update guest's CRT shaders to his latest

This commit is contained in:
hunterk 2023-10-07 22:44:41 -05:00
parent 1bdb5e0b7f
commit efa2535465
27 changed files with 2303 additions and 1030 deletions

View file

@ -84,7 +84,7 @@ void main()
float w = 1.0;
if ((color0.r + color0.g + color0.b < 5.0/255.0)) { w = 0.0; }
vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w);
vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 1.25/255.0, 0.0), color, w);
FragColor = vec4(result, w);
}

View file

@ -3,7 +3,7 @@
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
Copyright (C) 2020 - 2023 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
@ -30,17 +30,21 @@ layout(push_constant) uniform Push
float SIZEHB;
float SIGMA_HB;
float BLOOMCUT_H;
float FINE_BLOOM;
} 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" 3.0 1.0 50.0 1.0
#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEHB " Horizontal Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/(Glow) Sigma" 0.75 0.25 15.0 0.05
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 0.75 0.25 15.0 0.025
#define SIGMA_HB params.SIGMA_HB
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation/(Glow) Substract" 0.0 0.0 0.5 0.01
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
#define BLOOMCUT_H params.BLOOMCUT_H
layout(std140, set = 0, binding = 0) uniform UBO
@ -75,7 +79,7 @@ float gaussian(float x)
void main()
{
vec4 SourceSize1 = params.OriginalSize;
vec4 SourceSize1 = params.OriginalSize * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
@ -90,7 +94,8 @@ void main()
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = max(gaussian(n+f) - BLOOMCUT_H, 0.0);
w = gaussian(n+f);
w = (BLOOMCUT_H >= 0.0) ? max(w - BLOOMCUT_H, 0.0) : (max(w + BLOOMCUT_H, 0.0)/(1.0 + BLOOMCUT_H));
pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;

View file

@ -3,7 +3,7 @@
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
Copyright (C) 2020 - 2023 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
@ -30,16 +30,19 @@ layout(push_constant) uniform Push
float SIZEVB;
float SIGMA_VB;
float BLOOMCUT_V;
float FINE_BLOOM;
} params;
#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEVB " Vertical Bloom/Halation/(Glow) Radius" 3.0 1.0 50.0 1.0
#pragma parameter SIZEVB " Vertical Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEVB params.SIZEVB
#pragma parameter SIGMA_VB " Vertical Bloom/Halation/(Glow) Sigma" 0.60 0.25 15.0 0.05
#pragma parameter SIGMA_VB " Vertical Bloom/Halation Sigma" 0.60 0.25 15.0 0.025
#define SIGMA_VB params.SIGMA_VB
#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation/(Glow) Substract" 0.0 0.0 0.5 0.01
#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
#define BLOOMCUT_V params.BLOOMCUT_V
layout(std140, set = 0, binding = 0) uniform UBO
@ -76,7 +79,8 @@ void main()
{
vec4 SourceSize1 = params.SourceSize;
SourceSize1.yw = params.OriginalSize.yw;
SourceSize1 = SourceSize1 * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
@ -91,7 +95,8 @@ void main()
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy);
w = max(gaussian(n+f) - BLOOMCUT_V, 0.0);
w = gaussian(n+f);
w = (BLOOMCUT_V >= 0.0) ? max(w - BLOOMCUT_V, 0.0) : (max(w + BLOOMCUT_V, 0.0)/(1.0 + BLOOMCUT_V));
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;

View file

@ -48,19 +48,19 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
#pragma parameter HSHARPNESS " Horizontal Filter Range" 1.5 1.0 8.0 0.05
#pragma parameter HSHARPNESS " Horizontal Filter Range" 1.75 1.0 8.0 0.05
#define HSHARPNESS params.HSHARPNESS
#pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.90 0.1 7.0 0.05
#pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.85 0.1 7.0 0.05
#define SIGMA_HOR params.SIGMA_HOR
#pragma parameter S_SHARP " Substractive Sharpness" 0.9 0.0 2.0 0.10
#pragma parameter S_SHARP " Substractive Sharpness" 1.4 0.0 3.0 0.10
#define S_SHARP params.S_SHARP
#pragma parameter HSHARP " Sharpness Definition" 1.2 0.0 2.0 0.10
#define HSHARP params.HSHARP
#pragma parameter MAXS " Maximum Sharpness" 0.15 0.0 0.30 0.01
#pragma parameter MAXS " Maximum Sharpness" 0.18 0.0 0.30 0.01
#define MAXS params.MAXS
#pragma parameter HARNG " Substractive Sharpness Ringing" 0.4 0.0 4.0 0.10

View file

@ -27,7 +27,7 @@
layout(push_constant) uniform Push
{
float IOS, OS, BLOOM, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, warpX, warpY, glow, shadowMask, masksize, ring, no_scanlines;
h_sharp, s_sharp, warpX, warpY, glow, shadowMask, masksize, ring, no_scanlines, tds, clips, ssharp;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
@ -47,12 +47,12 @@ layout(std140, set = 0, binding = 0) uniform UBO
float intres;
float prescalex;
float c_shape;
float blendMode;
float scangamma;
float rolling_scan;
float sborder;
float scan_falloff;
float bloom_dist;
float bmask1;
float hmask1;
} global;
@ -64,15 +64,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
#define gamma_c global.gamma_c // adjust brightness
@ -82,6 +88,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter clips " Clip Saturated Color Beams" 0.0 -1.0 1.0 0.05
#define clips params.clips // kinky effect
#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
@ -99,21 +108,24 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter tds " Thinner Dark Scanlines" 0.0 0. 1.0 1.0
#define tds params.tds // thinner dark scanlines
#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 scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10
#define scans global.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.025
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01
#define ssharp params.ssharp
#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05
#define scangamma global.scangamma
#pragma parameter rolling_scan " Rolling Scanlines" 0.0 -1.0 1.0 0.01
#define rolling_scan global.rolling_scan // rolling scanlines
#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
#define no_scanlines params.no_scanlines
@ -179,7 +191,7 @@ float st(float x)
float st1(float x)
{
return exp2(-7.0*x*x);
return exp2(-8.0*x*x);
}
float sw0(float x, float color, float scanline)
@ -205,6 +217,7 @@ float sw2(float x, float color, float scanline)
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
vec2 Warp(vec2 pos)
{
@ -227,6 +240,12 @@ vec3 gc(vec3 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()
{
@ -308,9 +327,11 @@ void main()
if (!interb)
{
// calculating scanlines
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma)));
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f);
float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
@ -326,13 +347,10 @@ if (!interb)
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
if (tds > 0.5) { shape1 = mix(scanline2, shape1, creff1); shape2 = mix(scanline2, shape2, creff2); }
float f1 = f;
float f2 = 1.0-f;
float scanpix = SourceSize.x/OutputSize.x;
f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix);
f2 = 1.0 - f1;
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
@ -355,16 +373,20 @@ if (!interb)
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
if (abs(clips) > 0.005)
{
sy = mc1; vec3 l1 = sqrt(w1*wt1); vec3 l2 = sqrt(w2*wt2);
one = (clips > 0.0) ? w1 : mix(w1, l1, sy);
float sat = 1.0001-min(min(cref1.r,cref1.g),cref1.b);
color1 = mix(color1, plant(pow(color1, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
sy = mc2;
sat = 1.0001-min(min(cref2.r,cref2.g),cref2.b);
one = (clips > 0.0) ? w2 : mix(w2, l2, sy);
color2 = mix(color2, plant(pow(color2, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
}
color = (gc(color1)*w1 + gc(color2)*w2);
if (abs(rolling_scan) > 0.005)
{
wt1 = st1(f);
wt2 = st1(1.0-f);
color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
}
color = min(color, 1.0);
}

View file

@ -27,7 +27,7 @@
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, bsize1, warpX, warpY, glow, spike, ring, no_scanlines;
h_sharp, s_sharp, csize, bsize1, warpX, warpY, glow, spike, ring, no_scanlines, tds, clips, ssharp;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
@ -50,9 +50,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
float intres;
float prescalex;
float scan_falloff;
float rolling_scan;
float bloom_dist;
float scangamma;
float bmask1;
float hmask1;
} global;
@ -64,15 +65,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
#define gamma_c global.gamma_c // adjust brightness
@ -82,6 +89,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter clips " Clip Saturated Color Beams" 0.0 -1.0 1.0 0.05
#define clips params.clips // kinky effect
#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
@ -99,20 +109,23 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter tds " Thinner Dark Scanlines" 0.0 0. 1.0 1.0
#define tds params.tds // thinner dark scanlines
#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 scans " Scanline Saturation / Mask Falloff" 0.5 -5.0 5.0 0.10
#define scans global.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.15 2.0 0.05
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.025
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10
#define spike params.spike
#pragma parameter rolling_scan " Rolling Scanlines" 0.0 -1.0 1.0 0.01
#define rolling_scan global.rolling_scan // rolling scanlines
#pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01
#define ssharp params.ssharp
#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05
#define scangamma global.scangamma
@ -205,7 +218,7 @@ float st(float x)
float st1(float x)
{
return exp2(-7.0*x*x);
return exp2(-8.0*x*x);
}
float sw0(float x, float color, float scanline)
@ -254,6 +267,12 @@ vec3 gc(vec3 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()
{
@ -469,8 +488,10 @@ if (!interb)
{
// calculating scanlines
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma)));
float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f);
float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
@ -486,14 +507,11 @@ if (!interb)
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
if (tds > 0.5) { shape1 = mix(scanline2, shape1, creff1); shape2 = mix(scanline2, shape2, creff2); }
float f1 = f;
float f2 = 1.0-f;
float scanpix = mix(SourceSize.x/OutputSize.x, SourceSize.y/OutputSize.y, float(notate));
f1 = fract(f1 + rolling_scan*float(global.FrameCount)*scanpix);
f2 = 1.0 - f1;
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);}
@ -515,16 +533,20 @@ if (!interb)
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
if (abs(clips) > 0.005)
{
sy = mc1; vec3 l1 = sqrt(w1*wt1); vec3 l2 = sqrt(w2*wt2);
one = (clips > 0.0) ? w1 : mix(w1, l1, sy);
float sat = 1.0001-min(min(cref1.r,cref1.g),cref1.b);
color1 = mix(color1, plant(pow(color1, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
sy = mc2;
sat = 1.0001-min(min(cref2.r,cref2.g),cref2.b);
one = (clips > 0.0) ? w2 : mix(w2, l2, sy);
color2 = mix(color2, plant(pow(color2, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
}
color = (gc(color1)*w1 + gc(color2)*w2);
if (abs(rolling_scan) > 0.005)
{
wt1 = st1(f);
wt2 = st1(1.0-f);
color00 = (color1*wt1 + color2*wt2)/(wt1+wt2);
color = gc(color00) * mix(w1+w2, w3.xxx, max(wf1,wf2));
}
color = min(color, 1.0);
}
@ -537,6 +559,6 @@ if (!interb)
float colmx = max(max(ctmp.r,ctmp.g),ctmp.b);
if(!interb) color = pow( color, vec3(gamma_in/scangamma) );
FragColor = vec4(color, colmx);
}

View file

@ -40,7 +40,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
float bloom;
float halation;
float slotms;
float mclip;
float mask_gamma;
float gamma_out;
float overscanX;
@ -77,6 +76,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
float smask_mit;
float mask_zoom;
float no_scanlines;
float bmask;
float bmask1;
float hmask1;
} global;
@ -100,15 +102,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
@ -176,21 +184,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -4.0 4.0 1.0
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -5.0 5.0 1.0
#define mask_zoom global.mask_zoom // Mask Size
#pragma parameter mshift " (Transform to) Shadow Mask" 0.0 0.0 1.0 0.5
#define mshift params.mshift // do the "shadow mask"
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#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 mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5
#define mshift params.mshift // mask 'line' shift/stagger
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
@ -209,15 +217,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter slotms " Slot Mask Thickness" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Thickness
#pragma parameter mclip " Keep Mask effect with clipping" 0.0 0.0 1.0 0.05
#define mclip global.mclip //
#pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0
#define smoothmask global.smoothmask
#pragma parameter smask_mit " Mitigate Slotmask Interaction" 0.0 0.0 1.0 0.05
#define smask_mit global.smask_mit
#pragma parameter bmask " Base (black) Mask strength" 0.0 0.0 0.25 0.01
#define bmask global.bmask
#pragma parameter gamma_out " Gamma out" 1.95 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
@ -287,14 +295,7 @@ vec3 Mask(vec2 pos, float mx, float mb)
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
// No mask
if (shadowMask == -1.0)
{
mask = one;
}
// Phosphor.
else if (shadowMask == 0.0)
if (shadowMask == 0.0)
{
float mc = 1.0 - max(maskstr, 0.0);
pos.x = fract(pos.x*0.5);
@ -563,7 +564,7 @@ vec3 noise(vec3 v){
return v;
}
void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
void fetch_pixel (inout vec3 c, inout vec3 b, inout vec3 g, vec2 coord, vec2 bcoord)
{
float stepx = OutputSize.z;
float stepy = OutputSize.w;
@ -589,8 +590,6 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
dy = posy * dy;
}
// if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey));
vec2 rc = global.deconrr * dx + global.deconrry*dy;
vec2 gc = global.deconrg * dx + global.deconrgy*dy;
vec2 bc = global.deconrb * dx + global.deconrby*dy;
@ -607,8 +606,15 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
b = clamp(mix(b, d, ds), 0.0, 1.0);
}
b = g = mix(b, d, min(ds,1.0));
r1 = COMPAT_TEXTURE(GlowPass, bcoord + rc).r;
g1 = COMPAT_TEXTURE(GlowPass, bcoord + gc).g;
b1 = COMPAT_TEXTURE(GlowPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
g = mix(g, d, min(ds,1.0));
}
void main()
@ -645,14 +651,15 @@ void main()
// color and bloom fetching
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2)
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
fetch_pixel(color, Bloom, Glow, pos1, pos); // deconvergence
float cm = igc(max(max(color.r,color.g),color.b));
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
float colmx = max(mx1, cm);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0); if(interb) w3 = 1.0;
vec2 dx = vec2(0.001, 0.0);
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
@ -665,7 +672,7 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
dx = vec2(global.OriginalSize.z, 0.0)*0.25;
mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0);
float mb = (1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0));
vec3 one = vec3(1.0);
@ -673,36 +680,39 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
vec3 orig1 = color;
vec3 cmask = one;
vec2 maskcoord = gl_FragCoord.xy * 1.00001;
vec2 scoord = maskcoord;
vec3 cmask1 = one;
vec3 cmask2 = one;
// mask widths and mask dark compensate (fractional part) values
float mwidths[14] = float[14] (2.0, 3.0, 3.0, 3.0, 6.0, 2.4, 3.5, 2.4, 3.25, 3.5, 4.5, 4.25, 7.5, 6.25);
float mwidth = mwidths[int(shadowMask)];
float mask_compensate = fract(mwidth);
if (shadowMask > -0.5)
{
vec2 maskcoord = gl_FragCoord.xy * 1.00001;
vec2 scoord = maskcoord;
mwidth = floor(mwidth) * masksize;
float swidth = mwidth;
bool zoomed = (abs(mask_zoom) > 0.75);
float mscale = 1.0;
vec2 maskcoord0 = maskcoord;
maskcoord.y = floor(maskcoord.y/masksize);
float mwidth1 = max(mwidth + mask_zoom, 2.0);
if ( abs(mshift) > 0.75 )
if ( mshift > 0.25 )
{
float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
float next_line = float(fract((maskcoord.y/stagg_lvl)*0.5) > 0.25);
maskcoord0.x = (mshift > -0.25) ? (maskcoord0.x + next_line * floor(mshift)) : (maskcoord0.x + floor(maskcoord.y / stagg_lvl) * floor(abs(mshift)));
float stagg_lvl = 1.0; if (fract(mshift) > 0.25) stagg_lvl = 2.0;
float next_line = float(floor(mod(maskcoord.y, 2.0*stagg_lvl)) < stagg_lvl);
maskcoord0.x = maskcoord0.x + next_line * 0.5 * mwidth1;
}
maskcoord = maskcoord0/masksize; if (mask_zoom >= 0.0) maskcoord = floor(maskcoord);
if ( !zoomed )
cmask*= Mask(maskcoord, mx, mb);
cmask*= Mask(floor(maskcoord), mx, mb);
else{
float mwidth1 = max(mwidth + mask_zoom, 2.0);
mscale = mwidth1/mwidth;
float mlerp = fract(maskcoord.x/mscale);
float mcoord = floor(maskcoord.x/mscale); if (shadowMask == 12.0 && mask_zoom == -2.0) mcoord = ceil(maskcoord.x/mscale);
@ -718,15 +728,16 @@ else{
smask = SlotMask(scoord + vec2(sm_offset,0.0), mx, swidth);
smask = clamp(smask + mix(smask_mit, 0.0, min(w3, pow(w3*max(max(orig1.r,orig1.g),orig1.b), 0.33333))), 0.0, 1.0);
cmask2 = cmask;
cmask*=smask;
vec3 cmask1 = cmask;
cmask1 = cmask;
if (mask_bloom > 0.025)
if (abs(mask_bloom) > 0.025)
{
float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg);
maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist);
cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask);
maxbl = maxbl * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
if (mask_bloom > 0.025) cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask); else cmask = max(mix(cmask, cmask*(1.0-0.5*maxbl) + plant(pow(Bloom,0.35.xxx),maxbl), -mask_bloom),cmask);
}
color = pow(color, vec3(mask_gamma/gamma_in));
@ -734,60 +745,61 @@ else{
color = min(color,1.0);
color = pow(color, vec3(gamma_in/mask_gamma));
cmask = min(cmask, 1.0);
cmask1 = min(cmask1, 1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx);
}
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx); if(shadowMask < -0.5) dark_compensate = 1.0;
float bb = mix(brightboost, brightboost1, mx) * dark_compensate;
color*=bb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
vec3 Ref = COMPAT_TEXTURE(LinearizePass, 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 = Bloom;
vec3 bcmask = mix(one, cmask, bmask1);
vec3 hcmask = mix(one, cmask, hmask1);
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = bcmask*Bloom1 * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
color = min(color, mix(one, cmask1, mclip));
if (!interb) color = declip(min(color,1.0), mix(1.0, w3, 0.6));
if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0;
if (halation > 0.01) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; }
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*halation; }
else
if (halation < -0.01) {
float mbl = max(max(Bloom.r,Bloom.g),Bloom.b);
Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75));
color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); }
color = color + 2.0*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*(-halation); }
float w = 0.25 + 0.60*mix(w3, 1.0, sqrt(colmx));
if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); }
if (smoothmask > 0.5) { color = min(color,1.0); color = max(min(color/w3, 1.0)*w3, min(orig1*bb,color*(1.0-w3))); }
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, 0.7*colmx);
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, colmx);
else
{
maxb = max(max(Glow.r,Glow.g),Glow.b);
orig1 = plant(orig1 + 0.001*Ref, 1.0);
vec3 orig2 = plant(orig1 + 0.001*Ref, 1.0);
Bloom = plant(Glow, 1.0);
Ref = abs(orig1-Bloom);
mx0 = max(max(orig1.g,orig1.g),orig1.b)-min(min(orig1.g,orig1.g),orig1.b);
Ref = abs(orig2-Bloom);
mx0 = max(max(orig2.g,orig2.g),orig2.b)-min(min(orig2.g,orig2.g),orig2.b);
mx2 = max(max(Bloom.g,Bloom.g),Bloom.b)-min(min(Bloom.g,Bloom.g),Bloom.b);
Bloom = mix(maxb*min(Bloom,orig1), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), mix(color, Glow, mx2), max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
Bloom = mix(maxb*min(Bloom,orig2), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), mix(color, Glow, mx2), max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
Glow = mix(global.m_glow_low*Glow, global.m_glow_high*Bloom, pow(colmx, global.m_glow_dist/gamma_in));
}
if (glow >= 0.0 && global.m_glow < 0.5) color = color + 0.5*Glow*glow;
else { if(global.m_glow > 0.5) cmask1 = max(mix(one, cmask1, global.m_glow_mask),0.0); color = color + abs(glow)*cmask1*Glow; }
if (global.m_glow < 0.5) {
if (glow >= 0.0) color = color + 0.5*Glow*glow; else color = color + abs(glow)*min(cmask2*cmask2,1.0)*Glow; }
else { cmask1 = clamp(mix(one, cmask1, global.m_glow_mask),0.0, 1.0); color = color + abs(glow)*cmask1*Glow; }
color = min(color, 1.0);
@ -801,6 +813,9 @@ if (abs(bloom) > 0.025)
if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc);
else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0);
}
colmx = max(max(orig1.r,orig1.g),orig1.b);
color = color + bmask*mix(cmask2, 0.125*(1.0-colmx)*color, min(20.0*colmx, 1.0));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
}

View file

@ -40,7 +40,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
float bloom;
float halation;
float slotms;
float mclip;
float mask_gamma;
float gamma_out;
float overscanX;
@ -77,6 +76,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
float smask_mit;
float mask_zoom;
float no_scanlines;
float bmask;
float bmask1;
float hmask1;
} global;
#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
@ -99,15 +101,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
@ -178,21 +186,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -4.0 4.0 1.0
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -5.0 5.0 1.0
#define mask_zoom global.mask_zoom // Mask Size
#pragma parameter mshift " (Transform to) Shadow Mask" 0.0 0.0 1.0 0.5
#define mshift params.mshift // do the "shadow mask"
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#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 mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5
#define mshift params.mshift // mask 'line' shift/stagger
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
@ -211,15 +219,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter slotms " Slot Mask Thickness" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Thickness
#pragma parameter mclip " Keep Mask effect with clipping" 0.0 0.0 1.0 0.05
#define mclip global.mclip //
#pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0
#define smoothmask global.smoothmask
#pragma parameter smask_mit " Mitigate Slotmask Interaction" 0.0 0.0 1.0 0.05
#define smask_mit global.smask_mit
#pragma parameter bmask " Base (black) Mask strength" 0.0 0.0 0.25 0.01
#define bmask global.bmask
#pragma parameter gamma_out " Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
@ -289,14 +297,7 @@ vec3 Mask(vec2 pos, float mx, float mb)
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
// No mask
if (shadowMask == -1.0)
{
mask = one;
}
// Phosphor.
else if (shadowMask == 0.0)
if (shadowMask == 0.0)
{
float mc = 1.0 - max(maskstr, 0.0);
pos.x = fract(pos.x*0.5);
@ -565,7 +566,7 @@ vec3 noise(vec3 v){
return v;
}
void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
void fetch_pixel (inout vec3 c, inout vec3 b, inout vec3 g, vec2 coord, vec2 bcoord)
{
float stepx = OutputSize.z;
float stepy = OutputSize.w;
@ -591,8 +592,6 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
dy = posy * dy;
}
// if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey));
vec2 rc = global.deconrr * dx + global.deconrry*dy;
vec2 gc = global.deconrg * dx + global.deconrgy*dy;
vec2 bc = global.deconrb * dx + global.deconrby*dy;
@ -609,8 +608,15 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
b = clamp(mix(b, d, ds), 0.0, 1.0);
}
b = g = mix(b, d, min(ds,1.0));
r1 = COMPAT_TEXTURE(GlowPass, bcoord + rc).r;
g1 = COMPAT_TEXTURE(GlowPass, bcoord + gc).g;
b1 = COMPAT_TEXTURE(GlowPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
g = mix(g, d, min(ds,1.0));
}
void main()
@ -648,14 +654,15 @@ void main()
// color and bloom fetching
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2)
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
fetch_pixel(color, Bloom, Glow, pos1, pos); // deconvergence
float cm = igc(max(max(color.r,color.g),color.b));
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
float colmx = max(mx1, cm);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0); if(interb) w3 = 1.0;
vec2 dx = mix(vec2(0.001, 0.0), vec2(0.0, 0.001), TATE);
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
@ -668,7 +675,7 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
dx = mix(vec2(global.OriginalSize.z, 0.0), vec2(0.0, global.OriginalSize.w), TATE) * 0.25;
mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0);
float mb = (1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0));
vec3 one = vec3(1.0);
@ -676,36 +683,40 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
vec3 orig1 = color;
vec3 cmask = one;
vec2 maskcoord = gl_FragCoord.yx * 1.00001;
if (notate) maskcoord = maskcoord.yx;
vec2 scoord = maskcoord;
vec3 cmask1 = one;
vec3 cmask2 = one;
// mask widths and mask dark compensate (fractional part) values
float mwidths[14] = float[14] (2.0, 3.0, 3.0, 3.0, 6.0, 2.4, 3.5, 2.4, 3.25, 3.5, 4.5, 4.25, 7.5, 6.25);
float mwidth = mwidths[int(shadowMask)];
float mask_compensate = fract(mwidth);
if (shadowMask > -0.5)
{
vec2 maskcoord = gl_FragCoord.yx * 1.00001;
if (notate) maskcoord = maskcoord.yx;
vec2 scoord = maskcoord;
mwidth = floor(mwidth) * masksize;
float swidth = mwidth;
bool zoomed = (abs(mask_zoom) > 0.75);
float mscale = 1.0;
vec2 maskcoord0 = maskcoord;
maskcoord.y = floor(maskcoord.y/masksize);
float mwidth1 = max(mwidth + mask_zoom, 2.0);
if ( abs(mshift) > 0.75 )
if ( mshift > 0.25 )
{
float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
float next_line = float(fract((maskcoord.y/stagg_lvl)*0.5) > 0.25);
maskcoord0.x = (mshift > -0.25) ? (maskcoord0.x + next_line * floor(mshift)) : (maskcoord0.x + floor(maskcoord.y / stagg_lvl) * floor(abs(mshift)));
float stagg_lvl = 1.0; if (fract(mshift) > 0.25) stagg_lvl = 2.0;
float next_line = float(floor(mod(maskcoord.y, 2.0*stagg_lvl)) < stagg_lvl);
maskcoord0.x = maskcoord0.x + next_line * 0.5 * mwidth1;
}
maskcoord = maskcoord0/masksize; if (mask_zoom >= 0.0) maskcoord = floor(maskcoord);
if ( !zoomed )
cmask*= Mask(maskcoord, mx, mb);
cmask*= Mask(floor(maskcoord), mx, mb);
else{
float mwidth1 = max(mwidth + mask_zoom, 2.0);
mscale = mwidth1/mwidth;
float mlerp = fract(maskcoord.x/mscale);
float mcoord = floor(maskcoord.x/mscale); if (shadowMask == 12.0 && mask_zoom == -2.0) mcoord = ceil(maskcoord.x/mscale);
@ -722,14 +733,15 @@ else{
smask = clamp(smask + mix(smask_mit, 0.0, min(w3, pow(w3*max(max(orig1.r,orig1.g),orig1.b), 0.33333))), 0.0, 1.0);
cmask2 = cmask;
cmask*=smask;
vec3 cmask1 = cmask;
cmask1 = cmask;
if (mask_bloom > 0.025)
if (abs(mask_bloom) > 0.025)
{
float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg);
maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist);
cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask);
maxbl = maxbl * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
if (mask_bloom > 0.025) cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask); else cmask = max(mix(cmask, cmask*(1.0-0.5*maxbl) + plant(pow(Bloom,0.35.xxx),maxbl), -mask_bloom),cmask);
}
color = pow(color, vec3(mask_gamma/gamma_in));
@ -737,60 +749,63 @@ else{
color = min(color,1.0);
color = pow(color, vec3(gamma_in/mask_gamma));
cmask = min(cmask, 1.0);
cmask = min(cmask, 1.0);
cmask1 = min(cmask1, 1.0);
}
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx); if(shadowMask < -0.5) dark_compensate = 1.0;
float bb = mix(brightboost, brightboost1, mx) * dark_compensate;
color*=bb;
vec3 Ref = COMPAT_TEXTURE(LinearizePass, pos).rgb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, 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 = Bloom;
vec3 bcmask = mix(one, cmask, bmask1);
vec3 hcmask = mix(one, cmask, hmask1);
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = bcmask*Bloom1 * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
color = min(color, mix(one, cmask1, mclip));
if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0;
if (!interb) color = declip(min(color,1.0), mix(1.0, w3, 0.6));
if (halation > 0.01) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; }
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*halation; }
else
if (halation < -0.01) {
float mbl = max(max(Bloom.r,Bloom.g),Bloom.b);
Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75));
color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); }
color = color + 2.0*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*(-halation); }
float w = 0.25 + 0.60*mix(w3, 1.0, sqrt(colmx));
if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); }
if (smoothmask > 0.5) { color = min(color,1.0); color = max(min(color/w3, 1.0)*w3, min(orig1*bb,color*(1.0-w3))); }
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, 0.7*colmx);
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, colmx);
else
{
maxb = max(max(Glow.r,Glow.g),Glow.b);
orig1 = plant(orig1 + 0.001*Ref, 1.0);
vec3 orig2 = plant(orig1 + 0.001*Ref, 1.0);
Bloom = plant(Glow, 1.0);
Ref = abs(orig1-Bloom);
mx0 = max(max(orig1.g,orig1.g),orig1.b)-min(min(orig1.g,orig1.g),orig1.b);
Ref = abs(orig2-Bloom);
mx0 = max(max(orig2.g,orig2.g),orig2.b)-min(min(orig2.g,orig2.g),orig2.b);
mx2 = max(max(Bloom.g,Bloom.g),Bloom.b)-min(min(Bloom.g,Bloom.g),Bloom.b);
Bloom = mix(maxb*min(Bloom,orig1), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), mix(color, Glow, mx2), max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
Bloom = mix(maxb*min(Bloom,orig2), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), mix(color, Glow, mx2), max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
Glow = mix(global.m_glow_low*Glow, global.m_glow_high*Bloom, pow(colmx, global.m_glow_dist/gamma_in));
}
if (glow >= 0.0 && global.m_glow < 0.5) color = color + 0.5*Glow*glow;
else { if(global.m_glow > 0.5) cmask1 = max(mix(one, cmask1, global.m_glow_mask),0.0); color = color + abs(glow)*cmask1*Glow; }
if (global.m_glow < 0.5) {
if (glow >= 0.0) color = color + 0.5*Glow*glow; else color = color + abs(glow)*min(cmask2*cmask2,1.0)*Glow; }
else { cmask1 = clamp(mix(one, cmask1, global.m_glow_mask),0.0, 1.0); color = color + abs(glow)*cmask1*Glow; }
color = min(color, 1.0);
@ -805,5 +820,8 @@ if (abs(bloom) > 0.025)
else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0);
}
colmx = max(max(orig1.r,orig1.g),orig1.b);
color = color + bmask*mix(cmask2, 0.125*(1.0-colmx)*color, min(20.0*colmx, 1.0));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
}

View file

@ -58,7 +58,7 @@ layout(push_constant) uniform Push
#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
#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.05
#define SIGMA_H params.SIGMA_H

View file

@ -35,7 +35,7 @@ layout(push_constant) uniform Push
#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
#pragma parameter SIGMA_V " Vertical Glow Sigma" 1.20 0.20 15.0 0.05
#define SIGMA_V params.SIGMA_V
layout(std140, set = 0, binding = 0) uniform UBO

View file

@ -0,0 +1,929 @@
#version 450
layout(push_constant) uniform Push
{
float g_gamma_in;
float g_gamma_out;
float g_signal_type;
float g_crtgamut;
float g_space_out;
float g_hue_degrees;
float g_I_SHIFT;
float g_Q_SHIFT;
float g_I_MUL;
float g_Q_MUL;
float g_lum_fix;
float g_vignette;
float g_vstr;
float g_vpower;
float g_sat;
float g_vibr;
float g_lum;
float g_cntrst;
float g_mid;
float g_lift;
float blr;
float blg;
float blb;
float wlr;
float wlg;
float wlb;
float rg;
float rb;
float gr;
float gb;
float br;
float bg;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float wp_temperature;
float g_satr;
float g_satg;
float g_satb;
float LUT_Size1;
float LUT1_toggle;
float LUT_Size2;
float LUT2_toggle;
float AS, asat;
} global;
/*
Grade
> Ubershader grouping some monolithic color related shaders:
::color-mangler (hunterk), ntsc color tuning knobs (Doriphor), white_point (hunterk, Dogway), RA Reshade LUT.
> and the addition of:
::analogue color emulation, phosphor gamut, color space + TRC support, vibrance, HUE vs SAT, vignette (shared by Syh), black level, rolled gain and sigmoidal contrast.
Author: Dogway
License: Public domain
**Thanks to those that helped me out keep motivated by continuous feedback and bug reports:
**Syh, Nesguy, hunterk, and the libretro forum members.
######################################...PRESETS...#######################################
##########################################################################################
### ###
### PAL ###
### Phosphor: EBU (#3) (or an EBU T3213 based CRT phosphor gamut) ###
### WP: D65 (6504K) (in practice more like ~7500K) ###
### TRC: 2.8 SMPTE-C Gamma ###
### Saturation: -0.02 ###
### ###
### NTSC-U ###
### Phosphor: P22/SMPTE-C (#1 #-1)(or a SMPTE-C based CRT phosphor gamut) ###
### WP: D65 (6504K) (in practice more like ~7500K) ###
### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ###
### ###
### NTSC-J (Default) ###
### Phosphor: NTSC-J (#2) (or a NTSC-J based CRT phosphor gamut) ###
### WP: 9300K+27MPCD (8942K) (CCT from x:0.281 y:0.311) ###
### TRC: 2.22 SMPTE-C Gamma (in practice more like 2.35-2.55) ###
### ###
### *Despite the standard of 2.22, a more faithful approximation to CRT... ###
### ...is to use a gamma (SMPTE-C type) with a value of 2.35-2.55. ###
### ###
### ###
##########################################################################################
##########################################################################################
*/
#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01
#define AS global.AS
#pragma parameter asat " Afterglow saturation" 0.33 0.0 1.0 0.01
#define asat global.asat
#pragma parameter g_gamma_in "Game Embedded Gamma" 2.222 1.80 3.0 0.05
#pragma parameter g_gamma_out "CRT Electron Gun Gamma" 2.50 1.80 3.0 0.05
#pragma parameter g_signal_type "Signal Type (0:RGB 1:Composite)" 1.0 0.0 1.0 1.0
#pragma parameter g_crtgamut "Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 -4.0 3.0 1.0
#pragma parameter g_space_out "Diplay Color Space (-1:709 0:sRGB 1:DCI 2:2020 3:Adobe)" 0.0 -1.0 3.0 1.0
#pragma parameter g_hue_degrees "Hue" 0.0 -360.0 360.0 1.0
#pragma parameter g_I_SHIFT "I/U Shift" 0.0 -0.2 0.2 0.01
#pragma parameter g_Q_SHIFT "Q/V Shift" 0.0 -0.2 0.2 0.01
#pragma parameter g_I_MUL "I/U Multiplier" 1.0 0.0 2.0 0.01
#pragma parameter g_Q_MUL "Q/V Multiplier" 1.0 0.0 2.0 0.01
#pragma parameter g_lum_fix "Sega Luma Fix" 0.0 0.0 1.0 1.0
#pragma parameter g_vignette "Vignette Toggle" 1.0 0.0 1.0 1.0
#pragma parameter g_vstr "Vignette Strength" 40.0 0.0 50.0 1.0
#pragma parameter g_vpower "Vignette Power" 0.20 0.0 0.5 0.01
#pragma parameter g_lum "Brightness" 0.0 -0.5 1.0 0.01
#pragma parameter g_cntrst "Contrast" 0.0 -1.0 1.0 0.05
#pragma parameter g_mid "Contrast Pivot" 0.5 0.0 1.0 0.01
#pragma parameter wp_temperature "White Point" 6504.0 5004.0 12004.0 100.0
#pragma parameter g_sat "Saturation" 0.0 -1.0 2.0 0.01
#pragma parameter g_vibr "Dullness/Vibrance" 0.0 -1.0 1.0 0.05
#pragma parameter g_satr "Hue vs Sat Red" 0.0 -1.0 1.0 0.01
#pragma parameter g_satg "Hue vs Sat Green" 0.0 -1.0 1.0 0.01
#pragma parameter g_satb "Hue vs Sat Blue" 0.0 -1.0 1.0 0.01
#pragma parameter g_lift "Black Level" 0.0 -0.5 0.5 0.01
#pragma parameter blr "Black-Red Tint" 0.0 0.0 1.0 0.01
#pragma parameter blg "Black-Green Tint" 0.0 0.0 1.0 0.01
#pragma parameter blb "Black-Blue Tint" 0.0 0.0 1.0 0.01
#pragma parameter wlr "White-Red Tint" 1.0 0.0 2.0 0.01
#pragma parameter wlg "White-Green Tint" 1.0 0.0 2.0 0.01
#pragma parameter wlb "White-Blue Tint" 1.0 0.0 2.0 0.01
#pragma parameter rg "Red-Green Tint" 0.0 -1.0 1.0 0.005
#pragma parameter rb "Red-Blue Tint" 0.0 -1.0 1.0 0.005
#pragma parameter gr "Green-Red Tint" 0.0 -1.0 1.0 0.005
#pragma parameter gb "Green-Blue Tint" 0.0 -1.0 1.0 0.005
#pragma parameter br "Blue-Red Tint" 0.0 -1.0 1.0 0.005
#pragma parameter bg "Blue-Green Tint" 0.0 -1.0 1.0 0.005
#pragma parameter LUT_Size1 "LUT Size 1" 16.0 8.0 64.0 16.0
#pragma parameter LUT1_toggle "LUT 1 Toggle" 0.0 0.0 1.0 1.0
#pragma parameter LUT_Size2 "LUT Size 2" 64.0 0.0 64.0 16.0
#pragma parameter LUT2_toggle "LUT 2 Toggle" 0.0 0.0 1.0 1.0
#define M_PI 3.1415926535897932384626433832795
#define gamma_in params.g_gamma_in
#define gamma_out params.g_gamma_out
#define signal params.g_signal_type
#define crtgamut params.g_crtgamut
#define SPC params.g_space_out
#define hue_degrees params.g_hue_degrees
#define I_SHIFT params.g_I_SHIFT
#define Q_SHIFT params.g_Q_SHIFT
#define I_MUL params.g_I_MUL
#define Q_MUL params.g_Q_MUL
#define lum_fix params.g_lum_fix
#define vignette params.g_vignette
#define vstr params.g_vstr
#define vpower params.g_vpower
#define g_sat params.g_sat
#define vibr params.g_vibr
#define satr global.g_satr
#define satg global.g_satg
#define satb global.g_satb
#define lum params.g_lum
#define cntrst params.g_cntrst
#define mid params.g_mid
#define lift params.g_lift
#define blr params.blr
#define blg params.blg
#define blb params.blb
#define wlr params.wlr
#define wlg params.wlg
#define wlb params.wlb
#define rg params.rg
#define rb params.rb
#define gr params.gr
#define gb params.gb
#define br params.br
#define bg params.bg
#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 StockPass;
layout(set = 0, binding = 4) uniform sampler2D AfterglowPass;
layout(set = 0, binding = 5) uniform sampler2D SamplerLUT1;
layout(set = 0, binding = 6) uniform sampler2D SamplerLUT2;
///////////////////////// Color Space Transformations //////////////////////////
vec3 XYZ_to_RGB(vec3 XYZ, float CSPC){
// to sRGB
const mat3x3 sRGB = mat3x3(
3.24081254005432130, -0.969243049621582000, 0.055638398975133896,
-1.53730857372283940, 1.875966310501098600, -0.204007431864738460,
-0.49858659505844116, 0.041555050760507584, 1.057129383087158200);
// to DCI-P3 -D65-
const mat3x3 DCIP3 = mat3x3(
2.49339652061462400, -0.82948720455169680, 0.035850685089826584,
-0.93134605884552000, 1.76266026496887200, -0.076182708144187930,
-0.40269458293914795, 0.023624641820788383, 0.957014024257659900);
// to Rec.2020
const mat3x3 rec2020 = mat3x3(
1.71660947799682620, -0.66668272018432620, 0.017642205581068993,
-0.35566213726997375, 1.61647748947143550, -0.042776308953762054,
-0.25336012244224550, 0.01576850563287735, 0.942228555679321300);
// to AdobeRGB
const mat3x3 Adobe = mat3x3(
2.0415899753570557, -0.96924000978469850, 0.013439999893307686,
-0.5650100111961365, 1.87597000598907470, -0.118359997868537900,
-0.3447299897670746, 0.04156000167131424, 1.015169978141784700);
return (CSPC == 3.0) ? Adobe * XYZ : (CSPC == 2.0) ? rec2020 * XYZ : (CSPC == 1.0) ? DCIP3 * XYZ : sRGB * XYZ;
}
vec3 RGB_to_XYZ(vec3 RGB, float CSPC){
// from sRGB
const mat3x3 sRGB = mat3x3(
0.41241079568862915, 0.21264933049678802, 0.019331756979227066,
0.35758456587791443, 0.71516913175582890, 0.119194857776165010,
0.18045382201671600, 0.07218152284622192, 0.950390160083770800);
// from DCI-P3 -D65-
const mat3x3 DCIP3 = mat3x3(
0.48659050464630127, 0.22898375988006592, 0.00000000000000000,
0.26566821336746216, 0.69173991680145260, 0.04511347413063049,
0.19819043576717377, 0.07927616685628891, 1.04380297660827640);
// from Rec.2020
const mat3x3 rec2020 = mat3x3(
0.63697350025177000, 0.24840137362480164, 0.00000000000000000,
0.15294560790061950, 0.67799961566925050, 0.04253686964511871,
0.11785808950662613, 0.03913172334432602, 1.06084382534027100);
// from AdobeRGB
const mat3x3 Adobe = mat3x3(
0.57666999101638790, 0.2973400056362152, 0.02703000046312809,
0.18556000292301178, 0.6273599863052368, 0.07068999856710434,
0.18822999298572540, 0.0752900019288063, 0.9913399815559387);
return (CSPC == 3.0) ? Adobe * RGB : (CSPC == 2.0) ? rec2020 * RGB : (CSPC == 1.0) ? DCIP3 * RGB : sRGB * RGB;
}
vec3 XYZtoYxy(vec3 XYZ){
float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
return vec3(XYZ.g, Yxyg, Yxyb);
}
vec3 YxytoXYZ(vec3 Yxy){
float Xs = Yxy.r * (Yxy.g/Yxy.b);
float Xsz = (Yxy.r <= 0.0) ? 0.0 : 1.0;
vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
return XYZ;
}
///////////////////////// White Point Mapping /////////////////////////
//
//
// PAL: D65 NTSC-U: D65 NTSC-J: CCT NTSC-J NTSC-FCC: C
// PAL: 6504K NTSC-U: 6504K NTSC-J: 8942K NTSC-FCC: 6780K
// 0.3127 0.3290 0.3127 0.3290 0.281 0.311 0.310 0.316
vec3 wp_adjust(float temperature, vec3 color){
float temp3 = pow(10.,3.) / temperature;
float temp6 = pow(10.,6.) / pow(temperature, 2.);
float temp9 = pow(10.,9.) / pow(temperature, 3.);
vec3 wp = vec3(1.);
wp.x = (temperature <= 7000.) ? 0.244063 + 0.09911 * temp3 + 2.9678 * temp6 - 4.6070 * temp9 : \
0.237040 + 0.24748 * temp3 + 1.9018 * temp6 - 2.0064 * temp9 ;
wp.y = -3.000 * pow(wp.x,2.) + 2.870 * wp.x - 0.275;
wp.z = 1. - wp.x - wp.y;
const mat3x3 CAT02 = mat3x3(
0.7328, 0.4296, -0.1624,
-0.70360, 1.6975, 0.0061,
0.003, -0.0136, 0.9834);
vec3 fw_trans = (vec3(wp.x/wp.y,1.,wp.z/wp.y) * CAT02) / (vec3(0.95045,1.,1.088917) * CAT02) ;
return color.xyz * fw_trans.xyz ;
}
////////////////////////////////////////////////////////////////////////////////
// Monitor Curve Functions: https://github.com/ampas/aces-dev
//----------------------------------------------------------------------
float moncurve_f( float color, float gamma, float offs)
{
// Forward monitor curve
color = clamp(color, 0.0, 1.0);
float fs = (( gamma - 1.0) / offs) * pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma);
float xb = offs / ( gamma - 1.0);
color = ( color > xb) ? pow( ( color + offs) / ( 1.0 + offs), gamma) : color * fs;
return color;
}
vec3 moncurve_f_f3( vec3 color, float gamma, float offs)
{
color.r = moncurve_f( color.r, gamma, offs);
color.g = moncurve_f( color.g, gamma, offs);
color.b = moncurve_f( color.b, gamma, offs);
return color.rgb;
}
float moncurve_r( float color, float gamma, float offs)
{
// Reverse monitor curve
color = clamp(color, 0.0, 1.0);
float yb = pow( offs * gamma / ( ( gamma - 1.0) * ( 1.0 + offs)), gamma);
float rs = pow( ( gamma - 1.0) / offs, gamma - 1.0) * pow( ( 1.0 + offs) / gamma, gamma);
color = ( color > yb) ? ( 1.0 + offs) * pow( color, 1.0 / gamma) - offs : color * rs;
return color;
}
vec3 moncurve_r_f3( vec3 color, float gamma, float offs)
{
color.r = moncurve_r( color.r, gamma, offs);
color.g = moncurve_r( color.g, gamma, offs);
color.b = moncurve_r( color.b, gamma, offs);
return color.rgb;
}
//-------------------------- Luma Functions ----------------------------
// Performs better in gamma encoded space
float contrast_sigmoid(float color, float cont, float pivot){
cont = pow(cont + 1., 3.);
float knee = 1. / (1. + exp(cont * pivot));
float shldr = 1. / (1. + exp(cont * (pivot - 1.)));
color = (1. / (1. + exp(cont * (pivot - color))) - knee) / (shldr - knee);
return color;
}
// Performs better in gamma encoded space
float contrast_sigmoid_inv(float color, float cont, float pivot){
cont = pow(cont - 1., 3.);
float knee = 1. / (1. + exp (cont * pivot));
float shldr = 1. / (1. + exp (cont * (pivot - 1.)));
color = pivot - log(1. / (color * (shldr - knee) + knee) - 1.) / cont;
return color;
}
float rolled_gain(float color, float gain){
float gx = abs(gain) + 0.001;
float anch = (gain > 0.0) ? 0.5 / (gx / 2.0) : 0.5 / gx;
color = (gain > 0.0) ? color * ((color - anch) / (1 - anch)) : color * ((1 - anch) / (color - anch)) * (1 - gain);
return color;
}
vec4 rolled_gain_v4(vec4 color, float gain){
color.r = rolled_gain(color.r, gain);
color.g = rolled_gain(color.g, gain);
color.b = rolled_gain(color.b, gain);
return vec4(color.rgb, 1.0);
}
float SatMask(float color_r, float color_g, float color_b)
{
float max_rgb = max(color_r, max(color_g, color_b));
float min_rgb = min(color_r, min(color_g, color_b));
float msk = clamp((max_rgb - min_rgb) / (max_rgb + min_rgb), 0.0, 1.0);
return msk;
}
// This shouldn't be necessary but it seems some undefined values can
// creep in and each GPU vendor handles that differently. This keeps
// all values within a safe range
vec3 mixfix(vec3 a, vec3 b, float c)
{
return (a.z < 1.0) ? mix(a, b, c) : a;
}
vec4 mixfix_v4(vec4 a, vec4 b, float c)
{
return (a.z < 1.0) ? mix(a, b, c) : a;
}
//---------------------- Range Expansion/Compression -------------------
// to Studio Swing/Broadcast Safe/SMPTE legal/Limited Range
vec3 PCtoTV(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing, bool rgb_in)
{
col *= 255.;
Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.;
Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.;
col.x = (luma_swing == 1.0) ? ((col.x * 219.) / 255.) + 16. : col.x;
col.y = (rgb_in == true) ? ((col.y * 219.) / 255.) + 16. : (((col.y - 128.) * (Umax * 2.)) / 255.) + Umax;
col.z = (rgb_in == true) ? ((col.z * 219.) / 255.) + 16. : (((col.z - 128.) * (Vmax * 2.)) / 255.) + Vmax;
return col.xyz / 255.;
}
// to Full Swing/Full Range
vec3 TVtoPC(vec3 col, float luma_swing, float Umax, float Vmax, float max_swing, bool rgb_in)
{
col *= 255.;
Umax = (max_swing == 1.0) ? Umax * 224. : Umax * 239.;
Vmax = (max_swing == 1.0) ? Vmax * 224. : Vmax * 239.;
float colx = (luma_swing == 1.0) ? ((col.x - 16.) / 219.) * 255. : col.x;
float coly = (rgb_in == true) ? ((col.y - 16.) / 219.) * 255. : (((col.y - Umax) / (Umax * 2.)) * 255.) + 128.;
float colz = (rgb_in == true) ? ((col.z - 16.) / 219.) * 255. : (((col.z - Vmax) / (Vmax * 2.)) * 255.) + 128.;
return vec3(colx,coly,colz) / 255.;
}
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
//--------------------- ITU-R BT.470/601 (M) (1953) --------------------
// FCC (Sanctioned) YIQ matrix
vec3 RGB_FCC(vec3 col)
{
const mat3 conv_mat = mat3(
0.299996928307425, 0.590001575542717, 0.110001496149858,
0.599002392519453, -0.277301256521204, -0.321701135998249,
0.213001700342824, -0.525101205289350, 0.312099504946526);
return col.rgb * conv_mat;
}
// FCC (Sanctioned) YIQ matrix (inverse)
vec3 FCC_RGB(vec3 col)
{
const mat3 conv_mat = mat3(
1.0000000, 0.946882217090069, 0.623556581986143,
1.0000000, -0.274787646298978, -0.635691079187380,
1.0000000, -1.108545034642030, 1.709006928406470);
return col.rgb * conv_mat;
}
//--------------------- SMPTE RP 145 (C), 170M (1987) ------------------
vec3 RGB_YIQ(vec3 col)
{
const mat3 conv_mat = mat3(
0.2990, 0.5870, 0.1140,
0.5959, -0.2746, -0.3213,
0.2115, -0.5227, 0.3112);
return col.rgb * conv_mat;
}
vec3 YIQ_RGB(vec3 col)
{
const mat3 conv_mat = mat3(
1.0000000, 0.956, 0.619,
1.0000000, -0.272, -0.647,
1.0000000, -1.106, 1.703);
return col.rgb * conv_mat;
}
//----------------------- ITU-R BT.470/601 (B/G) -----------------------
vec3 r601_YUV(vec3 RGB)
{
const mat3 conv_mat = mat3(
0.299000, 0.587000, 0.114000,
-0.147407, -0.289391, 0.436798,
0.614777, -0.514799, -0.099978);
return RGB.rgb * conv_mat;
}
vec3 YUV_r601(vec3 RGB)
{
const mat3 conv_mat = mat3(
1.0000000, 0.00000000000000000, 1.14025080204010000,
1.0000000, -0.39393067359924316, -0.58080917596817020,
1.0000000, 2.02839756011962900, -0.00000029356581166);
return RGB.rgb * conv_mat;
}
// Custom - not Standard
vec3 YUV_r709(vec3 YUV)
{
const mat3 conv_mat = mat3(
1.0000000, 0.0000000000000000, 1.14025092124938960,
1.0000000, -0.2047683298587799, -0.33895039558410645,
1.0000001, 2.0283975601196290, 0.00000024094399364);
return YUV.rgb * conv_mat;
}
// Custom - not Standard
vec3 r709_YUV(vec3 RGB)
{
const mat3 conv_mat = mat3(
0.2126000, 0.715200, 0.0722000,
-0.1048118, -0.3525936, 0.4574054,
0.6905498, -0.6272304, -0.0633194);
return RGB.rgb * conv_mat;
}
//------------------------- SMPTE-240M YPbPr --------------------------
// Umax 0.886
// Vmax 0.700
// RGB to YPbPr -full to limited range- with Rec.601 primaries
vec3 r601_YCC(vec3 RGB)
{
const mat3 conv_mat = mat3(
0.299, 0.587, 0.114,
-0.16873589164785553047, -0.33126410835214446953, 0.500,
0.500, -0.41868758915834522111, -0.08131241084165477889);
return RGB.rgb * conv_mat;
}
// YPbPr to RGB -limited to full range- with Rec.601 primaries
vec3 YCC_r601(vec3 YUV)
{
const mat3 conv_mat = mat3(
1.0000000, 0.000, 1.402,
1.0000000, -0.34413628620102214651, -0.71413628620102214651,
1.0000000, 1.772, 0.000);
return YUV.rgb * conv_mat;
}
// Umax 0.53890924768269023496443198965294
// Vmax 0.63500127000254000508001016002032
// RGB to YPbPr -full range in-gamut- with Rec.709 primaries
vec3 r709_YCC(vec3 RGB)
{
const mat3 conv_mat = mat3(
0.2126, 0.7152, 0.0722,
-0.11457210605733994395, -0.38542789394266005605, 0.5000,
0.5000, -0.45415290830581661163, -0.04584709169418338837);
return RGB.rgb * conv_mat;
}
// YPbPr to RGB -full range in-gamut- with Rec.709 primaries
vec3 YCC_r709(vec3 YUV)
{
const mat3 conv_mat = mat3(
1.0000000, 0.00000000000000000000, 1.5748,
1.0000000, -0.18732427293064876957, -0.46812427293064876957,
1.0000000, 1.8556, 0.00000000000000000000);
return YUV.rgb * conv_mat;
}
//------------------------- IPT --------------------------
const mat3 LMS =
mat3(
0.4002, 0.7076, -0.0808,
-0.2263, 1.1653, 0.0457,
0.0, 0.0, 0.9182);
const mat3 IPT =
mat3(
0.4000, 0.4000, 0.2000,
4.4550, -4.8510, 0.3960,
0.8056, 0.3572, -1.1628);
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
// ITU-R BT.470/601 (M) (proof of concept, actually never used)
// SMPTE 170M-1999
// NTSC-FCC 1953 Standard Phosphor (use with temperature C: 6780K)
const mat3 NTSC_FCC_transform =
mat3(
0.60699284076690670, 0.2989666163921356, 0.00000000000000000,
0.17344850301742554, 0.5864211320877075, 0.06607561558485031,
0.20057128369808197, 0.1146121546626091, 1.11746847629547120);
// ITU-R BT.470/601 (M)
// Conrac 7211N19 CRT Phosphor
const mat3 Conrac_transform =
mat3(
0.55842006206512450, 0.28580552339553833, 0.03517606481909752,
0.20613566040992737, 0.63714659214019780, 0.09369802474975586,
0.18589359521865845, 0.07704800367355347, 0.96004259586334230);
// NTSC-J (use with D93 white point)
// Sony Trinitron KV-20M20
const mat3 Sony20_20_transform =
mat3(
0.33989441394805910, 0.18490256369113922, 0.019034087657928467,
0.33497872948646545, 0.71182984113693240, 0.149544075131416320,
0.22866378724575043, 0.10326752066612244, 1.143318891525268600);
// SMPTE-C - Measured Average Phosphor (1979-1994)
const mat3 P22_transform =
mat3(
0.4665636420249939, 0.25661000609397890, 0.005832045804709196,
0.3039233088493347, 0.66820019483566280, 0.105618737637996670,
0.1799621731042862, 0.07518967241048813, 0.977465748786926300);
// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
// SMPTE-C - Standard Phosphor (Rec.601 NTSC)
const mat3 SMPTE_transform =
mat3(
0.39354196190834045, 0.21238772571086884, 0.01874009333550930,
0.36525884270668030, 0.70106136798858640, 0.11193416267633438,
0.19164848327636720, 0.08655092865228653, 0.95824241638183590);
// SMPTE RP 145-1994 (SMPTE-C), 170M-1999
// NTSC-J - Standard Phosphor (https://web.archive.org/web/20130413104152/http://arib.or.jp/english/html/overview/doc/4-TR-B09v1_0.pdf)
const mat3 NTSC_J_transform =
mat3(
0.39603787660598755, 0.22429330646991730, 0.02050681784749031,
0.31201449036598206, 0.67417418956756590, 0.12814880907535553,
0.24496731162071228, 0.10153251141309738, 1.26512730121612550);
// ITU-R BT.470/601 (B/G)
// EBU Tech.3213-E PAL - Standard Phosphor for Studio Monitors
const mat3 EBU_transform =
mat3(
0.43194326758384705, 0.22272075712680817, 0.020247340202331543,
0.34123489260673523, 0.70600330829620360, 0.129433929920196530,
0.17818950116634370, 0.07127580046653748, 0.938464701175689700);
//*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/*/
void main()
{
vec4 imgColor = texture(StockPass, vTexCoord.xy);
vec4 aftglow = 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(asat)))*l;
// Retro Sega Systems: Genesis, 32x, CD and Saturn 2D had color palettes designed in TV levels to save on transformations.
float lum_exp = (lum_fix == 1.0) ? (255./239.) : 1.;
// vec3 src = texture(Source, vTexCoord.xy).rgb * lum_exp;
vec3 src = imgColor.rgb * lum_exp;
// Assumes framebuffer in Rec.601 with baked gamma
// make a YUV * NTSC Phosphor option too and a FCC * NTSC phosphor
vec3 col = (crtgamut == 3.0) ? r601_YUV(src) : \
(crtgamut == 2.0) ? RGB_YIQ(src) : \
(crtgamut == -3.0) ? RGB_FCC(src) : \
(crtgamut == -4.0) ? RGB_FCC(src) : \
RGB_YIQ(src) ;
// Clipping Logic / Gamut Limiting
vec2 UVmax = (crtgamut == 3.0) ? vec2(0.436798, 0.614777) : \
(crtgamut == -4.0) ? vec2(0.599002392519453, 0.52510120528935) : \
(crtgamut == -3.0) ? vec2(0.599002392519453, 0.52510120528935) : \
vec2(0.5959, 0.5227) ;
col = clamp(col.xyz, vec3(0.0, -UVmax.x, -UVmax.y), vec3(1.0, UVmax.x, UVmax.y));
col = (crtgamut == 3.0) ? col : \
(crtgamut == 2.0) ? col : \
(crtgamut == -3.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
(crtgamut == -4.0) ? PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
PCtoTV(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ;
// YIQ/YUV Analogue Color Controls (HUE + Color Shift + Color Burst)
float hue_radians = hue_degrees * (M_PI / 180.0);
float hue = atan(col.z, col.y) + hue_radians;
float chroma = sqrt(col.z * col.z + col.y * col.y);
col = vec3(col.x, chroma * cos(hue), chroma * sin(hue));
col.y = (mod((col.y + 1.0) + I_SHIFT, 2.0) - 1.0) * I_MUL;
col.z = (mod((col.z + 1.0) + Q_SHIFT, 2.0) - 1.0) * Q_MUL;
// Back to RGB
col = (crtgamut == 3.0) ? col : \
(crtgamut == 2.0) ? col : \
(crtgamut == -3.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
(crtgamut == -4.0) ? TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) : \
TVtoPC(col, 1.0, UVmax.x, UVmax.y, 1.0, false) ;
col = (crtgamut == 3.0) ? YUV_r601(col) : \
(crtgamut == 2.0) ? YIQ_RGB(col) : \
(crtgamut == -3.0) ? FCC_RGB(col) : \
(crtgamut == -4.0) ? FCC_RGB(col) : \
YIQ_RGB(col) ;
// Gamut Limiting
col = r601_YCC(clamp(col, 0., 1.));
col = (signal == 0.0) ? src : YCC_r601(clamp(col, vec3(0.0, -.886,-.700), vec3(1.0, .886,.700)));
// Developer baked CRT gamma (2.20 - 2.25)
col = moncurve_f_f3(col, gamma_in, 0.099);
// CRT Phosphor Gamut
mat3 m_in;
if (crtgamut == -4.0) { m_in = NTSC_FCC_transform; } else
if (crtgamut == -3.0) { m_in = Conrac_transform; } else
if (crtgamut == -2.0) { m_in = Sony20_20_transform; } else
if (crtgamut == -1.0) { m_in = SMPTE_transform; } else
if (crtgamut == 1.0) { m_in = P22_transform; } else
if (crtgamut == 2.0) { m_in = NTSC_J_transform; } else
if (crtgamut == 3.0) { m_in = EBU_transform; }
vec3 gamut = m_in*col;
// White Point Mapping
vec3 wp = (crtgamut == -4.0) ? wp_adjust(global.wp_temperature - (6404. - 6504.), gamut) : \
(crtgamut == -3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
(crtgamut == -2.0) ? wp_adjust(global.wp_temperature - (7600. - 6504.), gamut) : \
(crtgamut == -1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
(crtgamut == 1.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
(crtgamut == 2.0) ? wp_adjust(global.wp_temperature - (7400. - 6504.), gamut) : \
(crtgamut == 3.0) ? wp_adjust(global.wp_temperature - (6504. - 6504.), gamut) : \
wp_adjust(global.wp_temperature, gamut) ;
vec3 adj = clamp(XYZ_to_RGB(wp, SPC), 0., 1.);
// Guest Emulated CRT Electron Gun gamma (2.35 - 2.50) (phosphor gamma brings it up back to ~2.222)
adj = moncurve_r_f3(crtgamut == 0.0 ? col : adj, pow(gamma_in, 2.) / gamma_out, 0.099);
// Look LUT - (in SPC space)
float red = (adj.r * (global.LUT_Size1 - 1.0) + 0.4999) / (global.LUT_Size1 * global.LUT_Size1);
float green = (adj.g * (global.LUT_Size1 - 1.0) + 0.4999) / global.LUT_Size1;
float blue1 = (floor(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red;
float blue2 = (ceil(adj.b * (global.LUT_Size1 - 1.0)) / global.LUT_Size1) + red;
float mixer = clamp(max((adj.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
vec3 color1 = texture(SamplerLUT1, vec2(blue1, green)).rgb;
vec3 color2 = texture(SamplerLUT1, vec2(blue2, green)).rgb;
vec3 vcolor = (global.LUT1_toggle == 0.0) ? adj : mixfix(color1, color2, mixer);
// OETF - Opto-Electronic Transfer Function (Rec.709 does a Dim to Dark Surround adaptation)
vcolor = (SPC == 3.0) ? clamp(pow(vcolor, vec3(563./256.)), 0., 1.) : \
(SPC == 2.0) ? moncurve_f_f3(vcolor, 2.20 + 0.022222, 0.0993) : \
(SPC == 1.0) ? clamp(pow(vcolor, vec3(2.20 + 0.40)), 0., 1.) : \
(SPC == 0.0) ? moncurve_f_f3(vcolor, 2.20 + 0.20, 0.0550) : \
clamp(pow(pow(vcolor, vec3(1./1.019264)), vec3(2.20 + 0.20)), 0., 1.) ;
vcolor = RGB_to_XYZ(vcolor, SPC);
// Sigmoidal Contrast
vec3 Yxy = XYZtoYxy(vcolor);
float toGamma = clamp(moncurve_r(Yxy.r, 2.40, 0.055), 0., 1.);
toGamma = (Yxy.r > 0.5) ? contrast_sigmoid_inv(toGamma, 2.3, 0.5) : toGamma;
float sigmoid = (cntrst > 0.0) ? contrast_sigmoid(toGamma, cntrst, mid) : contrast_sigmoid_inv(toGamma, cntrst, mid);
vec3 contrast = vec3(moncurve_f(sigmoid, 2.40, 0.055), Yxy.g, Yxy.b);
vec3 XYZsrgb = clamp(XYZ_to_RGB(YxytoXYZ(contrast), SPC), 0., 1.);
contrast = (cntrst == 0.0) ? XYZ_to_RGB(vcolor, SPC) : XYZsrgb;
// Vignetting & Black Level
vec2 vpos = vTexCoord*(global.OriginalSize.xy/global.SourceSize.xy);
vpos *= 1.0 - vpos.xy;
float vig = vpos.x * vpos.y * vstr;
vig = min(pow(vig, vpower), 1.0);
contrast *= (vignette == 1.0) ? vig : 1.0;
contrast += (lift / 20.0) * (1.0 - contrast);
// RGB Related Transforms
vec4 screen = vec4(max(contrast, 0.0), 1.0);
float sat = g_sat + 1.0;
// r g b alpha ; alpha does nothing for our purposes
mat4 color = mat4(wlr, rg, rb, 0.0, //red tint
gr, wlg, gb, 0.0, //green tint
br, bg, wlb, 0.0, //blue tint
blr/20., blg/20., blb/20., 0.0); //black tint
vec3 coeff = (SPC == 3.0) ? vec3(0.29734000563621520, 0.62735998630523680, 0.07529000192880630) : \
(SPC == 2.0) ? vec3(0.24840137362480164, 0.67799961566925050, 0.03913172334432602) : \
(SPC == 1.0) ? vec3(0.22898375988006592, 0.69173991680145260, 0.07927616685628891) : \
vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192) ;
mat3 adjust = mat3((1.0 - sat) * coeff.x + sat, (1.0 - sat) * coeff.x, (1.0 - sat) * coeff.x,
(1.0 - sat) * coeff.y, (1.0 - sat) * coeff.y + sat, (1.0 - sat) * coeff.y,
(1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z, (1.0 - sat) * coeff.z + sat);
screen = clamp(rolled_gain_v4(screen, clamp(lum, -0.49, 0.99)), 0., 1.);
screen = color * screen;
// HUE vs SAT
vec3 src_h = RGB_to_XYZ(screen.rgb, SPC) * LMS;
src_h.x = src_h.x >= 0.0 ? pow(src_h.x, 0.43) : -pow(-src_h.x, 0.43);
src_h.y = src_h.y >= 0.0 ? pow(src_h.y, 0.43) : -pow(-src_h.y, 0.43);
src_h.z = src_h.z >= 0.0 ? pow(src_h.z, 0.43) : -pow(-src_h.z, 0.43);
src_h.xyz *= IPT;
float hue_at = atan(src_h.z, src_h.y);
chroma = sqrt(src_h.z * src_h.z + src_h.y * src_h.y);
float hue_radians_r = -40.0 * (M_PI / 180.0);
float hue_r = chroma * cos(hue_at + hue_radians_r) * 2.;
float hue_radians_g = 230.0 * (M_PI / 180.0);
float hue_g = chroma * cos(hue_at + hue_radians_g) * 2.;
float hue_radians_b = 100.0 * (M_PI / 180.0);
float hue_b = chroma * cos(hue_at + hue_radians_b) * 2.;
float msk = dot(clamp(vec3(hue_r, hue_g, hue_b), 0., 1.), vec3(satr, satg, satb)*(-1.));
src_h = mixfix(screen.rgb, vec3(dot(coeff, screen.rgb)), msk);
float sat_msk = (vibr < 0.0) ? 1.0 - abs(SatMask(src_h.x, src_h.y, src_h.z) - 1.0) * abs(vibr) : \
1.0 - (SatMask(src_h.x, src_h.y, src_h.z) * vibr) ;
src_h = mixfix(src_h, clamp(adjust * src_h, 0., 1.), clamp(sat_msk, 0., 1.));
// EOTF - Electro-Optical Transfer Function (Rec.709 does a Dim to Dark Surround adaptation)
vec3 TRC = (SPC == 3.0) ? clamp(pow(src_h, vec3(1./(563./256.))), 0., 1.) : \
(SPC == 2.0) ? moncurve_r_f3(src_h, 2.20 + 0.022222, 0.0993) : \
(SPC == 1.0) ? clamp(pow(src_h, vec3(1./(2.20 + 0.40))), 0., 1.) : \
(SPC == 0.0) ? moncurve_r_f3(src_h, 2.20 + 0.20, 0.0550) : \
clamp(pow(pow(src_h, vec3(1.019264)), vec3(1./(2.20 + 0.20))), 0., 1.) ;
// Technical LUT - (in SPC space)
float red_2 = (TRC.r * (global.LUT_Size2 - 1.0) + 0.4999) / (global.LUT_Size2 * global.LUT_Size2);
float green_2 = (TRC.g * (global.LUT_Size2 - 1.0) + 0.4999) / global.LUT_Size2;
float blue1_2 = (floor(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2;
float blue2_2 = (ceil(TRC.b * (global.LUT_Size2 - 1.0)) / global.LUT_Size2) + red_2;
float mixer_2 = clamp(max((TRC.b - blue1_2) / (blue2_2 - blue1_2), 0.0), 0.0, 32.0);
vec3 color1_2 = texture(SamplerLUT2, vec2(blue1_2, green_2)).rgb;
vec3 color2_2 = texture(SamplerLUT2, vec2(blue2_2, green_2)).rgb;
vec3 LUT2_output = mixfix(color1_2, color2_2, mixer_2);
LUT2_output = (global.LUT2_toggle == 0.0) ? TRC : LUT2_output;
FragColor = vec4(LUT2_output + aftglow.rgb, 1.0);
}

View file

@ -14,15 +14,18 @@ layout(std140, set = 0, binding = 0) uniform UBO
float quality, ntsc_sat, cust_fringing, cust_artifacting, ntsc_bright, ntsc_scale, ntsc_fields, ntsc_phase, ntsc_cscale;
} global;
#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-row1 "------------------------------------------------" 0.0 0.0 1.0 1.0
#pragma parameter quality "Values: Svideo = 0.0 | Composite = 1.0 | RF = 2.0" 0.0 0.0 1.0 1.0
#pragma parameter cust_fringing "NTSC Fringing Value" 1.0 0.0 5.0 0.1
#pragma parameter cust_artifacting "NTSC Artifacting Value" 1.0 0.0 5.0 0.1
#pragma parameter ntsc-row2 "------------------------------------------------" 0.0 0.0 1.0 1.0
#pragma parameter ntsc_fields "NTSC Merge Fields: Auto | NO | YES" -1.0 -1.0 1.0 1.0
#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase | Mixed" 1.0 1.0 4.0 1.0
#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 2.5 0.025
#pragma parameter ntsc_cscale "NTSC Chroma Scaling / Bleeding" 1.0 0.20 2.25 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
@ -48,15 +51,17 @@ void main()
vTexCoord = TexCoord;
pix_no = TexCoord * global.SourceSize.xy * (res * 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);
if (global.ntsc_phase == 4.0) phase = 3.0;
CHROMA_MOD_FREQ = (phase < 2.5) ? (4.0 * PI / 15.0) : (PI / 3.0);
ARTIFACTING = (global.quality > -0.5) ? global.quality : global.cust_artifacting;
FRINGING = (global.quality > -0.5) ? global.quality : global.cust_fringing;
ARTIFACTING = global.cust_artifacting;
FRINGING = global.cust_fringing;
SATURATION = global.ntsc_sat;
BRIGHTNESS = global.ntsc_bright;
MERGE = (int(global.quality) == 2 || phase < 2.5) ? 0.0 : 1.0;
MERGE = (int(global.quality) == -1) ? global.ntsc_fields : MERGE;
MERGE = 0.0;
if (global.ntsc_fields == -1.0 && phase == 3.0) MERGE = 1.0;
else if (global.ntsc_fields == 0.0) MERGE = 0.0;
else if (global.ntsc_fields == 1.0) MERGE = 1.0;
}
#pragma stage fragment
@ -99,9 +104,19 @@ void main()
{
float res = global.ntsc_scale;
vec3 col = texture(Source, vTexCoord).rgb;
vec3 yiq = rgb2yiq(col);
float lum = yiq.x;
if (global.ntsc_phase == 4.0)
{
vec2 dx = vec2(global.OriginalSize.z, 0.0);
vec3 c1 = texture(Source, vTexCoord - dx).rgb;
vec3 c2 = texture(Source, vTexCoord + dx).rgb;
c1 = rgb2yiq(c1);
c2 = rgb2yiq(c2);
yiq.x = mix(min(0.5*(yiq.x + max(c1.x,c2.x)), max(yiq.x , min(c1.x,c2.x))), yiq.x, 5.0*min(abs(c1.x-c2.x),1.0));
}
vec3 yiq2 = yiq;
vec3 yiqs = yiq;
vec3 yiqz = yiq;
@ -148,6 +163,11 @@ if (MERGE > 0.5)
yiq.x = dot(yiqz, mix_mat[0]); // Cross-talk.
}
if (global.ntsc_phase == 4.0)
{
yiq.x = lum; yiq2.x = lum;
}
yiq = (MERGE < 0.5) ? yiq : 0.5*(yiq+yiq2);
FragColor = vec4(yiq, lum);

View file

@ -19,8 +19,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter ntsc_cscale "NTSC Chroma Scaling / Bleeding" 1.0 0.20 2.25 0.05
#pragma parameter ntsc_scale "NTSC Resolution Scaling" 1.0 0.20 2.5 0.025
#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase" 1.0 1.0 3.0 1.0
#pragma parameter ntsc_ring "NTSC Anti-Ringing" 0.0 0.0 1.0 1.0
#pragma parameter ntsc_phase "NTSC Phase: Auto | 2 phase | 3 phase | Mixed" 1.0 1.0 4.0 1.0
#pragma parameter ntsc_ring "NTSC Anti-Ringing" 0.5 0.0 1.0 0.10
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -37,6 +37,8 @@ void main()
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 fetch_offset(float offset, float one_x)
{
@ -64,6 +66,7 @@ vec3 rgb2yiq(vec3 col)
return col * yiq_mat;
}
const int TAPS_2_phase = 32;
const float luma_filter_2_phase[33] = float[33](
-0.000174844,
@ -100,7 +103,103 @@ const float luma_filter_2_phase[33] = float[33](
0.168055832,
0.178571429);
const float chroma_filter_2_phase[33] = float[33](
const int TAPS_3_phase = 24;
const float luma_filter_3_phase[25] = float[25](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.005909882,
-0.012049081,
-0.018222860,
-0.022606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.220176552);
const float chroma_filter_3_phase[25] = float[25](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
const float chroma_filter_4_phase[33] = float[33](
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
0.0,
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
void main()
{
float chroma_filter_2_phase[33] = float[33](
0.001384762,
0.001678312,
0.002021715,
@ -135,68 +234,13 @@ const float chroma_filter_2_phase[33] = float[33](
0.031420995,
0.031517031);
const int TAPS_3_phase = 24;
const float luma_filter_3_phase[25] = float[25](
-0.000012020,
-0.000022146,
-0.000013155,
-0.000012020,
-0.000049979,
-0.000113940,
-0.000122150,
-0.000005612,
0.000170516,
0.000237199,
0.000169640,
0.000285688,
0.000984574,
0.002018683,
0.002002275,
-0.000909882,
-0.007049081,
-0.013222860,
-0.012606931,
0.002460860,
0.035868225,
0.084016453,
0.135563500,
0.175261268,
0.190176552);
const float chroma_filter_3_phase[25] = float[25](
-0.000118847,
-0.000271306,
-0.000502642,
-0.000930833,
-0.001451013,
-0.002064744,
-0.002700432,
-0.003241276,
-0.003524948,
-0.003350284,
-0.002491729,
-0.000721149,
0.002164659,
0.006313635,
0.011789103,
0.018545660,
0.026414396,
0.035100710,
0.044196567,
0.053207202,
0.061590275,
0.068803602,
0.074356193,
0.077856564,
0.079052396);
void main()
{
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 (global.ntsc_phase == 4.0) { phase = 2.0; chroma_filter_2_phase = chroma_filter_4_phase; }
if(phase < 2.5)
{
@ -283,7 +327,7 @@ void main()
}
if (global.ntsc_ring > 0.5)
if (global.ntsc_ring > 0.05)
{
vec2 dx = vec2(global.OriginalSize.z / min(res, 1.0), 0.0);
float a = texture(Source, vTexCoord - 1.5*dx).a;
@ -291,11 +335,14 @@ void main()
float c = texture(Source, vTexCoord + 1.5*dx).a;
float d = texture(Source, vTexCoord + 0.5*dx).a;
float e = texture(Source, vTexCoord ).a;
signal.x = clamp(signal.x, min(min(min(a,b),min(c,d)),e), max(max(max(a,b),max(c,d)),e));
signal.x = mix(signal.x, clamp(signal.x, min(min(min(a,b),min(c,d)),e), max(max(max(a,b),max(c,d)),e)), global.ntsc_ring);
}
vec3 orig = rgb2yiq(texture(PrePass0, vTexCoord).rgb);
signal.x = clamp(signal.x, -1.0, 1.0);
vec3 rgb = signal;
FragColor = vec4(rgb, 1.0);
FragColor = vec4(rgb, orig.x);
}

View file

@ -68,7 +68,8 @@ vec3 rgb2yiq(vec3 col)
void main()
{
vec2 offsetx = vec2(0.5 * global.OriginalSize.z, 0.0);
vec2 texcoord = vTexCoord + vec2(0.25 * global.SourceSize.z, 0.0);
vec2 dx = vec2(0.25 * global.SourceSize.z, 0.0);
vec2 texcoord = vTexCoord + dx;
vec3 l1 = texture(Source, texcoord + offsetx).xyz;
vec3 l2 = texture(Source, texcoord - offsetx).xyz;
@ -76,7 +77,7 @@ void main()
vec3 l4 = texture(Source, texcoord - 0.50*offsetx).xyz;
vec3 ref = texture(Source, texcoord).xyz;
float lum1 = texture(NPass1, vTexCoord).a;
float lum1 = min(texture(Source, vTexCoord - dx).a, texture(Source, vTexCoord + dx).a);
float lum2 = max(ref.x, 0.0);
float dif = max(max(abs(l1.x-l2.x), abs(l1.y-l2.y)), max(abs(l1.z-l2.z), abs(l1.x*l1.x-l2.x*l2.x)));

View file

@ -3,7 +3,7 @@
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
Copyright (C) 2020 - 2023 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
@ -23,24 +23,28 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEHB;
float SIGMA_HB;
float BLOOMCUT_H;
float FINE_BLOOM;
} params;
#pragma parameter bogus_glow "[ GLOW/BLOOM PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) 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
#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEHB " Horizontal Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 0.75 0.25 15.0 0.025
#define SIGMA_HB params.SIGMA_HB
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation/(Glow) Substract" 0.0 0.0 0.5 0.01
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
#define BLOOMCUT_H params.BLOOMCUT_H
layout(std140, set = 0, binding = 0) uniform UBO
@ -75,7 +79,7 @@ float gaussian(float x)
void main()
{
vec4 SourceSize1 = params.OriginalSize;
vec4 SourceSize1 = params.OriginalSize * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
@ -90,7 +94,8 @@ void main()
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = max(gaussian(n+f) - BLOOMCUT_H, 0.0);
w = gaussian(n+f);
w = (BLOOMCUT_H >= 0.0) ? max(w - BLOOMCUT_H, 0.0) : (max(w + BLOOMCUT_H, 0.0)/(1.0 + BLOOMCUT_H));
pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;

View file

@ -3,7 +3,7 @@
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
Copyright (C) 2020 - 2023 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
@ -21,7 +21,6 @@
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
@ -31,16 +30,19 @@ layout(push_constant) uniform Push
float SIZEVB;
float SIGMA_VB;
float BLOOMCUT_V;
float FINE_BLOOM;
} params;
#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEVB " V. Bloom/Halation/Glow Radius" 4.0 1.0 30.0 1.0
#pragma parameter SIZEVB " Vertical Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEVB params.SIZEVB
#pragma parameter SIGMA_VB " Vertical Bloom/Halation/Glow Sigma" 1.0 0.25 15.0 0.05
#pragma parameter SIGMA_VB " Vertical Bloom/Halation Sigma" 0.60 0.25 15.0 0.025
#define SIGMA_VB params.SIGMA_VB
#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation/(Glow) Substract" 0.0 0.0 0.5 0.01
#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
#define BLOOMCUT_V params.BLOOMCUT_V
layout(std140, set = 0, binding = 0) uniform UBO
@ -75,8 +77,10 @@ float gaussian(float x)
void main()
{
vec4 SourceSize1 = vec4(params.SourceSize.x, params.OriginalSize.y, params.SourceSize.z, params.OriginalSize.w);
vec4 SourceSize1 = params.SourceSize;
SourceSize1.yw = params.OriginalSize.yw;
SourceSize1 = SourceSize1 * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
@ -91,7 +95,8 @@ void main()
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy);
w = max(gaussian(n+f) - BLOOMCUT_V, 0.0);
w = gaussian(n+f);
w = (BLOOMCUT_V >= 0.0) ? max(w - BLOOMCUT_V, 0.0) : (max(w + BLOOMCUT_V, 0.0)/(1.0 + BLOOMCUT_V));
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;

View file

@ -27,7 +27,7 @@
layout(push_constant) uniform Push
{
float brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
glow, vertmask, maskstr, inters, bloom, halation, scans, gamma_c, gamma_out, IOS, no_scanlines;
glow, maskstr, inters, bloom, halation, scans, gamma_c, gamma_out, IOS, no_scanlines, tds, clips, ssharp;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
@ -51,7 +51,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
float scan_falloff;
float overscanX;
float overscanY;
float bloom_dist;
float bloom_dist;
float bmask1;
float hmask1;
} global;
#pragma parameter bogus_screen "[ SCREEN OPTIONS ]: " 0.0 0.0 1.0 1.0
@ -99,15 +101,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom params.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation params.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
#define gamma_c params.gamma_c // adjust brightness
@ -117,6 +125,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter clips " Clip Saturated Color Beams" 0.0 -1.0 1.0 0.05
#define clips params.clips // kinky effect
#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
@ -134,18 +145,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter tds " Thinner Dark Scanlines" 0.0 0. 1.0 1.0
#define tds params.tds // thinner dark scanlines
#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 / Mask Falloff" 0.50 -5.0 5.0 0.10
#define scans params.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01
#define ssharp params.ssharp
#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
#define no_scanlines params.no_scanlines
@ -180,7 +194,12 @@ float st(float x)
{
return exp2(-10.0*x*x);
}
float st1(float x)
{
return exp2(-8.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
@ -226,6 +245,12 @@ vec2 Warp(vec2 pos)
return pos*0.5 + 0.5;
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
@ -296,8 +321,11 @@ void main()
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma)));
float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f);
float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
@ -313,6 +341,8 @@ if (!interb)
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
if (tds > 0.5) { shape1 = mix(scanline2, shape1, creff1); shape2 = mix(scanline2, shape2, creff2); }
float f1 = f;
float f2 = 1.0-f;
@ -337,6 +367,18 @@ if (!interb)
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
if (abs(clips) > 0.005)
{
sy = mc1; vec3 l1 = sqrt(w1*wt1); vec3 l2 = sqrt(w2*wt2);
one = (clips > 0.0) ? w1 : mix(w1, l1, sy);
float sat = 1.0001-min(min(cref1.r,cref1.g),cref1.b);
color1 = mix(color1, plant(pow(color1, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
sy = mc2;
sat = 1.0001-min(min(cref2.r,cref2.g),cref2.b);
one = (clips > 0.0) ? w2 : mix(w2, l2, sy);
color2 = mix(color2, plant(pow(color2, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
}
color = (gc(color1)*w1 + gc(color2)*w2);
color = min(color, 1.0);

View file

@ -52,7 +52,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
float no_scanlines;
float intres;
float fcompat;
float smask_mit;
float smask_mit;
float ssharp;
} global;
#pragma parameter fcompat " Compatibility Mode (slower, use if glitchy)" 0.0 0.0 1.0 1.0
@ -131,6 +132,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01
#define ssharp global.ssharp
#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
#define no_scanlines global.no_scanlines
@ -461,7 +465,8 @@ vec3 Mask(vec2 pos, float mx, inout float swidth)
}
swidth*=masksize;
return mask;
float maskmin = min(min(mask.r,mask.g),mask.b);
return (mask - maskmin) * (1.0 + (maskboost-1.0)) + maskmin;
}
float SlotMask(vec2 pos, float m, float swidth)
@ -570,11 +575,11 @@ void main()
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);
float refresh1 = 60.0;
float refresh2 = round(TEX0.y*59.0);
bool frames = (floor(mod(float(global.FrameCount), refresh1)) == refresh2);
bool not_same = (same2 + same3 + same4 + same5) > 0.25;
bool frames = (abs(floor(mod(float(global.FrameCount), refresh1)) - refresh2) < 0.001);
bool not_same = (same2 + same3 + same4 + same5) > 0.5;
if ( not_same || frames || (interb && (no_scanlines < 0.025)) || global.fcompat > 0.5)
@ -645,8 +650,11 @@ if ( not_same || frames || (interb && (no_scanlines < 0.025)) || global.fcompat
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma)));
float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f);
float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
@ -764,15 +772,16 @@ if(bloom > 0.025)
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), 0.75*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);
Glow = mix(Glow, 0.25*color, colmx);
color = color + 0.5*glow*Glow;
color = min(color, mix(one, cmask, mclip));
color = pow(color, vec3(1.0/gamma_out));
color = min(color, 1.0);

View file

@ -40,7 +40,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
float bloom;
float halation;
float slotms;
float mclip;
float mask_gamma;
float gamma_out;
float overscanX;
@ -70,6 +69,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
float smask_mit;
float mask_zoom;
float no_scanlines;
float bmask;
float bmask1;
float hmask1;
} global;
@ -83,15 +85,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
@ -153,21 +161,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -4.0 4.0 1.0
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -5.0 5.0 1.0
#define mask_zoom global.mask_zoom // Mask Size
#pragma parameter mshift " (Transform to) Shadow Mask" 0.0 0.0 1.0 0.5
#define mshift params.mshift // do the "shadow mask"
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#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 mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5
#define mshift params.mshift // mask 'line' shift/stagger
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
@ -186,15 +194,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter slotms " Slot Mask Thickness" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Thickness
#pragma parameter mclip " Keep Mask effect with clipping" 0.0 0.0 1.0 0.05
#define mclip global.mclip //
#pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0
#define smoothmask global.smoothmask
#pragma parameter smask_mit " Mitigate Slotmask Interaction" 0.0 0.0 1.0 0.05
#define smask_mit global.smask_mit
#pragma parameter bmask " Base (black) Mask strength" 0.0 0.0 0.25 0.01
#define bmask global.bmask
#pragma parameter gamma_out " Gamma out" 2.4 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
@ -262,14 +270,7 @@ vec3 Mask(vec2 pos, float mx, float mb)
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
// No mask
if (shadowMask == -1.0)
{
mask = one;
}
// Phosphor.
else if (shadowMask == 0.0)
if (shadowMask == 0.0)
{
float mc = 1.0 - max(maskstr, 0.0);
pos.x = fract(pos.x*0.5);
@ -564,8 +565,6 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
dy = posy * dy;
}
// if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey));
vec2 rc = global.deconrr * dx + global.deconrry*dy;
vec2 gc = global.deconrg * dx + global.deconrgy*dy;
vec2 bc = global.deconrb * dx + global.deconrby*dy;
@ -582,7 +581,7 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
b = clamp(mix(b, d, ds), 0.0, 1.0);
b = mix(b, d, min(ds,1.0));
}
void main()
@ -622,7 +621,7 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
float cm = igc(max(max(color.r,color.g),color.b));
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
float colmx = max(mx1, cm);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0); if(interb) w3 = 1.0;
vec2 dx = vec2(0.001, 0.0);
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
@ -635,7 +634,7 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
dx = vec2(global.OriginalSize.z, 0.0)*0.25;
mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0);
float mb = (1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0));
vec3 one = vec3(1.0);
@ -643,36 +642,39 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
vec3 orig1 = color;
vec3 cmask = one;
vec2 maskcoord = gl_FragCoord.xy * 1.00001;
vec2 scoord = maskcoord;
vec3 cmask1 = one;
vec3 cmask2 = one;
// mask widths and mask dark compensate (fractional part) values
float mwidths[14] = float[14] (2.0, 3.0, 3.0, 3.0, 6.0, 2.4, 3.5, 2.4, 3.25, 3.5, 4.5, 4.25, 7.5, 6.25);
float mwidth = mwidths[int(shadowMask)];
float mask_compensate = fract(mwidth);
if (shadowMask > -0.5)
{
vec2 maskcoord = gl_FragCoord.xy * 1.00001;
vec2 scoord = maskcoord;
mwidth = floor(mwidth) * masksize;
float swidth = mwidth;
bool zoomed = (abs(mask_zoom) > 0.75);
float mscale = 1.0;
vec2 maskcoord0 = maskcoord;
maskcoord.y = floor(maskcoord.y/masksize);
float mwidth1 = max(mwidth + mask_zoom, 2.0);
if ( abs(mshift) > 0.75 )
if ( mshift > 0.25 )
{
float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
float next_line = float(fract((maskcoord.y/stagg_lvl)*0.5) > 0.25);
maskcoord0.x = (mshift > -0.25) ? (maskcoord0.x + next_line * floor(mshift)) : (maskcoord0.x + floor(maskcoord.y / stagg_lvl) * floor(abs(mshift)));
float stagg_lvl = 1.0; if (fract(mshift) > 0.25) stagg_lvl = 2.0;
float next_line = float(floor(mod(maskcoord.y, 2.0*stagg_lvl)) < stagg_lvl);
maskcoord0.x = maskcoord0.x + next_line * 0.5 * mwidth1;
}
maskcoord = maskcoord0/masksize; if (mask_zoom >= 0.0) maskcoord = floor(maskcoord);
if ( !zoomed )
cmask*= Mask(maskcoord, mx, mb);
cmask*= Mask(floor(maskcoord), mx, mb);
else{
float mwidth1 = max(mwidth + mask_zoom, 2.0);
mscale = mwidth1/mwidth;
float mlerp = fract(maskcoord.x/mscale);
float mcoord = floor(maskcoord.x/mscale); if (shadowMask == 12.0 && mask_zoom == -2.0) mcoord = ceil(maskcoord.x/mscale);
@ -688,15 +690,16 @@ else{
smask = SlotMask(scoord + vec2(sm_offset,0.0), mx, swidth);
smask = clamp(smask + mix(smask_mit, 0.0, min(w3, pow(w3*max(max(orig1.r,orig1.g),orig1.b), 0.33333))), 0.0, 1.0);
cmask2 = cmask;
cmask*=smask;
vec3 cmask1 = cmask;
cmask1 = cmask;
if (mask_bloom > 0.025)
if (abs(mask_bloom) > 0.025)
{
float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg);
maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist);
cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask);
maxbl = maxbl * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
if (mask_bloom > 0.025) cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask); else cmask = max(mix(cmask, cmask*(1.0-0.5*maxbl) + plant(pow(Bloom,0.35.xxx),maxbl), -mask_bloom),cmask);
}
color = pow(color, vec3(mask_gamma/gamma_in));
@ -704,10 +707,10 @@ else{
color = min(color,1.0);
color = pow(color, vec3(gamma_in/mask_gamma));
cmask = min(cmask, 1.0);
cmask1 = min(cmask1, 1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx);
}
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx); if(shadowMask < -0.5) dark_compensate = 1.0;
float bb = mix(brightboost, brightboost1, mx) * dark_compensate;
color*=bb;
@ -717,33 +720,34 @@ else{
float vig = COMPAT_TEXTURE(PrePass, clamp(pos, 0.0+0.5*global.OriginalSize.zw, 1.0-0.5*global.OriginalSize.zw)).a;
vec3 Bloom1 = Bloom;
vec3 bcmask = mix(one, cmask, bmask1);
vec3 hcmask = mix(one, cmask, hmask1);
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = bcmask*Bloom1 * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
color = min(color, mix(one, cmask1, mclip));
if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0;
if (!interb) color = declip(min(color,1.0), mix(1.0, w3, 0.6));
if (halation > 0.01) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; }
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*halation; }
else
if (halation < -0.01) {
float mbl = max(max(Bloom.r,Bloom.g),Bloom.b);
Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75));
color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); }
color = color + 2.0*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*(-halation); }
if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); }
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; }
if (smoothmask > 0.5) { color = min(color,1.0); color = max(min(color/w3, 1.0)*w3, min(orig1*bb,color*(1.0-w3))); }
Glow = mix(Glow, 0.25*color, colmx);
if (glow >= 0.0) color = color + 0.5*Glow*glow; else { cmask2*=cmask2; color = color + (-glow)*min(cmask2,1.0)*Glow; }
color = min(color, 1.0);
@ -757,6 +761,9 @@ if (abs(bloom) > 0.025)
if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(params.addnoised) * rc);
else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(params.addnoised)),1.0);
}
colmx = max(max(orig1.r,orig1.g),orig1.b);
color = color + bmask*mix(cmask2, 0.125*(1.0-colmx)*color, min(20.0*colmx, 1.0));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
}

View file

@ -87,7 +87,7 @@ void main()
float w = 1.0;
if ((color0.r + color0.g + color0.b < 5.0/255.0)) { w = 0.0; }
vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 2.0/255.0, 0.0), color, w);
vec3 result = mix( max(mix(color, accumulate, 0.49 + vec3(PR, PG, PB))- 1.25/255.0, 0.0), color, w);
FragColor = vec4(result, w);
}

View file

@ -3,7 +3,7 @@
/*
Gaussian blur - horizontal pass, dynamic range, resizable
Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
Copyright (C) 2020 - 2023 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
@ -23,24 +23,28 @@
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 LinearizePassSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SIZEHB;
float SIGMA_HB;
float BLOOMCUT_H;
float FINE_BLOOM;
} params;
#pragma parameter bogus_glow2 "[ BLOOM PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter bogus_bloom "[ BLOOM/HALATION/(GLOW) PASS SETTINGS ]:" 0.0 0.0 1.0 1.0
#pragma parameter SIZEHB " H. Bloom/Halation Radius" 4.0 1.0 30.0 1.0
#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEHB " Horizontal Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEHB params.SIZEHB
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 1.0 0.25 15.0 0.05
#pragma parameter SIGMA_HB " Horizontal Bloom/Halation Sigma" 0.75 0.25 15.0 0.025
#define SIGMA_HB params.SIGMA_HB
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation Substract" 0.0 0.0 0.5 0.01
#pragma parameter BLOOMCUT_H " Horizontal Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
#define BLOOMCUT_H params.BLOOMCUT_H
layout(std140, set = 0, binding = 0) uniform UBO
@ -75,7 +79,7 @@ float gaussian(float x)
void main()
{
vec4 SourceSize1 = params.OriginalSize;
vec4 SourceSize1 = params.OriginalSize * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.x * vTexCoord.x);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
@ -90,7 +94,8 @@ void main()
do
{
pixel = COMPAT_TEXTURE(LinearizePass, tex + n*dx);
w = max(gaussian(n+f) - BLOOMCUT_H, 0.0);
w = gaussian(n+f);
w = (BLOOMCUT_H >= 0.0) ? max(w - BLOOMCUT_H, 0.0) : (max(w + BLOOMCUT_H, 0.0)/(1.0 + BLOOMCUT_H));
pixel.a = max(max(pixel.r, pixel.g),pixel.b);
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;

View file

@ -3,7 +3,7 @@
/*
Gaussian blur - vertical pass, dynamic range, resizable
Copyright (C) 2020 - 2022 guest(r) - guest.r@gmail.com
Copyright (C) 2020 - 2023 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
@ -21,7 +21,6 @@
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
@ -31,16 +30,19 @@ layout(push_constant) uniform Push
float SIZEVB;
float SIGMA_VB;
float BLOOMCUT_V;
float FINE_BLOOM;
} params;
#pragma parameter FINE_BLOOM " Fine Bloom/Halation Sampling" 1.0 1.0 4.0 1.0
#define FINE_BLOOM params.FINE_BLOOM
#pragma parameter SIZEVB " V. Bloom/Halation Radius" 4.0 1.0 30.0 1.0
#pragma parameter SIZEVB " Vertical Bloom/Halation Radius" 3.0 1.0 50.0 1.0
#define SIZEVB params.SIZEVB
#pragma parameter SIGMA_VB " Vertical Bloom/Halation Sigma" 1.0 0.25 15.0 0.05
#pragma parameter SIGMA_VB " Vertical Bloom/Halation Sigma" 0.60 0.25 15.0 0.025
#define SIGMA_VB params.SIGMA_VB
#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation Substract" 0.0 0.0 0.5 0.01
#pragma parameter BLOOMCUT_V " Vertical Bloom/Halation Substract" 0.0 -0.5 0.5 0.05
#define BLOOMCUT_V params.BLOOMCUT_V
layout(std140, set = 0, binding = 0) uniform UBO
@ -75,8 +77,10 @@ float gaussian(float x)
void main()
{
vec4 SourceSize1 = vec4(params.SourceSize.x, params.OriginalSize.y, params.SourceSize.z, params.OriginalSize.w);
vec4 SourceSize1 = params.SourceSize;
SourceSize1.yw = params.OriginalSize.yw;
SourceSize1 = SourceSize1 * mix(1.0.xxxx, vec4(FINE_BLOOM, FINE_BLOOM, 1.0/FINE_BLOOM, 1.0/FINE_BLOOM), min(FINE_BLOOM-1.0,1.0));
float f = fract(SourceSize1.y * vTexCoord.y);
f = 0.5 - f;
vec2 tex = floor(SourceSize1.xy * vTexCoord)*SourceSize1.zw + 0.5*SourceSize1.zw;
@ -91,7 +95,8 @@ void main()
do
{
pixel = COMPAT_TEXTURE(Source, tex + n*dy);
w = max(gaussian(n+f) - BLOOMCUT_V, 0.0);
w = gaussian(n+f);
w = (BLOOMCUT_V >= 0.0) ? max(w - BLOOMCUT_V, 0.0) : (max(w + BLOOMCUT_V, 0.0)/(1.0 + BLOOMCUT_V));
pixel.a*=pixel.a*pixel.a;
color = color + w * pixel;
wsum = wsum + w;

View file

@ -27,7 +27,7 @@
layout(push_constant) uniform Push
{
float IOS, brightboost, brightboost1, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
glow, inters, bloom, halation, scans, gamma_c, no_scanlines, MAXS;
glow, inters, bloom, halation, scans, gamma_c, no_scanlines, MAXS, tds, clips, ssharp;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
@ -58,6 +58,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
float overscanX;
float overscanY;
float bloom_dist;
float bmask1;
float hmask1;
} global;
#pragma parameter bogus_vfiltering "[ VERTICAL/INTERLACING FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0
@ -125,15 +127,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom params.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation params.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter gamma_c " Gamma correct" 1.0 0.50 2.0 0.025
#define gamma_c params.gamma_c // adjust brightness
@ -143,6 +151,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter brightboost1 " Bright Boost Bright Pixels" 1.10 0.25 3.00 0.025
#define brightboost1 params.brightboost1 // adjust brightness
#pragma parameter clips " Clip Saturated Color Beams" 0.0 -1.0 1.0 0.05
#define clips params.clips // kinky effect
#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
@ -160,18 +171,24 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter beam_max " Scanline Shape Bright Pixels" 1.00 0.2 3.5 0.025
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter tds " Thinner Dark Scanlines" 0.0 0. 1.0 1.0
#define tds params.tds // thinner dark scanlines
#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 scans " Scanline Saturation / Mask Falloff" 0.50 -5.0 5.0 0.10
#define scans params.scans // scanline saturation
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.05
#pragma parameter scan_falloff " Scanline Falloff" 1.0 0.10 2.0 0.025
#define scan_falloff global.scan_falloff // scanline falloff
#pragma parameter scangamma " Scanline Gamma" 2.40 0.5 5.0 0.05
#define scangamma global.scangamma
#pragma parameter ssharp " Smart Sharpen Scanlines" 0.0 0.0 0.30 0.01
#define ssharp params.ssharp
#pragma parameter no_scanlines " No-scanline mode" 0.0 0.0 1.5 0.05
#define no_scanlines params.no_scanlines
@ -209,7 +226,12 @@ float st(float x)
{
return exp2(-10.0*x*x);
}
float st1(float x)
{
return exp2(-8.0*x*x);
}
float sw0(float x, float color, float scanline)
{
float tmp = mix(beam_min, beam_max, color);
@ -233,7 +255,7 @@ float sw2(float x, float color, float scanline)
float ex = x*tmp;
return exp2(-scanline*ex*ex);
}
vec3 gc(vec3 c)
{
@ -312,6 +334,12 @@ vec3 v_resample (vec2 tex0, vec4 Size) {
return color;
}
vec3 plant (vec3 tar, float r)
{
float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
return tar * r / t;
}
void main()
{
@ -389,8 +417,11 @@ void main()
if (!interb)
{
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
vec3 luma = vec3(0.2126, 0.7152, 0.0722);
float ssub = ssharp*max(abs(scolor1.x-scolor2.x), abs(dot(color1,luma)-dot(color2,luma)));
float shape1 = mix(scanline1, scanline2 + ssub * scolor1.x * 35.0, f);
float shape2 = mix(scanline1, scanline2 + ssub * scolor2.x * 35.0, 1.0-f);
float wt1 = st(f);
float wt2 = st(1.0-f);
@ -406,6 +437,8 @@ if (!interb)
vec3 cref1 = mix(sctmp, scolor1, beam_size); float creff1 = pow(max(max(cref1.r,cref1.g),cref1.b), scan_falloff);
vec3 cref2 = mix(sctmp, scolor2, beam_size); float creff2 = pow(max(max(cref2.r,cref2.g),cref2.b), scan_falloff);
if (tds > 0.5) { shape1 = mix(scanline2, shape1, creff1); shape2 = mix(scanline2, shape2, creff2); }
float f1 = f;
float f2 = 1.0-f;
@ -414,7 +447,7 @@ if (!interb)
{ 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);
@ -430,7 +463,18 @@ if (!interb)
float scanpow2 = (scans > 0.0) ? 1.0 : pow(f2, 0.375);
w1 = pow(w1, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref1, scanpow1)));
w2 = pow(w2, mix(2.0*abs(scans).xxx + 1.0, 1.0.xxx, mix(1.0.xxx, cref2, scanpow2)));
if (abs(clips) > 0.005)
{
sy = mc1; vec3 l1 = sqrt(w1*wt1); vec3 l2 = sqrt(w2*wt2);
one = (clips > 0.0) ? w1 : mix(w1, l1, sy);
float sat = 1.0001-min(min(cref1.r,cref1.g),cref1.b);
color1 = mix(color1, plant(pow(color1, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
sy = mc2;
sat = 1.0001-min(min(cref2.r,cref2.g),cref2.b);
one = (clips > 0.0) ? w2 : mix(w2, l2, sy);
color2 = mix(color2, plant(pow(color2, 0.70.xxx-0.325*sat),sy), pow(sat,0.3333)*one*abs(clips));
}
color = (gc(color1)*w1 + gc(color2)*w2);
color = min(color, 1.0);

View file

@ -40,7 +40,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
float bloom;
float halation;
float slotms;
float mclip;
float mask_gamma;
float gamma_out;
float overscanX;
@ -78,6 +77,9 @@ layout(std140, set = 0, binding = 0) uniform UBO
float smask_mit;
float mask_zoom;
float no_scanlines;
float bmask;
float bmask1;
float hmask1;
} global;
@ -101,15 +103,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter bloom " Bloom Strength" 0.0 -2.0 2.0 0.05
#define bloom global.bloom // bloom effect
#pragma parameter mask_bloom " Mask Bloom" 0.0 0.0 2.0 0.05
#pragma parameter mask_bloom " Mask Bloom" 0.0 -2.0 2.0 0.05
#define mask_bloom params.mask_bloom // bloom effect
#pragma parameter bloom_dist " Bloom Distribution" 0.0 0.0 3.0 0.05
#pragma parameter bloom_dist " Bloom Distribution" 0.0 -2.0 3.0 0.05
#define bloom_dist global.bloom_dist // bloom effect distribution
#pragma parameter halation " Halation Strength" 0.0 -2.0 2.0 0.025
#define halation global.halation // halation effect
#pragma parameter bmask1 " Bloom Mask Strength" 0.0 -1.0 1.0 0.025
#define bmask1 global.bmask1 // bloom/halation mask strength
#pragma parameter hmask1 " Halation Mask Strength" 0.5 0.0 1.0 0.025
#define hmask1 global.hmask1 // bloom/halation mask strength
#pragma parameter brightboost " Bright Boost Dark Pixels" 1.40 0.25 10.0 0.05
#define brightboost params.brightboost // adjust brightness
@ -171,21 +179,21 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter masksize " CRT Mask Size" 1.0 1.0 4.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -4.0 4.0 1.0
#pragma parameter mask_zoom " CRT Mask Zoom (+ mask width)" 0.0 -5.0 5.0 1.0
#define mask_zoom global.mask_zoom // Mask Size
#pragma parameter mshift " (Transform to) Shadow Mask" 0.0 0.0 1.0 0.5
#define mshift params.mshift // do the "shadow mask"
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#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 mshift " Mask Shift/Stagger" 0.0 -8.0 8.0 0.5
#define mshift params.mshift // mask 'line' shift/stagger
#pragma parameter mask_layout " Mask Layout: RGB or BGR (check LCD panel) " 0.0 0.0 1.0 1.0
#define mask_layout params.mask_layout // mask layout: RGB or BGR
#pragma parameter mask_gamma " Mask gamma" 2.40 1.0 5.0 0.05
#define mask_gamma global.mask_gamma // Mask application gamma
@ -204,15 +212,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter slotms " Slot Mask Thickness" 1.0 1.0 4.0 1.0
#define slotms global.slotms // Slot Mask Thickness
#pragma parameter mclip " Keep Mask effect with clipping" 0.0 0.0 1.0 0.05
#define mclip global.mclip //
#pragma parameter smoothmask " Smooth Masks in bright scanlines" 0.0 0.0 1.0 1.0
#define smoothmask global.smoothmask
#pragma parameter smask_mit " Mitigate Slotmask Interaction" 0.0 0.0 1.0 0.05
#define smask_mit global.smask_mit
#pragma parameter bmask " Base (black) Mask strength" 0.0 0.0 0.25 0.01
#define bmask global.bmask
#pragma parameter gamma_out " Gamma out" 1.75 1.0 5.0 0.05
#define gamma_out global.gamma_out // output gamma
@ -281,14 +289,7 @@ vec3 Mask(vec2 pos, float mx, float mb)
vec3 mask = vec3(maskDark, maskDark, maskDark);
vec3 one = vec3(1.0);
// No mask
if (shadowMask == -1.0)
{
mask = one;
}
// Phosphor.
else if (shadowMask == 0.0)
if (shadowMask == 0.0)
{
float mc = 1.0 - max(maskstr, 0.0);
pos.x = fract(pos.x*0.5);
@ -557,7 +558,7 @@ vec3 noise(vec3 v){
return v;
}
void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
void fetch_pixel (inout vec3 c, inout vec3 b, inout vec3 g, vec2 coord, vec2 bcoord)
{
float stepx = OutputSize.z;
float stepy = OutputSize.w;
@ -583,8 +584,6 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
dy = posy * dy;
}
// if (global.dctypex > 0.025 || global.dctypey > 0.025) ds *= sqrt(posx*posx*sign(global.dctypex) + posy*posy*sign(global.dctypey));
vec2 rc = global.deconrr * dx + global.deconrry*dy;
vec2 gc = global.deconrg * dx + global.deconrgy*dy;
vec2 bc = global.deconrb * dx + global.deconrby*dy;
@ -601,8 +600,15 @@ void fetch_pixel (inout vec3 c, inout vec3 b, vec2 coord, vec2 bcoord)
b1 = COMPAT_TEXTURE(BloomPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
b = clamp(mix(b, d, ds), 0.0, 1.0);
}
b = g = mix(b, d, min(ds,1.0));
r1 = COMPAT_TEXTURE(GlowPass, bcoord + rc).r;
g1 = COMPAT_TEXTURE(GlowPass, bcoord + gc).g;
b1 = COMPAT_TEXTURE(GlowPass, bcoord + bc).b;
d = vec3(r1, g1, b1);
g = mix(g, d, min(ds,1.0));
}
void main()
@ -635,14 +641,15 @@ void main()
// color and bloom fetching
vec3 color = COMPAT_TEXTURE(Source,pos1).rgb;
vec3 Bloom = COMPAT_TEXTURE(BloomPass, pos).rgb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(global.deconrgy) + abs(global.deconrb) + abs(global.deconrby)) > 0.2)
fetch_pixel(color, Bloom, pos1, pos); // deconvergence
fetch_pixel(color, Bloom, Glow, pos1, pos); // deconvergence
float cm = igc(max(max(color.r,color.g),color.b));
float mx1 = COMPAT_TEXTURE(Source, pos1 ).a;
float colmx = max(mx1, cm);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0);
float w3 = min((cm + 0.0001) / (colmx + 0.0005), 1.0); if(interb) w3 = 1.0;
vec2 dx = vec2(0.001, 0.0);
float mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
@ -657,42 +664,45 @@ if ((abs(global.deconrr) + abs(global.deconrry) + abs(global.deconrg) + abs(glob
dx = vec2(global.OriginalSize.z, 0.0)*0.25;
mx0 = COMPAT_TEXTURE(Source, pos1 - dx).a;
mx2 = COMPAT_TEXTURE(Source, pos1 + dx).a;
float mb = 1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0);
float mb = (1.0 - min(abs(mx0-mx2)/(0.5+mx1), 1.0));
// Apply Mask
vec3 orig1 = color;
vec3 cmask = one;
vec2 maskcoord = gl_FragCoord.xy * 1.00001;
vec2 scoord = maskcoord;
vec3 cmask1 = one;
vec3 cmask2 = one;
// mask widths and mask dark compensate (fractional part) values
float mwidths[14] = float[14] (2.0, 3.0, 3.0, 3.0, 6.0, 2.4, 3.5, 2.4, 3.25, 3.5, 4.5, 4.25, 7.5, 6.25);
float mwidth = mwidths[int(shadowMask)];
float mask_compensate = fract(mwidth);
if (shadowMask > -0.5)
{
vec2 maskcoord = gl_FragCoord.xy * 1.00001;
vec2 scoord = maskcoord;
mwidth = floor(mwidth) * masksize;
float swidth = mwidth;
bool zoomed = (abs(mask_zoom) > 0.75);
float mscale = 1.0;
vec2 maskcoord0 = maskcoord;
maskcoord.y = floor(maskcoord.y/masksize);
float mwidth1 = max(mwidth + mask_zoom, 2.0);
if ( abs(mshift) > 0.75 )
if ( mshift > 0.25 )
{
float stagg_lvl = 1.0; if (fract(abs(mshift)) > 0.25 && abs(mshift) > 1.25) stagg_lvl = 2.0;
float next_line = float(fract((maskcoord.y/stagg_lvl)*0.5) > 0.25);
maskcoord0.x = (mshift > -0.25) ? (maskcoord0.x + next_line * floor(mshift)) : (maskcoord0.x + floor(maskcoord.y / stagg_lvl) * floor(abs(mshift)));
float stagg_lvl = 1.0; if (fract(mshift) > 0.25) stagg_lvl = 2.0;
float next_line = float(floor(mod(maskcoord.y, 2.0*stagg_lvl)) < stagg_lvl);
maskcoord0.x = maskcoord0.x + next_line * 0.5 * mwidth1;
}
maskcoord = maskcoord0/masksize; if (mask_zoom >= 0.0) maskcoord = floor(maskcoord);
if ( !zoomed )
cmask*= Mask(maskcoord, mx, mb);
cmask*= Mask(floor(maskcoord), mx, mb);
else{
float mwidth1 = max(mwidth + mask_zoom, 2.0);
mscale = mwidth1/mwidth;
float mlerp = fract(maskcoord.x/mscale);
float mcoord = floor(maskcoord.x/mscale); if (shadowMask == 12.0 && mask_zoom == -2.0) mcoord = ceil(maskcoord.x/mscale);
@ -708,15 +718,16 @@ else{
smask = SlotMask(scoord + vec2(sm_offset,0.0), mx, swidth);
smask = clamp(smask + mix(smask_mit, 0.0, min(w3, pow(w3*max(max(orig1.r,orig1.g),orig1.b), 0.33333))), 0.0, 1.0);
cmask2 = cmask;
cmask*=smask;
vec3 cmask1 = cmask;
cmask1 = cmask;
if (mask_bloom > 0.025)
if (abs(mask_bloom) > 0.025)
{
float maxbl = max(max(max(Bloom.r,Bloom.g),Bloom.b), mxg);
maxbl = maxbl * mix(1.0, 2.0-colmx, bloom_dist);
cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask);
maxbl = maxbl * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
if (mask_bloom > 0.025) cmask = max(min(cmask + maxbl*mask_bloom, 1.0), cmask); else cmask = max(mix(cmask, cmask*(1.0-0.5*maxbl) + plant(pow(Bloom,0.35.xxx),maxbl), -mask_bloom),cmask);
}
color = pow(color, vec3(mask_gamma/gamma_in));
@ -724,60 +735,61 @@ else{
color = min(color,1.0);
color = pow(color, vec3(gamma_in/mask_gamma));
cmask = min(cmask, 1.0);
cmask1 = min(cmask1, 1.0);
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx);
}
float dark_compensate = mix(max( clamp( mix (mcut, maskstr, mx),0.0, 1.0) - 1.0 + mask_compensate, 0.0) + 1.0, 1.0, mx); if(shadowMask < -0.5) dark_compensate = 1.0;
float bb = mix(brightboost, brightboost1, mx) * dark_compensate;
color*=bb;
vec3 Glow = COMPAT_TEXTURE(GlowPass, pos).rgb;
vec3 Ref = COMPAT_TEXTURE(LinearizePass, 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 = Bloom;
vec3 bcmask = mix(one, cmask, bmask1);
vec3 hcmask = mix(one, cmask, hmask1);
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = Bloom1 * mix(1.0, 2.0-colmx, bloom_dist);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
if (abs(bloom) > 0.025)
{
if (bloom < -0.01) Bloom1 = plant(Bloom, maxb);
Bloom1 = min(Bloom1*(orig1+color), max(0.5*(colmx + orig1 - color),0.001*Bloom1));
Bloom1 = 0.5*(Bloom1 + mix(Bloom1, mix(colmx*orig1, Bloom1, 0.5), 1.0-color));
Bloom1 = bcmask*Bloom1 * max(mix(1.0, 2.0-colmx, bloom_dist), 0.0);
color = pow(pow(color, vec3(mask_gamma/gamma_in)) + abs(bloom) * pow(Bloom1, vec3(mask_gamma/gamma_in)), vec3(gamma_in/mask_gamma));
}
color = min(color, mix(one, cmask1, mclip));
if (!interb) color = declip(color, mix(1.0, w3, 0.6)); else w3 = 1.0;
if (!interb) color = declip(min(color,1.0), mix(1.0, w3, 0.6));
if (halation > 0.01) {
Bloom = mix(0.5*(Bloom + Bloom*Bloom), 0.75*Bloom*Bloom, colmx);
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.6)*Bloom*halation; }
color = color + 2.0*max((2.0*mix(maxb*maxb, maxb, colmx)-0.5*max(max(Ref.r,Ref.g),Ref.b)),0.25)*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*halation; }
else
if (halation < -0.01) {
float mbl = max(max(Bloom.r,Bloom.g),Bloom.b);
Bloom = plant(Bloom + Ref + orig1 + Bloom*Bloom*Bloom, min(mbl*mbl,0.75));
color = color + 2.0*mix(1.0,w3,0.5*colmx)*mix(one,cmask,0.5)*Bloom*(-halation); }
color = color + 2.0*mix(1.0,w3,0.5*colmx)*hcmask*Bloom*(-halation); }
float w = 0.25 + 0.60*mix(w3, 1.0, sqrt(colmx));
if (smoothmask > 0.5) { w3 = mix(1.0, w3, smoothstep(0.3, 0.6, mx1)); color = max(min(color/w3, 1.0)*w3, min(color,color*(1.0-w3))); }
if (smoothmask > 0.5) { color = min(color,1.0); color = max(min(color/w3, 1.0)*w3, min(orig1*bb,color*(1.0-w3))); }
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, 0.7*colmx);
if (global.m_glow < 0.5) Glow = mix(Glow, 0.25*color, colmx);
else
{
maxb = max(max(Glow.r,Glow.g),Glow.b);
orig1 = plant(orig1 + 0.001*Ref, 1.0);
vec3 orig2 = plant(orig1 + 0.001*Ref, 1.0);
Bloom = plant(Glow, 1.0);
Ref = abs(orig1-Bloom);
mx0 = max(max(orig1.g,orig1.g),orig1.b)-min(min(orig1.g,orig1.g),orig1.b);
Ref = abs(orig2-Bloom);
mx0 = max(max(orig2.g,orig2.g),orig2.b)-min(min(orig2.g,orig2.g),orig2.b);
mx2 = max(max(Bloom.g,Bloom.g),Bloom.b)-min(min(Bloom.g,Bloom.g),Bloom.b);
Bloom = mix(maxb*min(Bloom,orig1), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), mix(color, Glow, mx2), max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
Bloom = mix(maxb*min(Bloom,orig2), w*mix(mix(Glow, max(max(Ref.g,Ref.g),Ref.b)*Glow, max(mx,mx0)), mix(color, Glow, mx2), max(mx0,mx2)*Ref), min(sqrt((1.10-mx0)*(0.10+mx2)),1.0));
Glow = mix(global.m_glow_low*Glow, global.m_glow_high*Bloom, pow(colmx, global.m_glow_dist/gamma_in));
}
if (glow >= 0.0 && global.m_glow < 0.5) color = color + 0.5*Glow*glow;
else { if(global.m_glow > 0.5) cmask1 = max(mix(one, cmask1, global.m_glow_mask),0.0); color = color + abs(glow)*cmask1*Glow; }
if (global.m_glow < 0.5) {
if (glow >= 0.0) color = color + 0.5*Glow*glow; else color = color + abs(glow)*min(cmask2*cmask2,1.0)*Glow; }
else { cmask1 = clamp(mix(one, cmask1, global.m_glow_mask),0.0, 1.0); color = color + abs(glow)*cmask1*Glow; }
color = min(color, 1.0);
@ -791,6 +803,9 @@ if (abs(bloom) > 0.025)
if (global.noisetype < 0.5) color = mix(color, noise0, 0.25*abs(global.addnoised) * rc);
else color = min(color * mix(1.0, 1.5*noise0.x, 0.5*abs(global.addnoised)), 1.0);
}
colmx = max(max(orig1.r,orig1.g),orig1.b);
color = color + bmask*mix(cmask2, 0.125*(1.0-colmx)*color, min(20.0*colmx, 1.0));
FragColor = vec4(color*vig*humbar(mix(pos.y, pos.x, global.bardir))*global.post_br*corner(pos0), 1.0);
}

View file

@ -58,7 +58,7 @@ layout(push_constant) uniform Push
#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
#pragma parameter SIGMA_H " Horizontal Glow Sigma" 1.20 0.20 15.0 0.05
#define SIGMA_H params.SIGMA_H

View file

@ -35,7 +35,7 @@ layout(push_constant) uniform Push
#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
#pragma parameter SIGMA_V " Vertical Glow Sigma" 1.20 0.20 15.0 0.05
#define SIGMA_V params.SIGMA_V
layout(std140, set = 0, binding = 0) uniform UBO