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add night-mode (#414)
* Update crt-consumer.slang Removed NTSC as it conflicts with saturation/hue, and can be used as a separate pass anyway. Fixed some mistakes. Massive speed-up from 120 fps to 450 fps on Intel HD630. * Update crt-gdv-mini-ultra.slang Removed NTSC, some corrections too. * Update zfast_crt_composite.slang * Update fake-crt-geom.slang * Add files via upload * add night_mode * Update lanczos16.slang fix minor artifacts * Brightness fix scanline.slang Permanent Brightness fix. No need to adjust "SCANLINE_BASE_BRIGHTNESS. * fix scanlines misalignment
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misc/night-mode.slangp
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misc/night-mode.slangp
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shaders = 1
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shader0 = shaders/night_mode.slang
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scale_type0 = source
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misc/shaders/night_mode.slang
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misc/shaders/night_mode.slang
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#version 450
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/*
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2023
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Night mode (!) by DariusG
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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float WP;
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float strength;
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} params;
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#pragma parameter WP "Color Temperature" 0.1 0.0 0.25 0.01
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#pragma parameter strength "Night mode Strength" 0.8 0.5 1.0 0.05
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#define WP params.WP
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#define strength params.strength
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 FinalViewportSize;
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vec4 OutputSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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void main()
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{
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vec3 color = texture(Source, vTexCoord).rgb;
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color *= vec3(strength);
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color = vec3(color.r+WP, color.g, color.b-WP);
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FragColor = vec4(color,1.0);
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}
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@ -6,16 +6,13 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 OutputSize;
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uint FrameCount;
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uint FrameCount;
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float SCANLINE_BASE_BRIGHTNESS;
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float SCANLINE_SINE_COMP_A;
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float SCANLINE_SINE_COMP_A;
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float SCANLINE_SINE_COMP_B;
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float SCANLINE_SINE_COMP_B;
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} params;
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} params;
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#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
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#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
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#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
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#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
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#define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS
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#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
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#define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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#define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B
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@ -36,8 +33,7 @@ void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord*1.0001;
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vTexCoord = TexCoord*1.0001;
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omega = vec2(pi * params.OutputSize.x, 1.999 * pi * params.SourceSize.y);
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omega = vec2(pi * params.OutputSize.x, 2.0 * pi * params.SourceSize.y);
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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@ -50,7 +46,6 @@ void main()
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{
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{
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vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
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vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
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vec3 res = texture(Source, vTexCoord).xyz;
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vec3 res = texture(Source, vTexCoord).xyz;
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vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
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vec3 scanline = res * ((1.0-SCANLINE_SINE_COMP_B*0.5) + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
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FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
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FragColor = vec4(scanline, 1.0);
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}
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}
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@ -60,7 +60,7 @@ layout(location = 4) out vec4 t4;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.000001;
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vTexCoord = TexCoord * 1.0001;
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vec2 ps = params.SourceSize.zw;
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vec2 ps = params.SourceSize.zw;
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float dx = ps.x;
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float dx = ps.x;
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float dy = ps.y;
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float dy = ps.y;
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@ -118,4 +118,4 @@ void main()
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// final sum and weight normalization
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// final sum and weight normalization
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FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1);
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FragColor = vec4(((pix * pqrs))/((dot(abcd, vec4(1.0))*dot(pqrs, vec4(1.0)))-2*(abcd.x+abcd.w)*(pqrs.x+pqrs.w)),1);
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}
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}
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