COMPAT_TEXTURE(LinearizePass, pos -y).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos +x -y).rgb * 0.091849 +
COMPAT_TEXTURE(LinearizePass, pos -x ).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos ).rgb * 0.155131 +
COMPAT_TEXTURE(LinearizePass, pos +x ).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos -x +y).rgb * 0.091849 +
COMPAT_TEXTURE(LinearizePass, pos +y).rgb * 0.119368 +
COMPAT_TEXTURE(LinearizePass, pos +x +y).rgb * 0.091849 );
}
void main()
{
float intera = COMPAT_TEXTURE(LinearizePass, vec2(0.75,0.25)).a;
bool interb = (intera < 0.75);
vec4 result = COMPAT_TEXTURE(Pass2Feedback, vTexCoord);
vec2 texcoord = TEX0.xy;
if (IOS > 0.0){
vec2 ofactor = OutputSize.xy/SourceSize.xy;
vec2 intfactor = (IOS < 2.5) ? floor(ofactor) : ceil(ofactor);
vec2 diff = ofactor/intfactor;
float scan = diff.y;
texcoord = Overscan(texcoord, scan, scan);
if (IOS == 1.0 || IOS == 3.0) texcoord = vec2(TEX0.x, texcoord.y);
}
vec2 yy = vec2(0.0, global.OriginalSize.w);
vec2 xx = vec2(global.OriginalSize.z, 0.0);
vec2 y2 = yy+yy;
vec2 pos = Warp(texcoord);
vec2 pc4 = pos;
pc4 = floor(pc4 * global.OriginalSize.xy - vec2(0.0, 0.5)) * global.OriginalSize.zw + 0.5*global.OriginalSize.zw;
float same2 = COMPAT_TEXTURE(PrePassDontChange,pc4-yy).a;
float same3 = COMPAT_TEXTURE(PrePassDontChange,pc4 ).a;
float same4 = COMPAT_TEXTURE(PrePassDontChange,pc4+yy).a;
float same5 = COMPAT_TEXTURE(PrePassDontChange,pc4+y2).a;
float refresh1 = 30.0;
float refresh2 = round(TEX0.y*29.0);
bool frames = (floor(mod(float(global.FrameCount), refresh1)) == refresh2);
bool not_same = (same2 + same3 + same4 + same5) > 0.25;
if ( not_same || frames || interb )
{
float gamma_in = 1.0/COMPAT_TEXTURE(LinearizePass, vec2(0.25,0.25)).a;
// Calculating texel coordinates
vec2 cpos = (IOS > 2.5) ? TEX0 : texcoord;
float corner0 = corner(Warp(cpos));
float coffset = 0.5;
vec2 ps = SourceSize.zw;
float OGL2Pos = pos.y * SourceSize.y - coffset;
float f = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
// Reading the texels
vec2 pC4;
pC4.y = floor(OGL2Pos) * ps.y + 0.5*ps.y;
pC4.x = pos.x;
if (interb) pC4.y = pos.y - inters * SourceSize.w;
vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).rgb;
vec3 dcolor1 = color1;
dcolor1.r = COMPAT_TEXTURE(Source, pC4 + dx*params.DER).r;
dcolor1.g = COMPAT_TEXTURE(Source, pC4 + dx*params.DEG).g;
dcolor1.b = COMPAT_TEXTURE(Source, pC4 + dx*params.DEB).b;
color1 = mix(color1, dcolor1, params.DES);
vec3 scolor1 = COMPAT_TEXTURE(Source, pC4 ).aaa;
if (interb) pC4.y = pos.y + inters * SourceSize.w; else
pC4+=dy;
vec3 color2 = COMPAT_TEXTURE(Source, pC4 ).rgb;
vec3 dcolor2 = color2;
dcolor2.r = COMPAT_TEXTURE(Source, pC4 + dx*params.DER).r;
dcolor2.g = COMPAT_TEXTURE(Source, pC4 + dx*params.DEG).g;
dcolor2.b = COMPAT_TEXTURE(Source, pC4 + dx*params.DEB).b;
color2 = mix(color2, dcolor2, params.DES);
vec3 scolor2 = COMPAT_TEXTURE(Source, pC4 ).aaa;
// calculating scanlines
vec3 ctmp; vec3 mcolor; float w3; vec3 color;
vec3 one = vec3(1.0);
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
vec3 color00 = color1*wt1 + color2*wt2;
vec3 scolor0 = scolor1*wt1 + scolor2*wt2;
ctmp = color00/(wt1+wt2);
vec3 sctmp = max(scolor0/(wt1+wt2), ctmp);
mcolor = sctmp;
float wf1, wf2;
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = max(max(cref1.r,cref1.g),cref1.b);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = max(max(cref2.r,cref2.g),cref2.b);
float f1 = f;
float f2 = 1.0-f;
if (gsl < 0.5) { wf1 = sw0(f1,creff1,shape1); wf2 = sw0(f2,creff2,shape2);} else
if (gsl == 1.0) { wf1 = sw1(f1,creff1,shape1); wf2 = sw1(f2,creff2,shape2);} else
{ wf1 = sw2(f1,creff1,shape1); wf2 = sw2(f2,creff2,shape2);}
if ((wf1 + wf2) > 1.0) { float wtmp = 1.0/(wf1+wf2); wf1*=wtmp; wf2*=wtmp; }
// Scanline saturation application
vec3 w1 = vec3(wf1); vec3 w2 = vec3(wf2);
w3 = wf1+wf2;
cref1 = color1 / (max(max(color1.r,color1.g),color1.b) + 0.00001);
cref2 = color2 / (max(max(color2.r,color2.g),color2.b) + 0.00001);
w1 = mix(w1*mix(one, cref1*cref1*cref1, scans), w1, wf1);
w2 = mix(w2*mix(one, cref2*cref2*cref2, scans), w2, wf2);
vec3 cd1 = one; vec3 cd2 = one; float vm = sqrt(abs(vertmask));
float v_high1 = 1.0 + 0.3*vm;
float v_high2 = 1.0 + 0.6*vm;
float v_low = 1.0 - vm;
float ds1 = min(max(1.0-w3*w3, 2.5*f1), 1.0);
float ds2 = min(max(1.0-w3*w3, 2.5*f2), 1.0);
if (vertmask < 0.0)
{
cd1 = mix(one, vec3(v_high2, v_low, v_low), ds1);
cd2 = mix(one, vec3(v_low, v_high1, v_high1), ds2);
}
else
{
cd1 = mix(one, vec3(v_high1, v_low, v_high1), ds1);
cd2 = mix(one, vec3(v_low, v_high2, v_low), ds2);
}
color = gc(color1)*w1*cd1 + gc(color2)*w2*cd2;
color = min(color, 1.0);
}
if (interb)
{
color = gc(0.5*(color1+color2));
mcolor = clamp(mix(color1, scolor1, 1.25), 0.0, 1.0);
}
float mx = max(max(mcolor.r,mcolor.g),mcolor.b);
mx = pow(mx, 1.20/gamma_in);
// Apply Mask
vec3 orig1 = color;
vec3 cmask = one;
float smask = SlotMask(gl_FragCoord.xy * 1.000001, mx);
cmask*= Mask(gl_FragCoord.xy * 1.000001, mx);
color = color*cmask;
color = min(color,1.0);
color = color*smask;
cmask = min(cmask*smask, 1.0);
if (interb) ctmp = color;
float colmx = pow( max( max(ctmp.r, ctmp.g), ctmp.b), 1.40/gamma_out);
float bb = mix(brightboost, brightboost1, colmx);
if (interb) bb = (abs(intera-0.5)<0.1) ? pow(0.80*bb, 0.65) : pow(bb, 0.60);
color*=bb;
vec3 Glow = calculate_bloom (pos, xx, 0.75*yy);
float maxb = max(max(Glow.r, Glow.g),Glow.b);
Glow = pow(Glow, 1.4.xxx);
vec3 Bloom = Glow;
vec3 Bloom1 = min(Bloom*(orig1+color), max(0.5*(colmx + orig1 - color),0.0));
color = color + bloom*Bloom1;
color = min(color, mix(one, cmask, mclip));
if (!interb) color = declip(color, pow(w3,0.60));
if (halation > 0.025) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), Bloom*Bloom, colmx);
color = color + 0.75*(0.75+maxb)*Bloom*(0.4+sqrt(colmx))*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.35 + 0.4*maxb)*halation; }
Glow = mix(Glow, 0.25*color, 0.7*colmx);
color = color + 0.5*glow*Glow;
color = pow(color, vec3(1.0/gamma_out));
color = min(color, 1.0);
result = vec4(color*corner0, corner0);
}
FragColor = result;
}

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#version 450
/*
CRT - Guest - Advanced - Deconvergence pass (NTSC) + noise
Copyright (C) 2021 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OutputSize;
uint FrameCount;
float decons;
float addnoised;
float noiseresd;
float deconrr;
float deconrg;
float deconrb;
float deconrry;
float deconrgy;
float deconrby;
float dctypex;
float dctypey;
} params;
#pragma parameter bogus_deconvergence11 "[ HORIZONTAL/VERTICAL DECONVERGENCE ]: " 0.0 0.0 1.0 1.0
#pragma parameter dctypex " Deconvergence type X : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
#pragma parameter dctypey " Deconvergence type Y : 0.0 - static, other - dynamic" 0.0 0.0 1.0 0.05
#pragma parameter deconrr " Horizontal Deconvergence Red Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrg " Horizontal Deconvergence Green Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrb " Horizontal Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrry " Vertical Deconvergence Red Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrgy " Vertical Deconvergence Green Range" 0.0 -12.0 12.0 0.25
#pragma parameter deconrby " Vertical Deconvergence Blue Range" 0.0 -12.0 12.0 0.25
#pragma parameter decons " Deconvergence Strength (and Type)" 0.5 -4.0 4.0 0.10
#define decons params.decons // Horizontal deconvergence colors strength
#pragma parameter addnoised " Add Noise" 0.0 -1.0 1.0 0.02
#define addnoised params.addnoised // add noise
#pragma parameter noiseresd " Noise Resolution" 2.0 0.0 10.0 1.0
#define noiseresd params.noiseresd // add noise
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
// 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 (addnoised < 0.0) v.z = -addnoised; else v.z = v.z/6000.0;
// 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);
return v;
}
void main()
{
vec3 color = COMPAT_TEXTURE(Source, vTexCoord).rgb;
vec3 result = color;
if ((abs(params.deconrr) + abs(params.deconrg) + abs(params.deconrb) + abs(params.deconrry) + abs(params.deconrgy) + abs(params.deconrby)) > 0.20)
{
float stepx = params.OutputSize.z;
float stepy = params.OutputSize.w;
vec2 dx = vec2(stepx, 0.0);
vec2 dy = vec2(0.0, stepy);
float ds = decons;
float posx = 2.0*vTexCoord.x - 1.0;
float posy = 2.0*vTexCoord.y - 1.0;
if (params.dctypex > 0.025)
{
posx = sign(posx)*pow(abs(posx), 1.05-params.dctypex);
dx = posx * dx;
}
if (params.dctypey > 0.025)
{
posy = sign(posy)*pow(abs(posy), 1.05-params.dctypey);
dy = posy * dy;
}
if (params.dctypex > 0.025 || params.dctypey > 0.025) ds *= sqrt(posx*posx*sign(params.dctypex) + posy*posy*sign(params.dctypey));
vec2 rc = params.deconrr * dx + params.deconrry*dy;
vec2 gc = params.deconrg * dx + params.deconrgy*dy;
vec2 bc = params.deconrb * dx + params.deconrby*dy;
float r = COMPAT_TEXTURE(Source, vTexCoord + rc ).r;
float g = COMPAT_TEXTURE(Source, vTexCoord + gc ).g;
float b = COMPAT_TEXTURE(Source, vTexCoord + bc ).b;
result = vec3(r,g,b);
vec3 dcolor = max(max(COMPAT_TEXTURE(Source, vTexCoord + dx).rgb, COMPAT_TEXTURE(Source, vTexCoord - dx).rgb), color);
float mc = max(max(dcolor.r, dcolor.g), dcolor.b);
if (decons < 0.0) mc = 0.9;
float dclamp = min(2.0-0.40*abs(ds),1.0);
result = clamp(mix(color, sqrt(mix(result*result, color*result, sqrt(mc))), abs(ds)), dclamp*min(result,color), min(1.0/dclamp*max(result, color),1.0));
}
float rc = 0.6*sqrt(max(max(result.r, result.g), result.b))+0.4;
if (abs(addnoised) > 0.01) result = mix(result, noise(vec3(floor(params.OutputSize.xy * vTexCoord / noiseresd), float(params.FrameCount))), 0.25*abs(addnoised) * rc);
float corner = COMPAT_TEXTURE(Source, vTexCoord).a;
FragColor = vec4(result*corner, 1.0);
}

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#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float iscan;
float intres;
float iscans;
float downsample_levelx;
float downsample_levely;
float prescalex;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
mat4 MVP;
} global;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#pragma parameter intres " Internal Resolution Y: 224p/240p, 1.5...y-dowsample" 0.0 0.0 6.0 0.5 // Joint parameter with main pass, values must match
#define intres params.intres // interlace resolution
#pragma parameter downsample_levelx " Downsampling-X (High-res content, pre-scalers)" 0.0 0.0 2.0 0.05
#define downsample_levelx params.downsample_levelx // downsample level
#pragma parameter downsample_levely " Downsampling-Y (High-res content, pre-scalers)" 0.0 0.0 2.0 0.05
#define downsample_levely params.downsample_levely // downsample level
#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader)" 1.0 1.0 4.0 1.0 // Joint parameter with main pass, values must match
#define prescalex params.prescalex // prescale-x factor
#pragma parameter iscans " Interlacing (Scanline) Saturation" 0.40 0.0 1.0 0.05
#define iscans params.iscans // interlace saturation
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D PrePass;
#define COMPAT_TEXTURE(c,d) texture(c,d)
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
vec3 fetch_pixel(vec2 coord)
{
vec2 dx = vec2(global.SourceSize.z, 0.0) * downsample_levelx;
vec2 dy = vec2(0.0, global.SourceSize.w) * downsample_levely;
vec2 d1 = dx + dy;
vec2 d2 = dx - dy;
float sum = 15.0;
vec3 result = 3.0*COMPAT_TEXTURE(PrePass, coord ).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dx).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord + dy).rgb +
2.0*COMPAT_TEXTURE(PrePass, coord - dy).rgb +
COMPAT_TEXTURE(PrePass, coord + d1).rgb +
COMPAT_TEXTURE(PrePass, coord - d1).rgb +
COMPAT_TEXTURE(PrePass, coord + d2).rgb +
COMPAT_TEXTURE(PrePass, coord - d2).rgb;
return result/sum;
}
void main()
{
vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, params.OriginalSize.w)).rgb;
if ((downsample_levelx + downsample_levely) > 0.025)
{
c1 = fetch_pixel(vTexCoord);
c2 = fetch_pixel(vTexCoord + vec2(0.0, params.OriginalSize.w));
}
vec3 c = c1;
float intera = 1.0;
float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r = m1;
float yres_div = 1.0; if (intres > 1.25) yres_div = intres;
if (inter <= params.OriginalSize.y/yres_div && interm > 0.5 && intres != 1.0 && intres != 0.5)
{
intera = 0.5;
float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0);
float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0);
float ii = abs(line_no-frame_no);
if (interm < 3.5)
{
c2 = plant(mix(c2, c2*c2, iscans), max(max(c2.r,c2.g),c2.b));
r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0);
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
intera = 0.0;
}
if (interm == 4.0) c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));
if (interm == 5.0) { c = mix(c2, c1, 0.5); c = plant(mix(c, c*c, 0.5*iscans), max(max(c.r,c.g),c.b));}
}
c = pow(c, vec3(gamma_in));
if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in;
FragColor = vec4(c, gamma_in);
}

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#version 450
/*
Interlacing
Copyright (C) 2020 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 OriginalSize;
vec4 OutputSize;
vec4 SourceSize;
uint FrameCount;
float GAMMA_INPUT;
float inter;
float interm;
float inters;
float iscan;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
#define GAMMA_INPUT params.GAMMA_INPUT
#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
#pragma parameter inter " Interlace Trigger Resolution :" 400.0 0.0 800.0 25.0
#define inter params.inter // interlace resolution
#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
#define interm params.interm // interlace mode
#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // // Joint parameter with main pass, values must match
#define inters params.inters // interlacing effect smoothing
#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
#define iscan params.iscan // interlacing effect scanlining
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define SourceSize params.SourceSize
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
vec3 c1 = COMPAT_TEXTURE(Source, vTexCoord).rgb;
vec3 c2 = COMPAT_TEXTURE(Source, vTexCoord + vec2(0.0, 1.0/params.OriginalSize.y)).rgb;
vec3 c = c1;
float intera = 1.0;
float gamma_in = clamp(GAMMA_INPUT, 1.0, 5.0);
float m1 = max(max(c1.r,c1.g),c1.b);
float m2 = max(max(c2.r,c2.g),c2.b);
vec3 df = abs(c1-c2);
float d = max(max(df.r,df.g),df.b);
if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
float r = m1;
if (inter <= params.OriginalSize.y && interm > 0.5)
{
intera = 0.5;
float line_no = clamp(floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0)), 0.0, 1.0);
float frame_no = clamp(floor(mod(float(params.FrameCount),2.0)), 0.0, 1.0);
float ii = abs(line_no-frame_no);
if (interm < 3.5)
{
r = clamp(max(m1*ii, (1.0-iscan)*min(m1,m2)), 0.0, 1.0);
c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
intera = 0.0;
}
if (interm == 5.0) { c = mix(c2, c1, 0.5); }
}
c = pow(c, vec3(gamma_in));
if (vTexCoord.x > 0.5) gamma_in = intera; else gamma_in = 1.0/gamma_in;
FragColor = vec4(c, gamma_in);
}

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#version 450
/*
CRT Advanced color altering
Copyright (C) 2019-2021 guest(r) and Dr. Venom
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float TNTC;
float LS;
float LUTLOW, LUTBR;
float CP, CS;
float BP;
float WP;
float wp_saturation;
float vigstr;
float vigdef;
float sega_fix;
float pre_bb;
} params;
#pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0
#pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020" 0.0 0.0 4.0 1.0
#pragma parameter CP " CRT Profile: EBU | P22 | SMPTE-C | Philips | Trin." 0.0 -1.0 5.0 1.0
#define CP params.CP
#define CS params.CS
#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0
#define TNTC params.TNTC
#pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0
#define LS params.LS
#define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons
#define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0
#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05
#pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01
#define WP params.WP
#define wp_saturation params.wp_saturation
#pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0
#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0
#define BP params.BP
#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025
#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2
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;
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3;
layout(set = 0, binding = 6) uniform sampler2D SamplerLUT4;
#define COMPAT_TEXTURE(c,d) texture(c,d)
// Color profile matrices
const mat3 Profile0 =
mat3(
0.412391, 0.212639, 0.019331,
0.357584, 0.715169, 0.119195,
0.180481, 0.072192, 0.950532
);
const mat3 Profile1 =
mat3(
0.430554, 0.222004, 0.020182,
0.341550, 0.706655, 0.129553,
0.178352, 0.071341, 0.939322
);
const mat3 Profile2 =
mat3(
0.396686, 0.210299, 0.006131,
0.372504, 0.713766, 0.115356,
0.181266, 0.075936, 0.967571
);
const mat3 Profile3 =
mat3(
0.393521, 0.212376, 0.018739,
0.365258, 0.701060, 0.111934,
0.191677, 0.086564, 0.958385
);
const mat3 Profile4 =
mat3(
0.392258, 0.209410, 0.016061,
0.351135, 0.725680, 0.093636,
0.166603, 0.064910, 0.850324
);
const mat3 Profile5 =
mat3(
0.377923, 0.195679, 0.010514,
0.317366, 0.722319, 0.097826,
0.207738, 0.082002, 1.076960
);
const mat3 ToSRGB =
mat3(
3.240970, -0.969244, 0.055630,
-1.537383, 1.875968, -0.203977,
-0.498611, 0.041555, 1.056972
);
const mat3 ToModern =
mat3(
2.791723, -0.894766, 0.041678,
-1.173165, 1.815586, -0.130886,
-0.440973, 0.032000, 1.002034
);
const mat3 ToDCI =
mat3(
2.493497, -0.829489, 0.035846,
-0.931384, 1.762664, -0.076172,
-0.402711, 0.023625, 0.956885
);
const mat3 ToAdobe =
mat3(
2.041588, -0.969244, 0.013444,
-0.565007, 1.875968, -0.11836,
-0.344731, 0.041555, 1.015175
);
const mat3 ToREC =
mat3(
1.716651, -0.666684, 0.017640,
-0.355671, 1.616481, -0.042771,
-0.253366, 0.015769, 0.942103
);
// Color temperature matrices
const mat3 D65_to_D55 = mat3 (
0.4850339153, 0.2500956126, 0.0227359648,
0.3488957224, 0.6977914447, 0.1162985741,
0.1302823568, 0.0521129427, 0.6861537456);
const mat3 D65_to_D93 = mat3 (
0.3683017655, 0.1899055978, 0.0172641453,
0.3555467892, 0.7110935785, 0.1185155964,
0.2475020592, 0.0990008237, 1.3035108450);
vec3 fix_lut(vec3 lutcolor, vec3 ref)
{
float r = length(ref);
float l = length(lutcolor);
float m = max(max(ref.r,ref.g),ref.b);
ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25));
return mix(lutcolor, ref, LUTBR);
}
vec2 ctransform (vec2 inputc)
{
return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x));
}
float vignette (vec2 coords)
{
vec2 ccoords = ctransform(2.0*(coords-0.5));
ccoords = ccoords * ccoords;
float vstr = sqrt(ccoords.x+ccoords.y);
vstr = pow(vstr, params.vigdef);
return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0);
}
void main()
{
vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy);
float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0);
float bp = w * BP/255.0;
imgColor.rgb = imgColor.rgb * params.pre_bb;
if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0);
imgColor.rgb = min(imgColor.rgb, 1.0);
vec3 color = imgColor.rgb;
if (int(TNTC) == 0)
{
color.rgb = imgColor.rgb;
}
else
{
float lutlow = LUTLOW/255.0; float invLS = 1.0/LS;
vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx));
float lutb = lut_ref.b * (1.0-0.5*invLS);
lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS;
float tile1 = ceil (lutb * (LS-1.0));
float tile0 = max(tile1 - 1.0, 0.0);
float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0;
vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec4 color1, color2, res;
if (int(TNTC) == 1)
{
color1 = COMPAT_TEXTURE(SamplerLUT1, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT1, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 2)
{
color1 = COMPAT_TEXTURE(SamplerLUT2, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT2, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 3)
{
color1 = COMPAT_TEXTURE(SamplerLUT3, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT3, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 4)
{
color1 = COMPAT_TEXTURE(SamplerLUT4, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT4, coord1);
res = mix(color1, color2, f);
}
if (imgColor.r == 0.0) res.r = 0.0;
if (imgColor.g == 0.0) res.g = 0.0;
if (imgColor.b == 0.0) res.b = 0.0;
res.rgb = fix_lut (res.rgb, imgColor.rgb);
color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0));
}
vec3 c = clamp(color, 0.0, 1.0);
float p;
mat3 m_out;
if (CS == 0.0) { p = 2.2; m_out = ToSRGB; } else
if (CS == 1.0) { p = 2.2; m_out = ToModern; } else
if (CS == 2.0) { p = 2.6; m_out = ToDCI; } else
if (CS == 3.0) { p = 2.2; m_out = ToAdobe; } else
if (CS == 4.0) { p = 2.4; m_out = ToREC; }
color = pow(c, vec3(p));
mat3 m_in = Profile0;
if (CP == 0.0) { m_in = Profile0; } else
if (CP == 1.0) { m_in = Profile1; } else
if (CP == 2.0) { m_in = Profile2; } else
if (CP == 3.0) { m_in = Profile3; } else
if (CP == 4.0) { m_in = Profile4; } else
if (CP == 5.0) { m_in = Profile5; }
color = m_in*color;
color = m_out*color;
color = clamp(color, 0.0, 1.0);
color = pow(color, vec3(1.0/p));
if (CP == -1.0) color = c;
vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color);
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
vec3 scolor2 = mix(vec3(luma), color, wp_saturation);
color = (wp_saturation > 1.0) ? scolor1 : scolor2;
p = 2.2;
color = pow(color, vec3(p));
color = clamp(color, 0.0, 1.0);
vec3 warmer = D65_to_D55*color;
warmer = ToSRGB*warmer;
vec3 cooler = D65_to_D93*color;
cooler = ToSRGB*cooler;
float m = abs(WP)/100.0;
vec3 comp = (WP < 0.0) ? cooler : warmer;
color = mix(color, comp, m);
color = pow(max(color, 0.0), vec3(1.0/p));
color = color + bp;
FragColor = vec4(color, vignette(vTexCoord.xy));
}

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#version 450
/*
CRT Advanced color altering
Copyright (C) 2019-2021 guest(r) and Dr. Venom
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float TNTC;
float LS;
float LUTLOW, LUTBR;
float WP;
float wp_saturation;
float BP;
float vigstr;
float vigdef;
float sega_fix;
float pre_bb;
} params;
#pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0
#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0
#define TNTC params.TNTC
#pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0
#define LS params.LS
#define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons
#define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0
#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05
#pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01
#pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0
#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0
#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025
#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2
#define WP params.WP
#define wp_saturation params.wp_saturation
#define BP params.BP
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;
#define gl_FragCoord (vTexCoord * params.OutputSize.xy)
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.00001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 4) uniform sampler2D SamplerLUT2;
layout(set = 0, binding = 5) uniform sampler2D SamplerLUT3;
layout(set = 0, binding = 6) uniform sampler2D SamplerLUT4;
layout(set = 0, binding = 7) uniform sampler2D OriginalHistory0;
layout(set = 0, binding = 8) uniform sampler2D OriginalHistory1;
#define COMPAT_TEXTURE(c,d) texture(c,d)
// Color profile matrices
const mat3 ToSRGB =
mat3(
3.240970, -0.969244, 0.055630,
-1.537383, 1.875968, -0.203977,
-0.498611, 0.041555, 1.056972
);
// Color temperature matrices
const mat3 D65_to_D55 = mat3 (
0.4850339153, 0.2500956126, 0.0227359648,
0.3488957224, 0.6977914447, 0.1162985741,
0.1302823568, 0.0521129427, 0.6861537456);
const mat3 D65_to_D93 = mat3 (
0.3683017655, 0.1899055978, 0.0172641453,
0.3555467892, 0.7110935785, 0.1185155964,
0.2475020592, 0.0990008237, 1.3035108450);
vec3 fix_lut(vec3 lutcolor, vec3 ref)
{
float r = length(ref);
float l = length(lutcolor);
float m = max(max(ref.r,ref.g),ref.b);
ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25));
return mix(lutcolor, ref, LUTBR);
}
vec2 ctransform (vec2 inputc)
{
return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x));
}
float vignette (vec2 coords)
{
vec2 ccoords = ctransform(2.0*(coords-0.5));
ccoords = ccoords * ccoords;
float vstr = sqrt(ccoords.x+ccoords.y);
vstr = pow(vstr, params.vigdef);
return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0);
}
void main()
{
vec4 imgColor = COMPAT_TEXTURE(Source, vTexCoord.xy);
float w = float ((imgColor.r + imgColor.g + imgColor.b) < 1.5/255.0);
float bp = w * BP/255.0;
imgColor.rgb = imgColor.rgb * params.pre_bb;
if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0);
imgColor.rgb = min(imgColor.rgb, 1.0);
vec3 color = imgColor.rgb;
if (int(TNTC) == 0)
{
color.rgb = imgColor.rgb;
}
else
{
float lutlow = LUTLOW/255.0; float invLS = 1.0/LS;
vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx));
float lutb = lut_ref.b * (1.0-0.5*invLS);
lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS;
float tile1 = ceil (lutb * (LS-1.0));
float tile0 = max(tile1 - 1.0, 0.0);
float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0;
vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
vec4 color1, color2, res;
if (int(TNTC) == 1)
{
color1 = COMPAT_TEXTURE(SamplerLUT1, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT1, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 2)
{
color1 = COMPAT_TEXTURE(SamplerLUT2, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT2, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 3)
{
color1 = COMPAT_TEXTURE(SamplerLUT3, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT3, coord1);
res = mix(color1, color2, f);
}
else if (int(TNTC) == 4)
{
color1 = COMPAT_TEXTURE(SamplerLUT4, coord0);
color2 = COMPAT_TEXTURE(SamplerLUT4, coord1);
res = mix(color1, color2, f);
}
res.rgb = fix_lut (res.rgb, imgColor.rgb);
color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0));
}
vec3 c = clamp(color, 0.0, 1.0);
vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color);
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
vec3 scolor2 = mix(vec3(luma), color, wp_saturation);
color = (wp_saturation > 1.0) ? scolor1 : scolor2;
float p = 2.2;
color = pow(color, vec3(p));
color = clamp(color, 0.0, 1.0);
vec3 warmer = D65_to_D55*color;
warmer = ToSRGB*warmer;
vec3 cooler = D65_to_D93*color;
cooler = ToSRGB*cooler;
float m = abs(WP)/100.0;
vec3 comp = (WP < 0.0) ? cooler : warmer;
color = mix(color, comp, m);
color = pow(max(color, 0.0), vec3(1.0/p));
color = color + bp;
vec2 dx = vec2(params.SourceSize.z, 0.0);
vec2 x2 = 2.5 *dx;
vec2 xx = dx + dx;
vec2 x3 = x2 + dx;
vec2 pC4 = vTexCoord;
vec3 ol3 = COMPAT_TEXTURE(OriginalHistory1, pC4 -x2).rgb;
vec3 ol2 = COMPAT_TEXTURE(OriginalHistory1, pC4 -dx).rgb;
vec3 ol1 = COMPAT_TEXTURE(OriginalHistory1, pC4 ).rgb;
vec3 or1 = COMPAT_TEXTURE(OriginalHistory1, pC4 +dx).rgb;
vec3 or2 = COMPAT_TEXTURE(OriginalHistory1, pC4 +xx).rgb;
vec3 cl3 = COMPAT_TEXTURE(OriginalHistory0, pC4 -x2).rgb;
vec3 cl2 = COMPAT_TEXTURE(OriginalHistory0, pC4 -dx).rgb;
vec3 cl1 = COMPAT_TEXTURE(OriginalHistory0, pC4 ).rgb;
vec3 cr1 = COMPAT_TEXTURE(OriginalHistory0, pC4 +dx).rgb;
vec3 cr2 = COMPAT_TEXTURE(OriginalHistory0, pC4 +xx).rgb;
vec3 res = abs(ol3-cl3) + abs(ol2-cl2) + abs(ol1-cl1) + abs(or1-cr1) + abs(or2-cr2);
float res1 = 1.0;
if ((res.r+res.g+res.b) == 0.0) res1 = 0.0;
FragColor = vec4(color * vignette(vTexCoord.xy), res1);
}

View File

@ -3,6 +3,7 @@
// NTSC-Adaptive
// based on Themaister's NTSC shader
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -10,14 +11,17 @@ layout(std140, set = 0, binding = 0) uniform UBO
vec4 OriginalSize;
vec4 SourceSize;
uint FrameCount;
float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright;
float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase;
} global;
#pragma parameter quality "Presets (Svideo=0 Composite=1 RF=2 Custom=-1)" 0.0 -1.0 2.0 1.0
#pragma parameter ntsc_sat "Color Saturation" 1.0 0.0 2.0 0.01
#pragma parameter ntsc_bright "Brightness" 1.0 0.0 1.5 0.01
#pragma parameter cust_fringing "Custom Fringing Value" 0.0 0.0 5.0 0.1
#pragma parameter cust_artifacting "Custom Artifacting Value" 0.0 0.0 5.0 0.1
#pragma parameter quality "NTSC Preset (Svideo=0 Composite=1 RF=2 Custom=-1)" 1.0 -1.0 2.0 1.0
#pragma parameter ntsc_fields "NTSC Merge Fields" 0.0 0.0 1.0 1.0
#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 3.0 0.05
#pragma parameter ntsc_sat "NTSC Color Saturation" 1.0 0.0 2.0 0.01
#pragma parameter ntsc_bright "NTSC Brightness" 1.0 0.0 1.5 0.01
#pragma parameter cust_fringing "NTSC Custom Fringing Value" 0.0 0.0 5.0 0.1
#pragma parameter cust_artifacting "NTSC Custom Artifacting Value" 0.0 0.0 5.0 0.1
#define PI 3.14159265
@ -32,18 +36,29 @@ layout(location = 4) out float SATURATION;
layout(location = 5) out float FRINGING;
layout(location = 6) out float ARTIFACTING;
layout(location = 7) out float CHROMA_MOD_FREQ;
layout(location = 8) out float MERGE;
void main()
{
float res = global.ntsc_scale;
float OriginalSize = global.OriginalSize.x;
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_no = TexCoord * global.SourceSize.xy * (global.OutputSize.xy / global.SourceSize.xy);
phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0;
if (res < 1.0) pix_no = TexCoord * global.SourceSize.xy * (res * global.OutputSize.xy / global.SourceSize.xy); else
pix_no = TexCoord * global.SourceSize.xy * ( global.OutputSize.xy / global.SourceSize.xy);
phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0);
res = max(res, 1.0);
CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting;
ARTIFACTING = (global.quality > -0.5) ? global.quality * 0.5*(res+1.0) : global.cust_artifacting;
FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing;
SATURATION = global.ntsc_sat;
BRIGHTNESS = global.ntsc_bright;
BRIGHTNESS = global.ntsc_bright;
pix_no.x = pix_no.x * res;
MERGE = (int(global.quality) == 2 || phase < 2.5) ? 0.0 : 1.0;
MERGE = (int(global.quality) == -1) ? global.ntsc_fields : MERGE;
}
#pragma stage fragment
@ -55,6 +70,7 @@ layout(location = 4) in float SATURATION;
layout(location = 5) in float FRINGING;
layout(location = 6) in float ARTIFACTING;
layout(location = 7) in float CHROMA_MOD_FREQ;
layout(location = 8) in float MERGE;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
@ -85,9 +101,23 @@ void main()
{
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
vec3 yiq2 = yiq;
float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, 2.0) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.y, 3.0) + mod(global.FrameCount, 2.));
float mod1 = 2.0;
float mod2 = 3.0;
if (MERGE > 0.5)
{
float chroma_phase2 = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount+1, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount+1, 2.));
float mod_phase2 = chroma_phase2 + pix_no.x * CHROMA_MOD_FREQ;
float i_mod2 = cos(mod_phase2);
float q_mod2 = sin(mod_phase2);
yiq2.yz *= vec2(i_mod2, q_mod2); // Modulate.
yiq2 *= mix_mat; // Cross-talk.
yiq2.yz *= vec2(i_mod2, q_mod2); // Demodulate.
}
float chroma_phase = (phase < 2.5) ? PI * (mod(pix_no.y, mod1) + mod(global.FrameCount, 2.)) : 0.6667 * PI * (mod(pix_no.y, mod2) + mod(global.FrameCount, 2.));
float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;
float i_mod = cos(mod_phase);
@ -96,5 +126,8 @@ void main()
yiq.yz *= vec2(i_mod, q_mod); // Modulate.
yiq *= mix_mat; // Cross-talk.
yiq.yz *= vec2(i_mod, q_mod); // Demodulate.
yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2);
FragColor = vec4(yiq, 1.0);
}

View File

@ -3,6 +3,7 @@
// NTSC-Adaptive
// based on Themaister's NTSC shader
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -10,9 +11,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
vec4 OriginalSize;
vec4 SourceSize;
float linearize;
float ntsc_scale;
float ntsc_phase;
float auto_res;
} global;
#pragma parameter linearize "Linearize Output Gamma" 0.0 0.0 1.0 1.0
#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 3.0 0.05
#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
#pragma parameter linearize "NTSC Linearize Output Gamma" 0.0 0.0 1.0 1.0
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -184,9 +190,11 @@ const float chroma_filter_3_phase[25] = float[25](
void main()
{
float phase = (global.OriginalSize.x > 300.0) ? 2.0 : 3.0;
float one_x = global.SourceSize.z;
float res = global.ntsc_scale;
float OriginalSize = global.OriginalSize.x;
float one_x = global.SourceSize.z / res;
vec3 signal = vec3(0.0);
float phase = (global.ntsc_phase < 1.5) ? ((OriginalSize > 300.0) ? 2.0 : 3.0) : ((global.ntsc_phase > 2.5) ? 3.0 : 2.0);
if(phase < 2.5)
{
@ -276,4 +284,4 @@ void main()
FragColor = vec4(rgb, 1.0);
if(global.linearize < 0.5) return;
else FragColor = pow(FragColor, vec4(2.2));
}
}

View File

@ -0,0 +1,134 @@
shaders = 17
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = ../stock.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = StockPass
shader2 = ../crt/shaders/guest/advanced/afterglow0.slang
filter_linear2 = true
scale_type2 = source
scale2 = 1.0
alias2 = AfterglowPass
shader3 = ../crt/shaders/guest/advanced/pre-shaders-afterglow.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
alias3 = PrePass0
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = ../crt/shaders/guest/advanced/lut/trinitron-lut.png
SamplerLUT1_linear = true
SamplerLUT2 = ../crt/shaders/guest/advanced/lut/inv-trinitron-lut.png
SamplerLUT2_linear = true
SamplerLUT3 = ../crt/shaders/guest/advanced/lut/nec-lut.png
SamplerLUT3_linear = true
SamplerLUT4 = ../crt/shaders/guest/advanced/lut/ntsc-lut.png
SamplerLUT4_linear = true
# custom ntsc shaders
shader4 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang
shader5 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang
filter_linear4 = false
filter_linear5 = true
scale_type_x4 = source
scale_type_y4 = source
scale_x4 = 4.0
scale_y4 = 1.0
frame_count_mod4 = 2
float_framebuffer4 = true
scale_type5 = source
scale_x5 = 0.5
scale_y5 = 1.0
shader6 = ../crt/shaders/guest/advanced/custom-fast-sharpen.slang
filter_linear6 = true
scale_type6 = source
scale_x6 = 1.0
scale_y6 = 1.0
alias6 = NtscPass
shader7 = ../crt/shaders/guest/advanced/convert-ntsc.slang
filter_linear7 = true
scale_type7 = source
scale_x7 = 0.5
scale_y7 = 1.0
shader8 = ../stock.slang
filter_linear8 = true
scale_type8 = source
scale_x8 = 1.0
scale_y8 = 1.0
alias8 = PrePass
mipmap_input8 = true
shader9 = ../crt/shaders/guest/advanced/avg-lum-ntsc.slang
filter_linear9 = true
scale_type9 = source
scale9 = 1.0
mipmap_input9 = true
alias9 = AvgLumPass
shader10 = ../crt/shaders/guest/advanced/linearize-ntsc.slang
filter_linear10 = true
scale_type10 = source
scale10 = 1.0
alias10 = LinearizePass
float_framebuffer10 = true
shader11 = ../crt/shaders/guest/advanced/gaussian_horizontal.slang
filter_linear11 = true
scale_type_x11 = absolute
scale_x11 = 640.0
scale_type_y11 = source
scale_y11 = 1.0
float_framebuffer11 = true
shader12 = ../crt/shaders/guest/advanced/gaussian_vertical.slang
filter_linear12 = true
scale_type_x12 = absolute
scale_x12 = 640.0
scale_type_y12 = absolute
scale_y12 = 480.0
float_framebuffer12 = true
alias12 = GlowPass
shader13 = ../crt/shaders/guest/advanced/bloom_horizontal.slang
filter_linear13 = true
scale_type_x13 = absolute
scale_x13 = 640.0
scale_type_y13 = absolute
scale_y13 = 480.0
float_framebuffer13 = true
shader14 = ../crt/shaders/guest/advanced/bloom_vertical.slang
filter_linear14 = true
scale_type_x14 = absolute
scale_x14 = 640.0
scale_type_y14 = absolute
scale_y14 = 480.0
float_framebuffer14 = true
alias14 = BloomPass
shader15 = ../crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang
filter_linear15 = true
scale_type15 = viewport
scale_x15 = 1.0
scale_y15 = 1.0
shader16 = ../crt/shaders/guest/advanced/deconvergence.slang
filter_linear16 = true
scale_type16 = viewport
scale_x16 = 1.0
scale_y16 = 1.0

View File

@ -1,64 +0,0 @@
shaders = 8
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = StockPass
shader1 = ../crt/shaders/guest/crt-gdv-new/afterglow0.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = AfterglowPass
shader2 = ../crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = PrePass
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = ../crt/shaders/guest/lut/sony_trinitron1.png
SamplerLUT1_linear = true
SamplerLUT2 = ../crt/shaders/guest/lut/sony_trinitron2.png
SamplerLUT2_linear = true
SamplerLUT3 = ../crt/shaders/guest/lut/other1.png
SamplerLUT3_linear = true
SamplerLUT4 = ../crt/shaders/guest/lut/custom_lut.png
SamplerLUT4_linear = true
shader3 = ../crt/shaders/guest/crt-gdv-new/avg-lum-ntsc.slang
filter_linear3 = true
scale_type3 = source
scale3 = 1.0
mipmap_input3 = true
alias3 = AvgLumPass
shader4 = ../crt/shaders/guest/crt-gdv-new/linearize-ntsc.slang
filter_linear4 = true
scale_type4 = source
scale4 = 1.0
alias4 = LinearizePass
float_framebuffer4 = true # comment this line for max precision
shader5 = ../crt/shaders/guest/crt-gdv-new/gaussian_horizontal.slang
filter_linear5 = true
scale_type_x5 = viewport
scale_x5 = 0.5
scale_type_y5 = source
scale_y5 = 1.0
shader6 = ../crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang
filter_linear6 = true
scale_type_x6 = viewport
scale_x6 = 0.5
scale_type_y6 = viewport
scale_y6 = 0.5
alias6 = GlowPass
shader7 = ../crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-hires.slang
filter_linear7 = true
scale_type7 = viewport
scale_x7 = 1.0
scale_y7 = 1.0

View File

@ -1,84 +0,0 @@
shaders = 10
shader0 = ../stock.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
alias0 = StockPass
shader1 = ../crt/shaders/guest/crt-gdv-new/afterglow0.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
alias1 = AfterglowPass
shader2 = ../crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = ../crt/shaders/guest/lut/sony_trinitron1.png
SamplerLUT1_linear = true
SamplerLUT2 = ../crt/shaders/guest/lut/sony_trinitron2.png
SamplerLUT2_linear = true
SamplerLUT3 = ../crt/shaders/guest/lut/other1.png
SamplerLUT3_linear = true
SamplerLUT4 = ../crt/shaders/guest/lut/custom_lut.png
SamplerLUT4_linear = true
shader3 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass1.slang
shader4 = ../ntsc/shaders/ntsc-adaptive/ntsc-pass2.slang
filter_linear3 = false
filter_linear4 = false
scale_type_x3 = source
scale_type_y3 = source
scale_x3 = 4.0
scale_y3 = 1.0
frame_count_mod3 = 2
float_framebuffer3 = true
scale_type4 = source
scale_x4 = 0.5
scale_y4 = 1.0
alias4 = PrePass
shader5 = ../crt/shaders/guest/crt-gdv-new/avg-lum-ntsc.slang
filter_linear5 = true
scale_type5 = source
scale5 = 1.0
mipmap_input5 = true
alias5 = AvgLumPass
shader6 = ../crt/shaders/guest/crt-gdv-new/linearize-ntsc.slang
filter_linear6 = true
scale_type6 = source
scale6 = 1.0
alias6 = LinearizePass
float_framebuffer6 = true # comment this line for max precision
shader7 = ../crt/shaders/guest/crt-gdv-new/gaussian_horizontal.slang
filter_linear7 = true
scale_type_x7 = viewport
scale_x7 = 0.5
scale_type_y7 = source
scale_y7 = 1.0
shader8 = ../crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang
filter_linear8 = true
scale_type_x8 = viewport
scale_x8 = 0.5
scale_type_y8 = viewport
scale_y8 = 0.5
alias8 = GlowPass
shader9 = ../crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2-ntsc.slang
filter_linear9 = true
scale_type9 = viewport
scale_x9 = 1.0
scale_y9 = 1.0
parameters = "quality"
quality = 1.0