Merge pull request #231 from MajorPainTheCactus/hdr_4_0

V4.0 Sony PVM 4K HDR Shader
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hizzlekizzle 2022-02-25 18:13:53 -06:00 committed by GitHub
commit b49011c93e
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16 changed files with 519 additions and 696 deletions

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@ -27,31 +27,32 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-slot-mask-hdr.slang"
shader0 = "shaders/crt-hdr.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
PaperWhiteNits = "700.000000"
CRTScreenType = "2.000000"
PaperWhiteNits = "600.000000"
Contrast = "0.000000"
ExpandGamut = "1.000000"
RedConvergence = "0.000000"
GreenConvergence = "0.000000"
BlueConvergence = "0.000000"
RedVerticalConvergence = "0.000000"
GreenVerticalConvergence = "0.000000"
BlueVerticalConvergence = "0.000000"
RedScanlineMin = "0.8900000"
RedScanlineMax = "1.000000"
RedScanlineAttack = "0.300000"
GreenScanlineMin = "0.500000"
GreenScanlineMin = "0.600000"
GreenScanlineMax = "0.800000"
GreenScanlineAttack = "0.300000"
BlueScanlineMin = "0.500000"
BlueScanlineMin = "0.600000"
BlueScanlineMax = "0.800000"
BlueScanlineAttack = "0.300000"
RedBeamSharpness = "1.500000"
RedBeamAttack = "1.8000000"
GreenBeamSharpness = "1.500000"
GreenBeamAttack = "1.800000"
BlueBeamSharpness = "1.500000"
BlueBeamAttack = "1.800000"
RedBeamSharpness = "1.300000"
RedBeamAttack = "1.000000"
GreenBeamSharpness = "1.300000"
GreenBeamAttack = "1.000000"
BlueBeamSharpness = "1.300000"
BlueBeamAttack = "1.000000"

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@ -27,16 +27,17 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-slot-mask-hdr.slang"
shader0 = "shaders/crt-hdr.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
RedConvergence = "0.000000"
GreenConvergence = "0.000000"
BlueConvergence = "0.000000"
CRTScreenType = "2.000000"
RedVerticalConvergence = "0.000000"
GreenVerticalConvergence = "0.000000"
BlueVerticalConvergence = "0.000000"
RedScanlineMin = "0.650000"
RedScanlineMax = "0.900000"
RedScanlineAttack = "0.500000"

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@ -27,17 +27,19 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-shadow-mask-hdr.slang"
shader0 = "shaders/crt-hdr.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
CRTScreenType = "1.000000"
CRTResolution = "2.000000"
PaperWhiteNits = "400.000000"
RedConvergence = "0.000000"
GreenConvergence = "0.000000"
BlueConvergence = "0.000000"
RedVerticalConvergence = "0.000000"
GreenVerticalConvergence = "0.000000"
BlueVerticalConvergence = "0.000000"
RedScanlineMin = "0.550000"
RedScanlineMax = "0.800000"
RedScanlineAttack = "1.000000"

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@ -1,8 +1,8 @@
#reference "crt-sony-pvm-4k-hdr.slangp"
CRTResolution = "1.000000"
RedConvergence = "0.500000"
GreenConvergence = "0.000000"
BlueConvergence = "0.000000"
RedVerticalConvergence = "0.500000"
GreenVerticalConvergence = "0.000000"
BlueVerticalConvergence = "0.000000"
RedScanlineMin = "0.250000"
RedScanlineMax = "0.400000"
RedScanlineAttack = "0.150000"

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@ -27,16 +27,16 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-aperture-grille-hdr.slang"
shader0 = "shaders/crt-hdr.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
RedConvergence = "-0.500000"
GreenConvergence = "0.000000"
BlueConvergence = "0.000000"
RedVerticalConvergence = "-0.500000"
GreenVerticalConvergence = "0.000000"
BlueVerticalConvergence = "0.000000"
RedScanlineMin = "0.550000"
RedScanlineMax = "0.820000"
RedScanlineAttack = "0.650000"

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@ -27,10 +27,11 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-shadow-mask-hdr.slang"
shader0 = "shaders/crt-hdr.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
CRTScreenType = "1.000000"

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@ -27,17 +27,19 @@ THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - QD
shaders = "1"
feedback_pass = "0"
shader0 = "shaders/crt-shadow-mask-hdr.slang"
shader0 = "shaders/crt-hdr.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
CRTScreenType = "1.000000"
CRTResolution = "2.000000"
PaperWhiteNits = "400.000000"
RedConvergence = "0.000000"
GreenConvergence = "0.000000"
BlueConvergence = "0.000000"
RedVerticalConvergence = "0.000000"
GreenVerticalConvergence = "0.000000"
BlueVerticalConvergence = "0.000000"
RedScanlineMin = "0.5000000"
RedScanlineMax = "1.000000"
RedScanlineAttack = "0.350000"

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@ -1,164 +0,0 @@
#version 450
/*
A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
Please Enable HDR in RetroArch 1.10+
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
Also try to use a integer scaling - its just better - overscaling is fine.
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
*/
#pragma format A2B10G10R10_UNORM_PACK32
#define WHITE_BALANCE_CONTROL 0
#include "include\hdr10.h"
#if WHITE_BALANCE_CONTROL
//#include "include\white_balance.h"
#endif // WHITE_BALANCE_CONTROL
layout(push_constant) uniform Push
{
#include "include\user_properties.h"
float CRTResolution;
#include "include\developer_properties.h"
} params;
#include "include\user_parameters.h"
#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
#include "include\developer_parameters.h"
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float ScanlineSize;
layout(location = 2) out float InverseScanlineSize;
layout(location = 3) out vec3 Convergence;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * vec2(1.00001); // To resolve rounding issues when sampling
ScanlineSize = global.OutputSize.y / global.SourceSize.y;
InverseScanlineSize = 1.0f / ScanlineSize;
Convergence = vec3(params.RedConvergence, params.GreenConvergence, params.BlueConvergence);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float ScanlineSize;
layout(location = 2) in float InverseScanlineSize;
layout(location = 3) in vec3 Convergence;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define kRed vec3(1.0, 0.0, 0.0)
#define kGreen vec3(0.0, 1.0, 0.0)
#define kBlue vec3(0.0, 0.0, 1.0)
#define kMagenta vec3(1.0, 0.0, 1.0)
#define kYellow vec3(1.0, 1.0, 0.0)
#define kCyan vec3(0.0, 1.0, 1.0)
#define kBlack vec3(0.0, 0.0, 0.0)
#define kWhite vec3(1.0, 1.0, 1.0)
#define kBGRAxis 2
#define kTVLAxis 3
#define kResolutionAxis 2
#define kMaxMaskSize 7
#define kNotSupported { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
const uint kPhosphorMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
const vec3 kPhosphorMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxMaskSize] = {
{ // 4K
{ kRGBX, kBGRX }, // 600 TVL
{ kBGR, kRGB }, // 800 TVL
{ kMG, kGM } // 1000 TVL
},
{ // 8K
{ kRRGGBBX, kBBGGRRX }, // 600 TVL
{ kRYCBX, kRYCBX }, // 800 TVL
{ kRGBX, kBGRX } // 1000 TVL
}
};
float ModInteger(float a, float b)
{
float m = a - floor((a + 0.5) / b) * b;
return floor(m + 0.5);
}
#include "include\scanline_generation.h"
void main()
{
const vec2 current_position = vTexCoord * global.OutputSize.xy;
vec3 scanline_colour = GenerateScanline(current_position);
{
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
uint crt_resolution = uint(params.CRTResolution);
uint lcd_resolution = uint(params.LCDResolution);
uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[lcd_resolution][crt_resolution]));
scanline_colour *= kPhosphorMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
}
// HACK: To get maximum brightness we just set paper white luminance to max luminance
const vec3 hdr10 = Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
//FragColor = vec4(scanline_colour, 1.0);
FragColor = vec4(hdr10, 1.0);
}

453
hdr/shaders/crt-hdr.slang Normal file
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@ -0,0 +1,453 @@
#version 450
/*
A shader that tries to emulate a sony PVM type aperture grille screen but with full brightness.
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
Please Enable HDR in RetroArch 1.10+
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
Also try to use a integer scaling - its just better - overscaling is fine.
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
*/
#pragma format A2B10G10R10_UNORM_PACK32
#define WHITE_BALANCE_CONTROL 0
#include "include\hdr10.h"
#if WHITE_BALANCE_CONTROL
//#include "include\white_balance.h"
#endif // WHITE_BALANCE_CONTROL
layout(push_constant) uniform Push
{
// User Settings
float HDR;
float MaxNits;
float PaperWhiteNits;
float LCDResolution;
float LCDSubpixel;
float Contrast;
float ExpandGamut;
float RedVerticalConvergence;
float GreenVerticalConvergence;
float BlueVerticalConvergence;
float RedHorizontalConvergence;
float GreenHorizontalConvergence;
float BlueHorizontalConvergence;
// Developer Settings
float CRTScreenType;
float CRTResolution;
// Vertical Settings
float RedScanlineMin;
float RedScanlineMax;
float RedScanlineAttack;
float GreenScanlineMin;
float GreenScanlineMax;
float GreenScanlineAttack;
float BlueScanlineMin;
float BlueScanlineMax;
float BlueScanlineAttack;
// Horizontal Settings
float RedBeamSharpness;
float RedBeamAttack;
float GreenBeamSharpness;
float GreenBeamAttack;
float BlueBeamSharpness;
float BlueBeamAttack;
#if WHITE_BALANCE_CONTROL
float WhiteTemperature;
float WhiteTint;
#endif // WHITE_BALANCE_CONTROL
} params;
#pragma parameter Title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0 0.0
#pragma parameter Space0 " " 0.0 0.0 0.0 0.0
#pragma parameter Support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0 0.0
#pragma parameter Support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0 0.0
#pragma parameter Support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0 0.0
#pragma parameter Support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0 0.0
#pragma parameter Space1 " " 0.0 0.0 0.0 0.0
#pragma parameter Instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0 0.0
#pragma parameter Instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0 0.0
#pragma parameter Instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0 0.0
#pragma parameter Instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0 0.0
#pragma parameter Space2 " " 0.0 0.0 0.0 0.0
#pragma parameter UserSettings "USER SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter HDR " SDR/HDR" 1.0 0.0 1.0 1.0
#pragma parameter MaxNits " Display's Peak Luminance" 700.0 0.0 10000.0 10.0
#pragma parameter PaperWhiteNits " Display's Paper White Luminance" 700.0 0.0 10000.0 10.0
#pragma parameter LCDResolution " Display's Resolution: 4K/8K" 0.0 0.0 1.0 1.0
#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB/BGR" 0.0 0.0 1.0 1.0
#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05
#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0
#pragma parameter RedVerticalConvergence " Red Vertical Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter GreenVerticalConvergence " Green Vertical Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter BlueVerticalConvergence " Blue Vertical Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter RedHorizontalConvergence " Red Horizontal Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter GreenHorizontalConvergence " Green Horizontal Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter BlueHorizontalConvergence " Blue Horizontal Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter CRTScreenType " CRT Type: Aperture Grille/Shadow Mask/Slot Mask" 0.0 0.0 2.0 1.0
#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter RedScanlineMin " Red Scanline Min" 0.50 0.0 2.0 0.01
#pragma parameter RedScanlineMax " Red Scanline Max" 1.00 0.0 2.0 0.01
#pragma parameter RedScanlineAttack " Red Scanline Attack" 0.20 0.0 1.0 0.01
#pragma parameter GreenScanlineMin " Green Scanline Min" 0.50 0.0 2.0 0.01
#pragma parameter GreenScanlineMax " Green Scanline Max" 1.00 0.0 2.0 0.01
#pragma parameter GreenScanlineAttack " Green Scanline Attack" 0.20 0.0 1.0 0.01
#pragma parameter BlueScanlineMin " Blue Scanline Min" 0.50 0.0 2.0 0.01
#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.00 0.0 2.0 0.01
#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 0.20 0.0 1.0 0.01
#pragma parameter DeveloperSettings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter RedBeamSharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05
#pragma parameter RedBeamAttack " Red Beam Attack" 0.50 0.0 2.0 0.01
#pragma parameter GreenBeamSharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05
#pragma parameter GreenBeamAttack " Green Beam Attack" 0.50 0.0 2.0 0.01
#pragma parameter BlueBeamSharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05
#pragma parameter BlueBeamAttack " Blue Beam Attack" 0.50 0.0 2.0 0.01
#if WHITE_BALANCE_CONTROL
//#pragma parameter WhiteTemperature "White Temperature" 6500.0 0.0 13000.0 50.0
//#pragma parameter WhiteTint "White Tint" 0.0 -1.0 1.0 0.01
#endif // WHITE_BALANCE_CONTROL
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float ScanlineSize;
layout(location = 2) out float InverseScanlineSize;
layout(location = 3) out vec3 VerticalConvergence;
layout(location = 4) out vec3 HorizontalConvergence;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * vec2(1.00001); // To resolve rounding issues when sampling
ScanlineSize = global.OutputSize.y / global.SourceSize.y;
InverseScanlineSize = 1.0f / ScanlineSize;
VerticalConvergence = vec3(params.RedVerticalConvergence, params.GreenVerticalConvergence, params.BlueVerticalConvergence);
HorizontalConvergence = vec3(params.RedHorizontalConvergence, params.GreenHorizontalConvergence, params.BlueHorizontalConvergence) / global.SourceSize.x;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float ScanlineSize;
layout(location = 2) in float InverseScanlineSize;
layout(location = 3) in vec3 VerticalConvergence;
layout(location = 4) in vec3 HorizontalConvergence;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define kRed vec3(1.0, 0.0, 0.0)
#define kGreen vec3(0.0, 1.0, 0.0)
#define kBlue vec3(0.0, 0.0, 1.0)
#define kMagenta vec3(1.0, 0.0, 1.0)
#define kYellow vec3(1.0, 1.0, 0.0)
#define kCyan vec3(0.0, 1.0, 1.0)
#define kBlack vec3(0.0, 0.0, 0.0)
#define kWhite vec3(1.0, 1.0, 1.0)
#define kApertureGrille 0
#define kShadowMask 1
#define kSlotMask 2
#define kBGRAxis 2
#define kTVLAxis 3
#define kResolutionAxis 2
// APERTURE GRILLE MASKS
#define kMaxApertureGrilleSize 7
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack }
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack }
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack }
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack }
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack }
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack }
const uint kApertureGrilleMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
const vec3 kApertureGrilleMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxApertureGrilleSize] = {
{ // 4K
{ kRGBX, kBGRX }, // 600 TVL
{ kBGR, kRGB }, // 800 TVL
{ kMG, kGM } // 1000 TVL
},
{ // 8K
{ kRRGGBBX, kBBGGRRX }, // 600 TVL
{ kRYCBX, kRYCBX }, // 800 TVL
{ kRGBX, kBGRX } // 1000 TVL
}
};
#undef kXXXX
#undef kMG
#undef kGM
#undef kBGR
#undef kRGB
#undef kRGBX
#undef kBGRX
#undef kRYCBX
#undef kBCYRX
#undef kRRGGBBX
#undef kBBGGRRX
// SHADOW MASKS
#define kMaxShadowMaskSizeX 12
#define kMaxShadowMaskSizeY 8
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
const uint kShadowMaskSizeX[kResolutionAxis][kTVLAxis] = { { 6, 2, 2 }, { 12, 6, 6 } };
const uint kShadowMaskSizeY[kResolutionAxis][kTVLAxis] = { { 4, 2, 2 }, { 8, 4, 4 } };
const vec3 kShadowMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxShadowMaskSizeY][kMaxShadowMaskSizeX] = {
{ // 4K
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 600 TVL
{ kMG_GM, kGM_MG }, // 800 TVL
{ kMG_GM, kGM_MG } // 1000 TVL
},
{ // 8K
{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR,
kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 600 TVL
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // 800 TVL
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB } // 1000 TVL
}
};
#undef kXXXX
#undef kMG
#undef kGM
#undef kBGR
#undef kRGB
#undef kRGBX
#undef kBGRX
#undef kRYCBX
#undef kBCYRX
#undef kRRGGBBX
#undef kBBGGRRX
// SLOT MASKS
#define kMaxSlotMaskSize 8
#define kMaxSlotSizeX 2
#define kMaxSlotSizeY 4
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG } }
#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM } }
#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR } }
#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB } }
#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } }
#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } }
#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX } }
#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX } }
#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
const uint kSlotMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
const vec3 kSlotMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxSlotMaskSize] = {
{ // 4K
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
},
{ // 8K
{ kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
}
};
#undef kXXXX
#undef kMG
#undef kGM
#undef kBGR
#undef kRGB
#undef kRGBX
#undef kBGRX
#undef kRYCBX
#undef kBCYRX
#undef kRRGGBBX
#undef kBBGGRRX
float ModInteger(float a, float b)
{
float m = a - floor((a + 0.5) / b) * b;
return floor(m + 0.5);
}
#include "include\inverse_tonemap.h"
#define kLumaRatio 0.5f
vec3 InverseTonemapConditional(const vec3 sdr_balanced)
{
if(params.HDR > 0.0f)
{
return InverseTonemap(sdr_balanced, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
}
else
{
return sdr_balanced;
}
}
vec3 Hdr10Conditional(const vec3 scanline_colour)
{
if(params.HDR > 0.0f)
{
return Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
}
else
{
return scanline_colour;
}
}
#include "include\scanline_generation.h"
void main()
{
const vec2 current_position = vTexCoord * global.OutputSize.xy;
vec3 scanline_colour = GenerateScanline(current_position);
uint screen_type = uint(params.CRTScreenType);
uint crt_resolution = uint(params.CRTResolution);
uint lcd_resolution = uint(params.LCDResolution);
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
switch(screen_type)
{
case kApertureGrille:
{
uint mask = uint(ModInteger(floor(current_position.x), kApertureGrilleMaskSize[lcd_resolution][crt_resolution]));
scanline_colour *= kApertureGrilleMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][mask];
break;
}
case kShadowMask:
{
uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSizeY[lcd_resolution][crt_resolution]));
uint mask = uint(ModInteger(floor(current_position.x), kShadowMaskSizeX[lcd_resolution][crt_resolution]));
scanline_colour *= kShadowMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][shadow_y][mask];
break;
}
case kSlotMask:
{
uint slot_x = uint(ModInteger(floor(current_position.x / float(kSlotMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
uint mask = uint(ModInteger(floor(current_position.x), kSlotMaskSize[lcd_resolution][crt_resolution]));
scanline_colour *= kSlotMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
break;
}
default:
{
break;
}
}
const vec3 hdr10 = Hdr10Conditional(scanline_colour);
//FragColor = vec4(scanline_colour, 1.0);
FragColor = vec4(hdr10, 1.0);
}

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@ -1,221 +0,0 @@
#version 450
/*
A shader that tries to emulate a shadow mask screens but with full brightness.
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
we apply this shader which emulates the apperture grille the resulting screen isn't left too dark.
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
Please Enable HDR in RetroArch 1.10+
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
Also try to use a integer scaling - its just better - overscaling is fine.
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
*/
#pragma format A2B10G10R10_UNORM_PACK32
#define WHITE_BALANCE_CONTROL 0
#include "include\hdr10.h"
#if WHITE_BALANCE_CONTROL
//#include "include\white_balance.h"
#endif // WHITE_BALANCE_CONTROL
layout(push_constant) uniform Push
{
#include "include\user_properties.h"
float ShadowMaskPattern;
#include "include\developer_properties.h"
} params;
#include "include\user_parameters.h"
#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter ShadowMaskPattern " Shadow Mask: Fine/2x1/1x2/Diagonal/Coarse/8K Coarse" 0.0 0.0 5.0 1.0
#include "include\developer_parameters.h"
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float ScanlineSize;
layout(location = 2) out float InverseScanlineSize;
layout(location = 3) out vec3 Convergence;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * vec2(1.00001); // To resolve rounding issues when sampling
ScanlineSize = global.OutputSize.y / global.SourceSize.y;
InverseScanlineSize = 1.0f / ScanlineSize;
Convergence = vec3(params.RedConvergence, params.GreenConvergence, params.BlueConvergence);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float ScanlineSize;
layout(location = 2) in float InverseScanlineSize;
layout(location = 3) in vec3 Convergence;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define kRed vec3(1.0, 0.0, 0.0)
#define kGreen vec3(0.0, 1.0, 0.0)
#define kBlue vec3(0.0, 0.0, 1.0)
#define kMagenta vec3(1.0, 0.0, 1.0)
#define kYellow vec3(1.0, 1.0, 0.0)
#define kCyan vec3(0.0, 1.0, 1.0)
#define kBlack vec3(0.0, 0.0, 0.0)
#define kWhite vec3(1.0, 1.0, 1.0)
#define kBGRAxis 2
#define kPatternAxis 6
#define kResolutionAxis 2
#define kMaxMaskSize 12
#define kMaxShadowSize 8
#define kMaxGridSize 2
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMGCRYB { kMagenta, kGreen, kCyan, kRed, kYellow, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRYBMGC { kRed, kYellow, kBlue, kMagenta, kGreen, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRYCB { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kCBRY { kCyan, kBlue, kRed, kYellow, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRBG { kRed, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGRB { kGreen, kRed, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kYCM { kCyan, kYellow, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMYC { kMagenta, kCyan, kYellow, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kCMY { kYellow, kMagenta, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGBRGBR { kGreen, kBlue, kRed, kGreen, kBlue, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
// TODO: #define kGBRGBR { kGreen, kBlue, kRed, kGreen, kBlue, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGYRMBC { kGreen, kYellow, kRed, kMagenta, kBlue, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
// TODO: #define kGYRMBC { kGreen, kYellow, kRed, kMagenta, kBlue, kCyan, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMBCGYR { kMagenta, kBlue, kCyan, kGreen, kYellow, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
// TODO: #define kMBCGYR { kMagenta, kBlue, kCyan, kGreen, kYellow, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGRRBBG { kGreen, kRed, kRed, kBlue, kBlue, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBBGGRR { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGBBRRG { kGreen, kBlue, kBlue, kRed, kRed, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRRGGBB { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGGRRRRBBBBGG { kGreen, kGreen, kRed, kRed, kRed, kRed, kBlue, kBlue, kBlue, kBlue, kGreen, kGreen }
#define kBBBBGGGGRRRR { kBlue, kBlue, kBlue, kBlue, kGreen, kGreen, kGreen, kGreen, kRed, kRed, kRed, kRed }
#define kGGBBBBRRRRGG { kGreen, kGreen, kBlue, kBlue, kBlue, kBlue, kRed, kRed, kRed, kRed, kGreen, kGreen }
#define kRRRRGGGGBBBB { kRed, kRed, kRed, kRed, kGreen, kGreen, kGreen, kGreen, kBlue, kBlue, kBlue, kBlue }
#define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGM_MG { kGM, kMG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kBGR_RBG_GRB { kBGR, kRBG, kGRB, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kBGR_RBG { kBGR, kRBG, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kYCM_MYC_CMY { kYCM, kMYC, kCMY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kBGR_RBG { kYCM, kMYC, kCMY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kMGMG_GMGM { kMG, kMG, kGM, kGM, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kMG_GM { kMG, kGM, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGRRBBG_GRRBBG_BBGGRR_BBGGRR { kGRRBBG, kGRRBBG, kBBGGRR, kBBGGRR, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGBBRRG_GBBRRG_RRGGBB_RRGGBB { kGBBRRG, kGBBRRG, kRRGGBB, kRRGGBB, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR { kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kGGRRRRBBBBGG, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR, kBBBBGGGGRRRR }
#define kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB { kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kGGBBBBRRRRGG, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB, kRRRRGGGGBBBB }
#define kRYCB_kCBRY { kRYCB, kCBRY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kRYCB_kCBRY { kRYCB, kCBRY, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
//#define kMGCRYB_RYBMGC { kMGCRYB, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kMGCRYB_RYBMGC { kMGCRYB, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX, kXXXX }
//#define kMGCRYB_MGCRYB_RYBMGC_RYBMGC { kMGCRYB, kMGCRYB, kRYBMGC, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kMGCRYB_MGCRYB_RYBMGC_RYBMGC { kMGCRYB, kMGCRYB, kRYBMGC, kRYBMGC, kXXXX, kXXXX, kXXXX, kXXXX }
#define kGBRGBR_GYRMBC_GBRGBR_MBCGYR { kGBRGBR, kGYRMBC, kGBRGBR, kMBCGYR, kXXXX, kXXXX, kXXXX, kXXXX }
// TODO: #define kGBRGBR_GYRMBC_GBRGBR_MBCGYR { kGBRGBR, kGYRMBC, kGBRGBR, kMBCGYR, kXXXX, kXXXX, kXXXX, kXXXX }
const uint kPhosphorMaskSize[kPatternAxis] = { 2, 2, 4, 3, 6, 12 }; // , 6, 6, 6
const uint kShadowMaskSize[kPatternAxis] = { 2, 4, 2, 3, 4, 8, }; // , 2, 4, 4
const vec3 kPhosphorMasks[kPatternAxis][kBGRAxis][kMaxShadowSize][kMaxMaskSize] = {
{ kMG_GM, kGM_MG }, // Fine
{ kMGMG_GMGM, kMGMG_GMGM },
{ kRYCB_kCBRY, kRYCB_kCBRY },
{ kBGR_RBG_GRB, kBGR_RBG_GRB }, // Coarse0
//{ kYCM_MYC_CMY, kYCM_MYC_CMY },
{ kGRRBBG_GRRBBG_BBGGRR_BBGGRR, kGBBRRG_GBBRRG_RRGGBB_RRGGBB }, // Coarse1
{ kGGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_GGRRRRBBBBGG_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR_BBBBGGGGRRRR, kGGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_GGBBBBRRRRGG_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB_RRRRGGGGBBBB }, // 8K
// { kMGCRYB_RYBMGC, kMGCRYB_RYBMGC }, // Tile0
// { kMGCRYB_MGCRYB_RYBMGC_RYBMGC, kMGCRYB_MGCRYB_RYBMGC_RYBMGC }, // Tile1
// { kGBRGBR_GYRMBC_GBRGBR_MBCGYR, kGBRGBR_GYRMBC_GBRGBR_MBCGYR } // Tile2
};
float ModInteger(float a, float b)
{
float m = a - floor((a + 0.5) / b) * b;
return floor(m + 0.5);
}
#include "include\scanline_generation.h"
void main()
{
const vec2 current_position = vTexCoord * global.OutputSize.xy;
vec3 scanline_colour = GenerateScanline(current_position);
{
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
uint shadow_mask = uint(params.ShadowMaskPattern);
uint shadow_y = uint(ModInteger(floor(current_position.y), kShadowMaskSize[shadow_mask]));
uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[shadow_mask]));
scanline_colour *= kPhosphorMasks[shadow_mask][lcd_subpixel_layout][shadow_y][mask];
}
// HACK: To get maximum brightness we just set paper white luminance to max luminance
const vec3 hdr10 = Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
//FragColor = vec4(scanline_colour, 1.0);
FragColor = vec4(hdr10, 1.0);
}

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#version 450
/*
A shader that tries to emulate a slot mask screens but with full brightness.
The novel thing about this shader is that it relies on the HDR shaders to brighten up the image so that when
we apply this shader which emulates the slot mask the resulting screen isn't left too dark.
I think you need at least a DisplayHDR 600 monitor but to get close to CRT levels of brightness I think DisplayHDR 1000.
Please Enable HDR in RetroArch 1.10+
NOTE: when this shader is envoked the Contrast, Peak Luminance and Paper White Luminance in the HDR menu do nothing instead set those values through the shader parameters
For this shader set Paper White Luminance to above 700 and Peak Luminance to the peak luminance of your monitor.
Also try to use a integer scaling - its just better - overscaling is fine.
This shader doesn't do any geometry warping or bouncing of light around inside the screen etc - I think these effects just add unwanted noise, I know people disagree. Please feel free to make you own and add them
Dont use this shader directly - use the hdr\crt-make-model-hdr.slangp where make and model are the make and model of the CRT you want.
THIS SHADER DOES NOT SUPPORT WRGB OLED (Due to the sub pixel layout of WRGB - RGB QD-OLED or LCD (and variants thereof screens are fine)
*/
#pragma format A2B10G10R10_UNORM_PACK32
#define WHITE_BALANCE_CONTROL 0
#include "include\hdr10.h"
#if WHITE_BALANCE_CONTROL
//#include "include\white_balance.h"
#endif // WHITE_BALANCE_CONTROL
layout(push_constant) uniform Push
{
#include "include\user_properties.h"
float CRTResolution;
#include "include\developer_properties.h"
} params;
#include "include\user_parameters.h"
#pragma parameter Space3 " " 0.0 0.0 0.0 0.0
#pragma parameter DeveloperSettings "DEVELOPER SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter CRTResolution " CRT Resolution: 600TVL/800TVL/1000TVL" 0.0 0.0 2.0 1.0
#include "include\developer_parameters.h"
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float ScanlineSize;
layout(location = 2) out float InverseScanlineSize;
layout(location = 3) out vec3 Convergence;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * vec2(1.00001); // To resolve rounding issues when sampling
ScanlineSize = global.OutputSize.y / global.SourceSize.y;
InverseScanlineSize = 1.0f / ScanlineSize;
Convergence = vec3(params.RedConvergence, params.GreenConvergence, params.BlueConvergence);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float ScanlineSize;
layout(location = 2) in float InverseScanlineSize;
layout(location = 3) in vec3 Convergence;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define kRed vec3(1.0, 0.0, 0.0)
#define kGreen vec3(0.0, 1.0, 0.0)
#define kBlue vec3(0.0, 0.0, 1.0)
#define kMagenta vec3(1.0, 0.0, 1.0)
#define kYellow vec3(1.0, 1.0, 0.0)
#define kCyan vec3(0.0, 1.0, 1.0)
#define kBlack vec3(0.0, 0.0, 0.0)
#define kWhite vec3(1.0, 1.0, 1.0)
#define kBGRAxis 2
#define kTVLAxis 3
#define kResolutionAxis 2
#define kMaxMaskSize 8
#define kMaxSlotSizeX 2
#define kMaxSlotSizeY 4
#define kXXXX { kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kMG { kMagenta, kGreen, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kGM { kGreen, kMagenta, kBlack, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGR { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRGB { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRGBX { kRed, kGreen, kBlue, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kBGRX { kBlue, kGreen, kRed, kBlack, kBlack, kBlack, kBlack, kBlack }
#define kRYCBX { kRed, kYellow, kCyan, kBlue, kBlack, kBlack, kBlack, kBlack }
#define kBCYRX { kBlue, kCyan, kYellow, kRed, kBlack, kBlack, kBlack, kBlack }
#define kRRGGBBX { kRed, kRed, kGreen, kGreen, kBlue, kBlue, kBlack, kBlack }
#define kBBGGRRX { kBlue, kBlue, kGreen, kGreen, kRed, kRed, kBlack, kBlack }
#define kMGMG_MGXX_MGMG_XXMG { { kMG, kMG }, { kMG, kXXXX }, { kMG, kMG }, { kXXXX, kMG } }
#define kGMGM_GMXX_GMGM_XXGM { { kGM, kGM }, { kGM, kXXXX }, { kGM, kGM }, { kXXXX, kGM } }
#define kBGRBGR_BGRXXX_BGRBGR_XXXBGR { { kBGR, kBGR }, { kBGR, kXXXX }, { kBGR, kBGR }, { kXXXX, kBGR } }
#define kRGBRGB_RGBXXX_RGBRGB_XXXRGB { { kRGB, kRGB }, { kRGB, kXXXX }, { kRGB, kRGB }, { kXXXX, kRGB } }
#define kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX { { kRGBX, kRGBX }, { kRGBX, kXXXX }, { kRGBX, kRGBX }, { kXXXX, kRGBX } }
#define kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX { { kBGRX, kBGRX }, { kBGRX, kXXXX }, { kBGRX, kBGRX }, { kXXXX, kBGRX } }
#define kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX { { kRYCBX, kRYCBX }, { kRYCBX, kXXXX }, { kRYCBX, kRYCBX }, { kXXXX, kRYCBX } }
#define kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX { { kBCYRX, kBCYRX }, { kBCYRX, kXXXX }, { kBCYRX, kBCYRX }, { kXXXX, kBCYRX } }
#define kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX { { kRRGGBBX, kRRGGBBX }, { kRRGGBBX, kXXXX }, { kRRGGBBX, kRRGGBBX }, { kXXXX, kRRGGBBX } }
#define kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX { { kBBGGRRX, kBBGGRRX }, { kBBGGRRX, kXXXX }, { kBBGGRRX, kBBGGRRX }, { kXXXX, kBBGGRRX } }
const uint kPhosphorMaskSize[kResolutionAxis][kTVLAxis] = { { 4, 3, 2 }, { 7, 5, 4 } }; //4K: 600 TVL, 800 TVL, 1000 TVL 8K: 600 TVL, 800 TVL, 1000 TVL
const vec3 kPhosphorMasks[kResolutionAxis][kTVLAxis][kBGRAxis][kMaxSlotSizeY][kMaxSlotSizeX][kMaxMaskSize] = {
{ // 4K
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX }, // 600 TVL
{ kBGRBGR_BGRXXX_BGRBGR_XXXBGR, kRGBRGB_RGBXXX_RGBRGB_XXXRGB }, // 800 TVL
{ kMGMG_MGXX_MGMG_XXMG, kGMGM_GMXX_GMGM_XXGM } // 1000 TVL
},
{ // 8K
{ kRRGGBBXRRGGBBX_RRGGBBXXXXX_RRGGBBXRRGGBBX_XXXXRRGGBBX, kBBGGRRXBBGGRRX_BBGGRRXXXXX_BBGGRRXBBGGRRX_XXXXBBGGRRX }, // 600 TVL
{ kRYCBXRYCBX_RYCBXXXXX_RYCBXRYCBX_XXXXRYCBX, kBCYRXBCYRX_BCYRXXXXX_BCYRXBCYRX_XXXXBCYRX }, // 800 TVL
{ kRGBXRGBX_RGBXXXXX_RGBXRGBX_XXXXRGBX, kBGRXBGRX_BGRXXXXX_BGRXBGRX_XXXXBGRX } // 1000 TVL
}
};
float ModInteger(float a, float b)
{
float m = a - floor((a + 0.5) / b) * b;
return floor(m + 0.5);
}
#include "include\scanline_generation.h"
void main()
{
const vec2 current_position = vTexCoord * global.OutputSize.xy;
vec3 scanline_colour = GenerateScanline(current_position);
{
uint lcd_subpixel_layout = uint(params.LCDSubpixel);
uint crt_resolution = uint(params.CRTResolution);
uint lcd_resolution = uint(params.LCDResolution);
uint slot_x = uint(ModInteger(floor(current_position.x / float(kPhosphorMaskSize[lcd_resolution][crt_resolution])), kMaxSlotSizeX));
uint slot_y = uint(ModInteger(floor(current_position.y), kMaxSlotSizeY));
uint mask = uint(ModInteger(floor(current_position.x), kPhosphorMaskSize[lcd_resolution][crt_resolution]));
scanline_colour *= kPhosphorMasks[lcd_resolution][crt_resolution][lcd_subpixel_layout][slot_x][slot_y][mask];
}
// HACK: To get maximum brightness we just set paper white luminance to max luminance
const vec3 hdr10 = Hdr10(scanline_colour, params.PaperWhiteNits, params.ExpandGamut);
//FragColor = vec4(scanline_colour, 1.0);
FragColor = vec4(hdr10, 1.0);
}

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@ -1,24 +0,0 @@
#pragma parameter DeveloperSettings0 " VERTICAL SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter RedScanlineMin " Red Scanline Min" 0.50 0.0 2.0 0.01
#pragma parameter RedScanlineMax " Red Scanline Max" 1.00 0.0 2.0 0.01
#pragma parameter RedScanlineAttack " Red Scanline Attack" 0.20 0.0 1.0 0.01
#pragma parameter GreenScanlineMin " Green Scanline Min" 0.50 0.0 2.0 0.01
#pragma parameter GreenScanlineMax " Green Scanline Max" 1.00 0.0 2.0 0.01
#pragma parameter GreenScanlineAttack " Green Scanline Attack" 0.20 0.0 1.0 0.01
#pragma parameter BlueScanlineMin " Blue Scanline Min" 0.50 0.0 2.0 0.01
#pragma parameter BlueScanlineMax " Blue Scanline Max" 1.00 0.0 2.0 0.01
#pragma parameter BlueScanlineAttack " Blue Scanline Attack" 0.20 0.0 1.0 0.01
#pragma parameter DeveloperSettings1 " HORIZONTAL SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter RedBeamSharpness " Red Beam Sharpness" 1.75 0.0 5.0 0.05
#pragma parameter RedBeamAttack " Red Beam Attack" 0.50 0.0 2.0 0.01
#pragma parameter GreenBeamSharpness " Green Beam Sharpness" 1.75 0.0 5.0 0.05
#pragma parameter GreenBeamAttack " Green Beam Attack" 0.50 0.0 2.0 0.01
#pragma parameter BlueBeamSharpness " Blue Beam Sharpness" 1.75 0.0 5.0 0.05
#pragma parameter BlueBeamAttack " Blue Beam Attack" 0.50 0.0 2.0 0.01
#if WHITE_BALANCE_CONTROL
//#pragma parameter WhiteTemperature "White Temperature" 6500.0 0.0 13000.0 50.0
//#pragma parameter WhiteTint "White Tint" 0.0 -1.0 1.0 0.01
#endif // WHITE_BALANCE_CONTROL

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@ -1,27 +0,0 @@
// Developer Settings
// Vertical Settings
float RedScanlineMin;
float RedScanlineMax;
float RedScanlineAttack;
float GreenScanlineMin;
float GreenScanlineMax;
float GreenScanlineAttack;
float BlueScanlineMin;
float BlueScanlineMax;
float BlueScanlineAttack;
// Horizontal Settings
float RedBeamSharpness;
float RedBeamAttack;
float GreenBeamSharpness;
float GreenBeamAttack;
float BlueBeamSharpness;
float BlueBeamAttack;
#if WHITE_BALANCE_CONTROL
float WhiteTemperature;
float WhiteTint;
#endif // WHITE_BALANCE_CONTROL

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@ -1,11 +1,8 @@
#include "inverse_tonemap.h"
#define kPi 3.1415926536f
#define kEuler 2.718281828459f
#define kMax 1.0f
#define kLumaRatio 0.5f
#define kBeamWidth 0.5f
const mat4 kCubicBezier = mat4( 1.0f, 0.0f, 0.0f, 0.0f,
@ -82,8 +79,17 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
const vec2 source_tex_coord_0 = vec2(source_tex_coord_x, source_tex_coord_y);
const vec2 source_tex_coord_1 = vec2(source_tex_coord_x + (1.0f / global.SourceSize.x), source_tex_coord_y);
const vec2 red_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.x, 0.0f);
const vec2 red_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.x, 0.0f);
const vec2 green_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.y, 0.0f);
const vec2 green_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.y, 0.0f);
const vec2 blue_tex_coord_0 = source_tex_coord_0 + vec2(HorizontalConvergence.z, 0.0f);
const vec2 blue_tex_coord_1 = source_tex_coord_1 + vec2(HorizontalConvergence.z, 0.0f);
const float scanline_position = current_source_center_y * ScanlineSize;
const vec3 scanline_delta = vec3(scanline_position) - (vec3(current_center) - Convergence);
const vec3 scanline_delta = vec3(scanline_position) - (vec3(current_center) - VerticalConvergence);
vec3 beam_distance = abs(scanline_delta) - kBeamWidth;
beam_distance = vec3(beam_distance.x < 0.0f ? 0.0f : beam_distance.x,
@ -93,8 +99,20 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
next_prev = scanline_delta.x > 0.0f ? 1.0f : -1.0f;
const vec3 sdr_colour_0 = texture(Source, source_tex_coord_0).xyz;
const vec3 sdr_colour_1 = texture(Source, source_tex_coord_1).xyz;
const float red_0 = texture(Source, red_tex_coord_0).x;
const float red_1 = texture(Source, red_tex_coord_1).x;
const float green_0 = texture(Source, green_tex_coord_0).y;
const float green_1 = texture(Source, green_tex_coord_1).y;
const float blue_0 = texture(Source, blue_tex_coord_0).z;
const float blue_1 = texture(Source, blue_tex_coord_1).z;
const vec3 sdr_colour_0 = vec3(red_0, green_0, blue_0);
const vec3 sdr_colour_1 = vec3(red_1, green_1, blue_1);
//const vec3 sdr_colour_0 = texture(Source, source_tex_coord_0).xyz;
//const vec3 sdr_colour_1 = texture(Source, source_tex_coord_1).xyz;
const vec3 sdr_linear_0 = ToLinear(sdr_colour_0);
const vec3 sdr_linear_1 = ToLinear(sdr_colour_1);
@ -111,8 +129,8 @@ vec3 ScanlineColour(const float current_position, const float current_center, co
#endif // WHITE_BALANCE_CONTROL
// HACK: To get maximum brightness we just set paper white luminance to max luminance
const vec3 hdr_colour_0 = InverseTonemap(sdr_balanced_0, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
const vec3 hdr_colour_1 = InverseTonemap(sdr_balanced_1, params.MaxNits, params.PaperWhiteNits, kLumaRatio);
const vec3 hdr_colour_0 = InverseTonemapConditional(sdr_balanced_0);
const vec3 hdr_colour_1 = InverseTonemapConditional(sdr_balanced_1);
/* Horizontal interpolation between pixels */
const vec3 horiz_interp = vec3(Bezier(narrowed_source_pixel_offset.x, RedBeamControlPoints(sdr_linear_0.x > sdr_linear_1.x)),

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@ -1,23 +0,0 @@
#pragma parameter Title "SONY PVM/BVM HDR SHADER" 0.0 0.0 0.0 0.0
#pragma parameter Space0 " " 0.0 0.0 0.0 0.0
#pragma parameter Support0 "SUPPORTED: RGB/BGR LCD, QD-OLED Displays" 0.0 0.0 0.0 0.0
#pragma parameter Support1 "NOT SUPPORTED: WRGB OLED Displays" 0.0 0.0 0.0 0.0
#pragma parameter Support2 "MIN SPEC: DisplayHDR 600, 4K, RetroArch v1.10" 0.0 0.0 0.0 0.0
#pragma parameter Support3 "REC SPEC: DisplayHDR 1000, 4K+, RetroArch v1.10" 0.0 0.0 0.0 0.0
#pragma parameter Space1 " " 0.0 0.0 0.0 0.0
#pragma parameter Instructions0 "HDR: Enable HDR: On" 0.0 0.0 0.0 0.0
#pragma parameter Instructions1 "SCALING: Integer Scale: ON" 0.0 0.0 0.0 0.0
#pragma parameter Instructions2 "SCALING: Integer Overscale: ON" 0.0 0.0 0.0 0.0
#pragma parameter Instructions3 "SCALING: Apect Ratio: Core Provided" 0.0 0.0 0.0 0.0
#pragma parameter Space2 " " 0.0 0.0 0.0 0.0
#pragma parameter UserSettings "USER SETTINGS:" 0.0 0.0 0.0 0.0
#pragma parameter MaxNits " Display's Peak Luminance" 700.0 0.0 10000.0 10.0
#pragma parameter PaperWhiteNits " Display's Paper White Luminance" 700.0 0.0 10000.0 10.0
#pragma parameter LCDResolution " Display's Resolution: 4K/8K" 0.0 0.0 1.0 1.0
#pragma parameter LCDSubpixel " Display's Subpixel Layout: RGB/BGR" 0.0 0.0 1.0 1.0
#pragma parameter Contrast " Contrast" -0.3 -3.0 3.0 0.05
#pragma parameter ExpandGamut " Original/Vivid" 0.0 0.0 1.0 1.0
#pragma parameter RedConvergence " Red Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter GreenConvergence " Green Convergence" 0.00 -10.0 10.0 0.05
#pragma parameter BlueConvergence " Blue Convergence" 0.00 -10.0 10.0 0.05

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@ -1,12 +0,0 @@
// User Settings
float MaxNits;
float PaperWhiteNits;
float LCDResolution;
float LCDSubpixel;
float Contrast;
float ExpandGamut;
float RedConvergence;
float GreenConvergence;
float BlueConvergence;