slang-shaders/presets/crt-royale-ntsc-composite.slangp
hunterk 182766b2a1
Point ntsc-adaptive to guest.r's version; add initial cathode-retro port (#514)
* initial cathode-retro port

* move ntsc-adaptive and most associated presets over to use guest.r's modified version

* fix some ctrl^H goofs

* add license blocks to cathode-retro shaders

* updates to cathode-retro; signal stuff is still broken but less so maybe
2023-11-27 07:59:22 -06:00

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# IMPORTANT:
# Shader passes need to know details about the image in the mask_texture LUT
# files, so set the following constants in user-cgp-constants.h accordingly:
# 1.) mask_triads_per_tile = (number of horizontal triads in mask texture LUT's)
# 2.) mask_texture_small_size = (texture size of mask*texture_small LUT's)
# 3.) mask_texture_large_size = (texture size of mask*texture_large LUT's)
# 4.) mask_grille_avg_color = (avg. brightness of mask_grille_texture* LUT's, in [0, 1])
# 5.) mask_slot_avg_color = (avg. brightness of mask_slot_texture* LUT's, in [0, 1])
# 6.) mask_shadow_avg_color = (avg. brightness of mask_shadow_texture* LUT's, in [0, 1])
# Shader passes also need to know certain scales set in this .slangp, but their
# compilation model doesn't currently allow the .slangp file to tell them. Make
# sure to set the following constants in user-cgp-constants.h accordingly too:
# 1.) bloom_approx_scale_x = scale_x2
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
# calculate scale_y7 (among other values):
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
shaders = "16"
# NTSC Shader Passes
shader0 = ../stock.slang
alias0 = PrePass0
shader1 = ../crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang
alias1 = NPass1
scale_type_x1 = source
scale_type_y1 = source
scale_x1 = 4.0
scale_y1 = 1.0
float_framebuffer1 = true
filter_linear1 = false
shader2 = ../crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang
filter_linear2 = true
float_framebuffer2 = true
scale_type2 = source
scale_x2 = 0.5
scale_y2 = 1.0
shader3 = ../crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang
filter_linear3 = true
scale_type3 = source
scale_x3 = 1.0
scale_y3 = 1.0
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
# non-mipmapped version and a large mipmapped version.
# TODO: Test masks in other directories.
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_large = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_shadow_texture_small = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_large = "../crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_grille_texture_small_wrap_mode = "repeat"
mask_grille_texture_large_wrap_mode = "repeat"
mask_slot_texture_small_wrap_mode = "repeat"
mask_slot_texture_large_wrap_mode = "repeat"
mask_shadow_texture_small_wrap_mode = "repeat"
mask_shadow_texture_large_wrap_mode = "repeat"
mask_grille_texture_small_linear = "true"
mask_grille_texture_large_linear = "true"
mask_slot_texture_small_linear = "true"
mask_slot_texture_large_linear = "true"
mask_shadow_texture_small_linear = "true"
mask_shadow_texture_large_linear = "true"
mask_grille_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_grille_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
# Pass 4: Linearize the input based on CRT gamma and bob interlaced fields.
# (Bobbing ensures we can immediately blur without getting artifacts.)
shader4 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
alias4 = "ORIG_LINEARIZED"
filter_linear4 = "false"
scale_type4 = "source"
scale4 = "1.0"
srgb_framebuffer4 = "true"
# Pass 5: Resample interlaced (and misconverged) scanlines vertically.
# Separating vertical/horizontal scanline sampling is faster: It lets us
# consider more scanlines while calculating weights for fewer pixels, and
# it reduces our samples from vertical*horizontal to vertical+horizontal.
# This has to come right after ORIG_LINEARIZED, because there's no
# "original_source" scale_type we can use later.
shader5 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
alias5 = "VERTICAL_SCANLINES"
filter_linear5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.0"
scale_type_y5 = "viewport"
scale_y5 = "1.0"
#float_framebuffer5 = "true"
srgb_framebuffer5 = "true"
# Pass 6: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
# account for convergence offsets. We want to blur a predictable portion of the
# screen to match the phosphor bloom, and absolute scale works best for
# reliable results with a fixed-size bloom. Picking a scale is tricky:
# a.) 400x300 is a good compromise for the "fake-bloom" version: It's low enough
# to blur high-res/interlaced sources but high enough that resampling
# doesn't smear low-res sources too much.
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
# the only noticeable visual difference is a larger halation spread (which
# may be a good thing for people who like to crank it up).
# Note the 4:5 aspect ratio assumes the input has cropped geom_overscan (so it's
# *intended* for an ~4:5 aspect ratio).
shader6 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
alias6 = "BLOOM_APPROX"
filter_linear6 = "true"
scale_type6 = "absolute"
scale_x6 = "320"
scale_y6 = "240"
srgb_framebuffer6 = "true"
# Pass 7: Vertically blur the input for halation and refractive diffusion.
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
# a constant portion of the screen is probably physically correct if the
# viewport resolution is proportional to the simulated CRT size.
shader7 = "../blurs/shaders/royale/blur9fast-vertical.slang"
filter_linear7 = "true"
scale_type7 = "source"
scale7 = "1.0"
srgb_framebuffer7 = "true"
# Pass 8: Horizontally blur the input for halation and refractive diffusion.
# Note: Using a one-pass 9x9 blur is about 1% slower.
shader8 = "../blurs/shaders/royale/blur9fast-horizontal.slang"
alias8 = "HALATION_BLUR"
filter_linear8 = "true"
scale_type8 = "source"
scale8 = "1.0"
srgb_framebuffer8 = "true"
# Pass 9: Lanczos-resize the phosphor mask vertically. Set the absolute
# scale_x9 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
# will blur, and smaller scales could get nasty. The vertical size must be
# based on the viewport size and calculated carefully to avoid artifacts later.
# First calculate the minimum number of mask tiles we need to draw.
# Since curvature is computed after the scanline masking pass:
# num_resized_mask_tiles = 2.0;
# If curvature were computed in the scanline masking pass (it's not):
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.7 + 1.0);
# max_mask_tile_border = max_mask_texel_border/
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
# At typical values (triad_size >= 2.0, mask_triads_per_tile == 8):
# num_resized_mask_tiles = ~3.8
# Triad sizes are given in horizontal terms, so we need geom_max_aspect_ratio
# to relate them to vertical resolution. The widest we expect is:
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
# The fewer triads we tile across the screen, the larger each triad will be as a
# fraction of the viewport size, and the larger scale_y7 must be to draw a full
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
# triads we'll guarantee can be displayed on screen. We'll set this according
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
# min_allowed_viewport_triads = 768.0*geom_max_aspect_ratio / 3.0 = 341.333333
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
# min_allowed_viewport_triads
# scale_y9 = geom_max_aspect_ratio * min_scale_x
# # Some code might depend on equal scales:
# scale_x10 = scale_y7
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
# scale_y9 = 4.0/3.0 * 2.0/(341.33335 / 8.0) = 0.0625
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
shader9 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear9 = "true"
scale_type_x9 = "absolute"
scale_x9 = "64"
scale_type_y9 = "viewport"
scale_y9 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
#srgb_framebuffer9 = "false" # mask_texture is already assumed linear
# Pass 10: Lanczos-resize the phosphor mask horizontally. scale_x10 = scale_y7.
# TODO: Check again if the shaders actually require equal scales.
shader10 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
alias10 = "MASK_RESIZE"
filter_linear10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "0.0625"
scale_type_y10 = "source"
scale_y10 = "1.0"
#srgb_framebuffer10 = "false" # mask_texture is already assumed linear
# Pass 11: Resample (misconverged) scanlines horizontally, apply halation, and
# apply the phosphor mask.
shader11 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
alias11 = "MASKED_SCANLINES"
filter_linear11 = "true" # This could just as easily be nearest neighbor.
scale_type11 = "viewport"
scale11 = "1.0"
#float_framebuffer11 = "true"
srgb_framebuffer11 = "true"
# Pass 12: Compute a brightpass. This will require reading the final mask.
shader12 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
alias12 = "BRIGHTPASS"
filter_linear12 = "true" # This could just as easily be nearest neighbor.
scale_type12 = "viewport"
scale12 = "1.0"
srgb_framebuffer12 = "true"
# Pass 13: Blur the brightpass vertically
shader13 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear13 = "true" # This could just as easily be nearest neighbor.
scale_type13 = "source"
scale13 = "1.0"
srgb_framebuffer13 = "true"
# Pass 14: Blur the brightpass horizontally and combine it with the dimpass:
shader14 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear14 = "true"
scale_type14 = "source"
scale14 = "1.0"
srgb_framebuffer14 = "true"
# Pass 15: Compute curvature/AA:
shader15 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear15 = "true"
scale_type15 = "viewport"
mipmap_input15 = "true"
texture_wrap_mode15 = "clamp_to_edge"
parameters = "quality"
quality = 1.0