Data: Remove license-incompatible shaders
This commit is contained in:
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@@ -1,84 +0,0 @@
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#include "ReShade.fxh"
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// CrashGG presents
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// 'XY-Pos-free'
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// A super-simple shader refined from the super-fast crt-cyclon.fx, It only provides
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// the functions of free pixel stretching and position translation on the XY axis.
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// Suitable for users who only want to fine-tune the screen zoom and position and do not like the bundled CRT-like effects.
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// Fixed some bugs in the original version, adjusted the step progress and the range.
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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uniform float zoomx <
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ui_type = "drag";
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ui_min = -0.3000;
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ui_max = 0.3000;
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ui_step = 0.0005;
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ui_label = "Zoom Image X";
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> = 0.0000;
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uniform float zoomy <
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ui_type = "drag";
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ui_min = -0.3000;
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ui_max = 0.3000;
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ui_step = 0.0005;
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ui_label = "Zoom Image Y";
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> = 0.0000;
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uniform float centerx <
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ui_type = "drag";
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ui_min = -9.99;
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ui_max = 9.99;
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ui_step = 0.01;
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ui_label = "Image Center X";
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> = 0.00;
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uniform float centery <
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ui_type = "drag";
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ui_min = -9.99;
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ui_max = 9.99;
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ui_step = 0.01;
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ui_label = "Image Center Y";
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> = 0.00;
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float2 Warp(float2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= float2(1.0+pos.y*pos.y*0, 1.0+pos.x*pos.x*0);
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pos = pos*0.5+0.5;
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return pos;
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}
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float4 CRT_CYCLON_PS(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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// zoom in and center screen
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float2 pos = Warp((vTexCoord*float2(1.0-zoomx,1.0-zoomy)-float2(centerx,centery)/100.0));
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// Convergence
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float3 res = tex2D(ReShade::BackBuffer,pos).rgb;
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// Vignette
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float x = 0.0;
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return float4(res, 1.0);
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}
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technique CRT_CYCLON
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{
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pass PS_CRT_CYCLON
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{
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VertexShader = PostProcessVS;
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PixelShader = CRT_CYCLON_PS;
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}
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}
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@@ -1,104 +0,0 @@
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#include "ReShade.fxh"
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/*
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Copyright (C) 2016 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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static const float3 dt = float3(1.0,1.0,1.0);
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float3 texture2d(sampler2D tex, float2 coord, float4 yx) {
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float3 s00 = tex2D(tex, coord + yx.zw).xyz;
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float3 s20 = tex2D(tex, coord + yx.xw).xyz;
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float3 s22 = tex2D(tex, coord + yx.xy).xyz;
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float3 s02 = tex2D(tex, coord + yx.zy).xyz;
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float m1=dot(abs(s00-s22),dt)+0.001;
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float m2=dot(abs(s02-s20),dt)+0.001;
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return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2);
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}
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float4 PS_aa_shader_40(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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// Calculating texel coordinates
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float2 size = 4.0 / NormalizedNativePixelSize;
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float2 inv_size = 1.0 / size;
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float4 yx = float4(inv_size, -inv_size);
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float2 OGL2Pos = vTexCoord * size;
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float2 fp = frac(OGL2Pos);
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float2 dx = float2(inv_size.x,0.0);
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float2 dy = float2(0.0, inv_size.y);
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float2 g1 = float2(inv_size.x,inv_size.y);
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float2 g2 = float2(-inv_size.x,inv_size.y);
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float2 pC4 = floor(OGL2Pos) * 1.0001 * inv_size;
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// Reading the texels
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float3 C1 = texture2d(sBackBuffer, pC4 - dy, yx);
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float3 C0 = texture2d(sBackBuffer, pC4 - g1, yx);
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float3 C2 = texture2d(sBackBuffer, pC4 - g2, yx);
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float3 C3 = texture2d(sBackBuffer, pC4 - dx, yx);
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float3 C4 = texture2d(sBackBuffer, pC4 , yx);
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float3 C5 = texture2d(sBackBuffer, pC4 + dx, yx);
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float3 C6 = texture2d(sBackBuffer, pC4 + g2, yx);
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float3 C7 = texture2d(sBackBuffer, pC4 + dy, yx);
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float3 C8 = texture2d(sBackBuffer, pC4 + g1, yx);
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float3 ul, ur, dl, dr;
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float m1, m2;
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m1 = dot(abs(C0-C4),dt)+0.001;
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m2 = dot(abs(C1-C3),dt)+0.001;
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ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2);
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m1 = dot(abs(C1-C5),dt)+0.001;
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m2 = dot(abs(C2-C4),dt)+0.001;
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ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2);
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m1 = dot(abs(C3-C7),dt)+0.001;
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m2 = dot(abs(C6-C4),dt)+0.001;
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dl = (m2*(C3+C7)+m1*(C6+C4))/(m1+m2);
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m1 = dot(abs(C4-C8),dt)+0.001;
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m2 = dot(abs(C5-C7),dt)+0.001;
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dr = (m2*(C4+C8)+m1*(C5+C7))/(m1+m2);
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float3 c11 = 0.5*((dr*fp.x+dl*(1-fp.x))*fp.y+(ur*fp.x+ul*(1-fp.x))*(1-fp.y) );
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return float4(c11, 1.0);
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}
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technique aa_shader_40
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_aa_shader_40;
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}
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}
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@@ -1,163 +0,0 @@
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#include "ReShade.fxh"
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/*
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G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
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Copyright (C) 2024 guest(r)
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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uniform float GSHARP0 <
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ui_type = "drag";
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ui_min = 0.75;
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ui_max = 8.0;
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ui_step = 0.05;
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ui_label = "Filter Range";
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> = 2.45;
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uniform float GBOOST <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 2.5;
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ui_step = 0.05;
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ui_label = "Filter Boost (same range, speedup)";
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> = 1.75;
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uniform float GMAXSHARP <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Filter Sharpness";
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> = 0.1;
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uniform float GPAR <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.10;
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ui_label = "Anti-Ringing";
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> = 0.50;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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texture2D tGSHARP2_H{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sGSHARP2_H{Texture=tGSHARP2_H;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)
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float smothstep(float x)
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{
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return exp(-2.33*x*x);
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}
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float getw(float x)
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{
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float z = x/GBOOST;
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float y = smothstep(z);
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return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
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}
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float3 gsharp2(float2 tex, float2 dx, float f, sampler2D Source)
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{
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float3 color = 0.0.xxx;
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float w, fp;
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float wsum = 0.0;
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float3 pixel;
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float3 cmax = 0.0.xxx;
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float3 cmin = 1.0.xxx;
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float FPR = GSHARP0;
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float FPR2 = 2.0*FPR;
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float FPR3 = FPR2*FPR2;
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float LOOPSIZE = ceil(FPR2);
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float x = -LOOPSIZE+1.0;
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do
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{
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fp = min(abs(x+f),FPR2);
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pixel = tex2D(Source, tex + x*dx).rgb;
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fp = fp/FPR;
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w = getw(fp);
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if (w > 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, pixel); }
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color = color + w * pixel;
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wsum = wsum + w;
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x = x + 1.0;
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} while (x <= LOOPSIZE);
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color = color / wsum;
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return lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);
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}
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float4 PS_GSHARP2_H(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);
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float2 pos = vTexCoord * SourceSize.xy-0.5;
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float f = -frac(pos.x);
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float2 tex = (floor(pos) + 0.5)*SourceSize.zw;
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float3 color;
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float2 dx = float2(SourceSize.z, 0.0);
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color = gsharp2(tex, dx, f, sBackBuffer);
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return float4(color, 1.0);
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}
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float4 PS_GSHARP2_V(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float4 SourceSize = float4((ViewportSize.x*BufferToViewportRatio.x), 1.0/NormalizedInternalPixelSize.y, 1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedInternalPixelSize.y);
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float2 pos = vTexCoord * SourceSize.xy-0.5;
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float f = -frac(pos.y);
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float2 tex = (floor(pos) + 0.5)*SourceSize.zw;
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float3 color;
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float2 dy = float2(0.0, SourceSize.w);
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color = gsharp2(tex, dy, f, sGSHARP2_H);
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return float4(color, 1.0);
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}
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technique GSHARP2
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_GSHARP2_H;
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RenderTarget = tGSHARP2_H;
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}
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_GSHARP2_V;
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}
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}
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@@ -1,145 +0,0 @@
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#include "ReShade.fxh"
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/*
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G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
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Copyright (C) 2024 guest(r)
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
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*/
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uniform float GSHARP0 <
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ui_type = "drag";
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ui_min = 0.75;
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ui_max = 8.0;
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ui_step = 0.05;
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ui_label = "Filter Range";
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> = 2.45;
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uniform float GBOOST <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 2.5;
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ui_step = 0.05;
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ui_label = "Filter Boost (same range, speedup)";
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> = 1.75;
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uniform float GMAXSHARP <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Filter Sharpness";
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> = 0.1;
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uniform float GPAR <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.10;
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ui_label = "Anti-Ringing";
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> = 0.50;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)
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float smothstep(float x)
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{
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return exp(-2.33*x*x);
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}
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float getw(float x)
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{
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float z = x/GBOOST;
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float y = smothstep(z);
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return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
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}
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float4 PS_GSHARP2(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float2 texCoord = vTexCoord;
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float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);
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float2 pos = vTexCoord * SourceSize.xy-0.5;
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float2 f = -frac(pos);
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float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
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float3 color = 0.0.xxx;
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float2 dx = float2(SourceSize.z, 0.0);
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float2 dy = float2(0.0, SourceSize.w);
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float w, fp;
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float wsum = 0.0;
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float3 pixel;
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float3 cmax = 0.0.xxx;
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float3 cmin = 1.0.xxx;
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float FPR = GSHARP0;
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float FPR2 = 2.0*FPR;
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float FPR3 = FPR2*FPR2;
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float LOOPSIZE = ceil(FPR2);
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float y = -LOOPSIZE+1.0;
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float x = 0.0;
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do
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{
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x = -LOOPSIZE + 1.0;
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do
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{
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fp = dot(float2(x+f.x,y+f.y),float2(x+f.x,y+f.y));
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if (fp >= FPR3) w = 0.0;
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else
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||||
{
|
||||
pixel = tex2D(sBackBuffer, tex + x*dx + y*dy).rgb;
|
||||
fp = sqrt(fp)/FPR;
|
||||
w = getw(fp);
|
||||
if (w >= 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, pixel); }
|
||||
color = color + w * pixel;
|
||||
wsum = wsum + w;
|
||||
}
|
||||
x = x + 1.0;
|
||||
|
||||
} while (x <= LOOPSIZE);
|
||||
|
||||
y = y + 1.0;
|
||||
|
||||
} while (y <= LOOPSIZE);
|
||||
|
||||
color = color / wsum;
|
||||
|
||||
color = lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
technique GSHARP2
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_GSHARP2;
|
||||
}
|
||||
}
|
||||
@@ -1,244 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
// Enable or disable the shader
|
||||
#ifndef CONTENT_BOX_VISIBLE
|
||||
#define CONTENT_BOX_VISIBLE 0
|
||||
#endif
|
||||
|
||||
#include "crt-royale/shaders/content-box.fxh"
|
||||
|
||||
#if !CONTENT_BOX_VISIBLE
|
||||
#include "crt-royale/shaders/input-blurring.fxh"
|
||||
#include "crt-royale/shaders/electron-beams.fxh"
|
||||
#include "crt-royale/shaders/blurring.fxh"
|
||||
#include "crt-royale/shaders/deinterlace.fxh"
|
||||
#include "crt-royale/shaders/phosphor-mask.fxh"
|
||||
#include "crt-royale/shaders/brightpass.fxh"
|
||||
#include "crt-royale/shaders/bloom.fxh"
|
||||
#include "crt-royale/shaders/geometry-aa-last-pass.fxh"
|
||||
#endif
|
||||
|
||||
|
||||
technique CRT_Royale
|
||||
{
|
||||
// Toggle the content box to help users configure it
|
||||
#if CONTENT_BOX_VISIBLE
|
||||
pass contentBoxPass
|
||||
{
|
||||
// content-box.fxh
|
||||
// Draw a box that displays the crop we'll perform.
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = contentBoxPixelShader;
|
||||
}
|
||||
#else
|
||||
#if ENABLE_PREBLUR
|
||||
pass PreblurVert
|
||||
{
|
||||
// input-blurring.fxh
|
||||
// Optionally blur the input buffer a little
|
||||
VertexShader = contentCropVS;
|
||||
PixelShader = preblurVertPS;
|
||||
|
||||
RenderTarget = texPreblurVert;
|
||||
|
||||
PrimitiveTopology = TRIANGLESTRIP;
|
||||
VertexCount = 4;
|
||||
}
|
||||
pass PreblurHoriz
|
||||
{
|
||||
// input-blurring.fxh
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = preblurHorizPS;
|
||||
|
||||
RenderTarget = texPreblurHoriz;
|
||||
}
|
||||
#endif
|
||||
pass beamDistPass
|
||||
{
|
||||
// electron-beams.fxh
|
||||
// Simulate emission of the interlaced video as electron beams.
|
||||
VertexShader = calculateBeamDistsVS;
|
||||
PixelShader = calculateBeamDistsPS;
|
||||
|
||||
RenderTarget = texBeamDist;
|
||||
|
||||
// This lets us improve performance by only computing the mask every k frames
|
||||
ClearRenderTargets = false;
|
||||
}
|
||||
pass electronBeamPass
|
||||
{
|
||||
// electron-beams.fxh
|
||||
// Simulate emission of the interlaced video as electron beams.
|
||||
VertexShader = simulateEletronBeamsVS;
|
||||
PixelShader = simulateEletronBeamsPS;
|
||||
|
||||
RenderTarget = texElectronBeams;
|
||||
|
||||
// If the preblur passes are disabled, we have to crop in this pass
|
||||
#if !ENABLE_PREBLUR
|
||||
PrimitiveTopology = TRIANGLESTRIP;
|
||||
VertexCount = 4;
|
||||
#endif
|
||||
}
|
||||
pass beamConvergencePass
|
||||
{
|
||||
// electron-beams.fxh
|
||||
// Simulate beam convergence miscalibration
|
||||
// Not to be confused with beam purity
|
||||
VertexShader = beamConvergenceVS;
|
||||
PixelShader = beamConvergencePS;
|
||||
|
||||
RenderTarget = texBeamConvergence;
|
||||
}
|
||||
pass bloomApproxPassVert
|
||||
{
|
||||
// bloom.fxh
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = approximateBloomVertPS;
|
||||
|
||||
RenderTarget = texBloomApproxVert;
|
||||
}
|
||||
pass bloomApproxPassHoriz
|
||||
{
|
||||
// bloom.fxh
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = approximateBloomHorizPS;
|
||||
|
||||
RenderTarget = texBloomApproxHoriz;
|
||||
}
|
||||
pass blurVerticalPass
|
||||
{
|
||||
// blurring.fxh
|
||||
// Vertically blur the approx bloom
|
||||
VertexShader = blurVerticalVS;
|
||||
PixelShader = blurVerticalPS;
|
||||
|
||||
RenderTarget = texBlurVertical;
|
||||
}
|
||||
pass blurHorizontalPass
|
||||
{
|
||||
// blurring.fxh
|
||||
// Horizontally blur the approx bloom
|
||||
VertexShader = blurHorizontalVS;
|
||||
PixelShader = blurHorizontalPS;
|
||||
|
||||
RenderTarget = texBlurHorizontal;
|
||||
}
|
||||
pass deinterlacePass
|
||||
{
|
||||
// deinterlace.fxh
|
||||
// Optionally deinterlace the video if interlacing is enabled.
|
||||
// Can help approximate the original crt-royale's appearance
|
||||
// without some issues like image retention.
|
||||
VertexShader = deinterlaceVS;
|
||||
PixelShader = deinterlacePS;
|
||||
|
||||
RenderTarget = texDeinterlace;
|
||||
}
|
||||
pass freezeFramePass
|
||||
{
|
||||
// deinterlace.fxh
|
||||
// Capture the current frame, so we can use it in the next
|
||||
// frame's deinterlacing pass.
|
||||
VertexShader = freezeFrameVS;
|
||||
PixelShader = freezeFramePS;
|
||||
|
||||
RenderTarget = texFreezeFrame;
|
||||
|
||||
// Explicitly disable clearing render targets
|
||||
// scanlineBlendPass will not work properly if this ever defaults to true
|
||||
ClearRenderTargets = false;
|
||||
}
|
||||
pass generatePhosphorMask
|
||||
{
|
||||
// phosphor-mask.fxh
|
||||
VertexShader = generatePhosphorMaskVS;
|
||||
PixelShader = generatePhosphorMaskPS;
|
||||
|
||||
RenderTarget = texPhosphorMask;
|
||||
|
||||
// This lets us improve performance by only computing the mask every k frames
|
||||
ClearRenderTargets = false;
|
||||
|
||||
PrimitiveTopology = TRIANGLESTRIP;
|
||||
VertexCount = 4;
|
||||
}
|
||||
pass applyPhosphormask
|
||||
{
|
||||
// phosphor-mask.fxh
|
||||
// Tile the scaled phosphor mask and apply it to
|
||||
// the deinterlaced image.
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = applyComputedPhosphorMaskPS;
|
||||
|
||||
RenderTarget = texMaskedScanlines;
|
||||
// RenderTarget = texGeometry;
|
||||
}
|
||||
pass brightpassPass
|
||||
{
|
||||
// brightpass.fxh
|
||||
// Apply a brightpass filter for the bloom effect
|
||||
VertexShader = brightpassVS;
|
||||
PixelShader = brightpassPS;
|
||||
|
||||
RenderTarget = texBrightpass;
|
||||
}
|
||||
pass bloomVerticalPass
|
||||
{
|
||||
// bloom.fxh
|
||||
// Blur vertically for the bloom effect
|
||||
VertexShader = bloomVerticalVS;
|
||||
PixelShader = bloomVerticalPS;
|
||||
|
||||
RenderTarget = texBloomVertical;
|
||||
}
|
||||
pass bloomHorizontalPass
|
||||
{
|
||||
// bloom.fxh
|
||||
// Blur horizontally for the bloom effect.
|
||||
// Also apply various color changes and effects.
|
||||
VertexShader = bloomHorizontalVS;
|
||||
PixelShader = bloomHorizontalPS;
|
||||
|
||||
RenderTarget = texBloomHorizontal;
|
||||
}
|
||||
pass geometryPass
|
||||
{
|
||||
// geometry-aa-last-pass.fxh
|
||||
// Apply screen geometry and anti-aliasing.
|
||||
VertexShader = geometryVS;
|
||||
PixelShader = geometryPS;
|
||||
|
||||
RenderTarget = texGeometry;
|
||||
}
|
||||
pass uncropPass
|
||||
{
|
||||
// content-box.fxh
|
||||
// Uncrop the video, so we draw the game's content
|
||||
// in the same position it started in.
|
||||
VertexShader = contentUncropVS;
|
||||
PixelShader = uncropContentPixelShader;
|
||||
|
||||
PrimitiveTopology = TRIANGLESTRIP;
|
||||
VertexCount = 4;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -1,908 +0,0 @@
|
||||
#ifndef _BIND_SHADER_PARAMS_H
|
||||
#define _BIND_SHADER_PARAMS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
/////////////////////////////// BEGIN INCLUDES ///////////////////////////////
|
||||
#include "helper-functions-and-macros.fxh"
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
#include "../version-number.fxh"
|
||||
|
||||
//////////////////////////////// END INCLUDES ////////////////////////////////
|
||||
|
||||
// Override some parameters for gamma-management.h and tex2Dantialias.h:
|
||||
#ifndef _OVERRIDE_DEVICE_GAMMA
|
||||
#define _OVERRIDE_DEVICE_GAMMA 1
|
||||
#endif
|
||||
|
||||
#if __RENDERER__ != 0x9000
|
||||
#define _DX9_ACTIVE 0
|
||||
#else
|
||||
#define _DX9_ACTIVE 1
|
||||
#endif
|
||||
|
||||
// #ifndef ANTIALIAS_OVERRIDE_BASICS
|
||||
// #define ANTIALIAS_OVERRIDE_BASICS 1
|
||||
// #endif
|
||||
|
||||
// #ifndef ANTIALIAS_OVERRIDE_PARAMETERS
|
||||
// #define ANTIALIAS_OVERRIDE_PARAMETERS 1
|
||||
// #endif
|
||||
|
||||
#ifndef ADVANCED_SETTINGS
|
||||
#define ADVANCED_SETTINGS 0
|
||||
#endif
|
||||
|
||||
// The width of the game's content
|
||||
#ifndef CONTENT_WIDTH
|
||||
#define CONTENT_WIDTH BUFFER_WIDTH
|
||||
#endif
|
||||
// The height of the game's content
|
||||
#ifndef CONTENT_HEIGHT
|
||||
#define CONTENT_HEIGHT BUFFER_HEIGHT
|
||||
#endif
|
||||
|
||||
#if ADVANCED_SETTINGS == 1
|
||||
// Using vertex uncropping is marginally faster, but vulnerable to DX9 weirdness.
|
||||
// Most users will likely prefer the slower algorithm.
|
||||
#ifndef USE_VERTEX_UNCROPPING
|
||||
#define USE_VERTEX_UNCROPPING 0
|
||||
#endif
|
||||
|
||||
#ifndef NUM_BEAMDIST_COLOR_SAMPLES
|
||||
#define NUM_BEAMDIST_COLOR_SAMPLES 1024
|
||||
#endif
|
||||
|
||||
#ifndef NUM_BEAMDIST_DIST_SAMPLES
|
||||
#define NUM_BEAMDIST_DIST_SAMPLES 120
|
||||
#endif
|
||||
|
||||
#ifndef BLOOMAPPROX_DOWNSIZING_FACTOR
|
||||
#define BLOOMAPPROX_DOWNSIZING_FACTOR 4.0
|
||||
#endif
|
||||
|
||||
// Define this internal value, so ADVANCED_SETTINGS == 0 doesn't cause a redefinition error when
|
||||
// NUM_BEAMDIST_COLOR_SAMPLES defined in the preset file. Also makes it easy to avoid bugs
|
||||
// related to parentheses and order-of-operations when the user defines this arithmetically.
|
||||
static const uint num_beamdist_color_samples = uint(NUM_BEAMDIST_COLOR_SAMPLES);
|
||||
static const uint num_beamdist_dist_samples = uint(NUM_BEAMDIST_DIST_SAMPLES);
|
||||
static const float bloomapprox_downsizing_factor = float(BLOOMAPPROX_DOWNSIZING_FACTOR);
|
||||
#else
|
||||
static const uint USE_VERTEX_CROPPING = 0;
|
||||
static const uint num_beamdist_color_samples = 1024;
|
||||
static const uint num_beamdist_dist_samples = 120;
|
||||
static const float bloomapprox_downsizing_factor = 4.0;
|
||||
#endif
|
||||
|
||||
#ifndef HIDE_HELP_SECTIONS
|
||||
#define HIDE_HELP_SECTIONS 0
|
||||
#endif
|
||||
|
||||
|
||||
// Offset the center of the game's content (horizontal)
|
||||
#ifndef CONTENT_CENTER_X
|
||||
#define CONTENT_CENTER_X 0
|
||||
#endif
|
||||
// Offset the center of the game's content (vertical)
|
||||
#ifndef CONTENT_CENTER_Y
|
||||
#define CONTENT_CENTER_Y 0
|
||||
#endif
|
||||
|
||||
// Wrap the content size in parenthesis for internal use, so the user doesn't have to
|
||||
static const float2 content_size = float2(int(CONTENT_WIDTH), int(CONTENT_HEIGHT));
|
||||
|
||||
#ifndef ENABLE_PREBLUR
|
||||
#define ENABLE_PREBLUR 1
|
||||
#endif
|
||||
|
||||
|
||||
static const float2 buffer_size = float2(BUFFER_WIDTH, BUFFER_HEIGHT);
|
||||
|
||||
|
||||
// The normalized center is 0.5 plus the normalized offset
|
||||
static const float2 content_center = float2(CONTENT_CENTER_X, CONTENT_CENTER_Y) / buffer_size + 0.5;
|
||||
// The content's normalized diameter d is its size divided by the buffer's size. The radius is d/2.
|
||||
static const float2 content_radius = content_size / (2.0 * buffer_size);
|
||||
static const float2 content_scale = content_size / buffer_size;
|
||||
|
||||
static const float content_left = content_center.x - content_radius.x;
|
||||
static const float content_right = content_center.x + content_radius.x;
|
||||
static const float content_upper = content_center.y - content_radius.y;
|
||||
static const float content_lower = content_center.y + content_radius.y;
|
||||
|
||||
// The xy-offset of the top-left pixel in the content box
|
||||
static const float2 content_offset = float2(content_left, content_upper);
|
||||
static const float2 content_offset_from_right = float2(content_right, content_lower);
|
||||
|
||||
uniform uint frame_count < source = "framecount"; >;
|
||||
uniform int overlay_active < source = "overlay_active"; >;
|
||||
|
||||
static const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
||||
|
||||
|
||||
// === HELP AND INFO ===
|
||||
|
||||
uniform int APPEND_VERSION_SUFFIX(version) <
|
||||
ui_text = "Version: " DOT_VERSION_STR;
|
||||
ui_label = " ";
|
||||
ui_type = "radio";
|
||||
>;
|
||||
|
||||
uniform int basic_setup_help <
|
||||
ui_text = "1. Configure the Content Box if your game has letter-boxing.\n"
|
||||
"2. Configure the Phosphor Mask.\n"
|
||||
"3. Configure the Scanlines.\n"
|
||||
"4. Configure the Colors and Effects.\n"
|
||||
"5. Configure the Screen Geometry.\n"
|
||||
"6. Configure or disable Preblur\n\n"
|
||||
"- In Preprocessor Definitions, set ADVANCED_SETTINGS to 1 to access more settings.\n";
|
||||
ui_category = "Basic Setup Instructions";
|
||||
ui_category_closed = true;
|
||||
ui_label = " ";
|
||||
ui_type = "radio";
|
||||
hidden = HIDE_HELP_SECTIONS;
|
||||
>;
|
||||
|
||||
uniform int content_box_help <
|
||||
ui_text = "1. Expand the Preprocessor Definitions section.\n"
|
||||
"2. Set CONTENT_BOX_VISIBLE to 1.\n"
|
||||
"3. Use the \"CONTENT_\" parameters to configure the Content Box.\n"
|
||||
"4. Align the content box with the border of your game.\n"
|
||||
"5. Set CONTENT_BOX_VISIBLE to 0 when you're done.\n\n"
|
||||
"Parameters to focus on:\n"
|
||||
"- CONTENT_HEIGHT and CONTENT_WIDTH\n"
|
||||
"- CONTENT_CENTER_X and CONTENT_CENTER_Y\n"
|
||||
"- CONTENT_BOX_INSCRIBED\n\n"
|
||||
"Fancy Trick 1:\n"
|
||||
"\tCONTENT_HEIGHT = BUFFER_HEIGHT\n"
|
||||
"\tCONTENT_WIDTH = CONTENT_HEIGHT * 4.0 / 3.0\n"
|
||||
"- Good if your game fills the screen vertically and has a 4:3 aspect ratio.\n"
|
||||
"- Will also rescale automatically if you resize the window.\n\n"
|
||||
"Fancy Trick 2:\n"
|
||||
"\tCONTENT_HEIGHT = CONTENT_WIDTH * 9.0 / 16.0\n"
|
||||
"\tCONTENT_WIDTH = 1500\n"
|
||||
"- Good if your game is 1500 pixels wide with a 16:9 aspect ratio.\n"
|
||||
"- Won't rescale automatically, but you'd only have to change the width.\n";
|
||||
ui_category = "Content Box Instructions";
|
||||
ui_category_closed = true;
|
||||
ui_label = " ";
|
||||
ui_type = "radio";
|
||||
hidden = HIDE_HELP_SECTIONS;
|
||||
>;
|
||||
|
||||
|
||||
// ==== PHOSPHOR MASK ====
|
||||
uniform int mask_type <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "Choose which kind of CRT you want.\n\n";
|
||||
#endif
|
||||
ui_label = "Mask Type";
|
||||
ui_tooltip = "Selects the phosphor shape";
|
||||
ui_type = "combo";
|
||||
ui_items = "Grille\0"
|
||||
"Slot\0"
|
||||
"Shadow\0"
|
||||
"LowRes Grille\0"
|
||||
"LowRes Slot\0"
|
||||
"LowRes Shadow\0";
|
||||
|
||||
ui_category = "Phosphor Mask";
|
||||
ui_category_closed = true;
|
||||
> = mask_type_static;
|
||||
|
||||
uniform uint mask_size_param <
|
||||
ui_label = "Mask Size Param";
|
||||
ui_tooltip = "Switch between using Mask Triad Size or Mask Num Triads";
|
||||
ui_type = "combo";
|
||||
ui_items = "Triad Width\0"
|
||||
"Num Triads Across\0";
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Phosphor Mask";
|
||||
> = mask_size_param_static;
|
||||
|
||||
uniform float mask_triad_width <
|
||||
ui_label = "Mask Triad Width";
|
||||
ui_tooltip = "The width of a triad in pixels";
|
||||
ui_type = "slider";
|
||||
ui_min = 1.0;
|
||||
ui_max = 60.0;
|
||||
ui_step = 0.1;
|
||||
|
||||
ui_category = "Phosphor Mask";
|
||||
> = mask_triad_width_static;
|
||||
|
||||
uniform float mask_num_triads_across <
|
||||
ui_label = "Mask Num Triads Across";
|
||||
ui_tooltip = "The number of triads in the viewport (horizontally)";
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 1280.0;
|
||||
ui_step = 1.0;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Phosphor Mask";
|
||||
> = mask_num_triads_across_static;
|
||||
|
||||
uniform float scale_triad_height<
|
||||
ui_label = "Scale Triad Height";
|
||||
ui_tooltip = "Scales the height of a triad";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.01;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.001;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Phosphor Mask";
|
||||
> = 1.0;
|
||||
|
||||
uniform float2 phosphor_thickness <
|
||||
ui_label = "Phosphor Thickness XY";
|
||||
ui_tooltip = "Makes the phosphors appear thicker in each direction";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.01;
|
||||
ui_max = 0.99;
|
||||
ui_step = 0.01;
|
||||
// hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Phosphor Mask";
|
||||
> = 0.2;
|
||||
|
||||
uniform float2 phosphor_sharpness <
|
||||
ui_label = "Phosphor Sharpness XY";
|
||||
ui_tooltip = "Makes the phosphors appear more crisp in each direction";
|
||||
ui_type = "drag";
|
||||
ui_min = 1;
|
||||
ui_max = 100;
|
||||
ui_step = 1;
|
||||
// hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Phosphor Mask";
|
||||
> = 50;
|
||||
|
||||
uniform float3 phosphor_offset_x <
|
||||
ui_label = "Phosphor Offset RGB X";
|
||||
ui_tooltip = "Very slightly shifts the phosphor mask. Can help with subpixel alignment.";
|
||||
ui_type = "drag";
|
||||
ui_min = -1;
|
||||
ui_max = 1;
|
||||
ui_step = 0.01;
|
||||
// hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Phosphor Mask";
|
||||
> = 0;
|
||||
|
||||
uniform float3 phosphor_offset_y <
|
||||
ui_label = "Phosphor Offset RGB Y";
|
||||
ui_tooltip = "Very slightly shifts the phosphor mask. Can help with subpixel alignment.";
|
||||
ui_type = "drag";
|
||||
ui_min = -1;
|
||||
ui_max = 1;
|
||||
ui_step = 0.01;
|
||||
// hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Phosphor Mask";
|
||||
> = 0;
|
||||
|
||||
// static const uint pixel_grid_mode = 0;
|
||||
// static const float2 pixel_size = 1;
|
||||
/*
|
||||
// ==== PIXELATION ===
|
||||
uniform uint pixel_grid_mode <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "- Fix issues displaying pixel art.\n"
|
||||
"- Force high-res games to look low-res.\n\n";
|
||||
#endif
|
||||
ui_label = "Pixel Grid Param";
|
||||
ui_tooltip = "Switch between using Pixel Size or Num Pixels";
|
||||
ui_type = "combo";
|
||||
ui_items = "Pixel Size\0"
|
||||
"Content Resolution\0";
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Pixelation";
|
||||
ui_category_closed = true;
|
||||
> = 0;
|
||||
|
||||
uniform float2 pixel_size <
|
||||
#if !HIDE_HELP_SECTIONS && !ADVANCED_SETTINGS
|
||||
ui_text = "- Fix issues displaying pixel art.\n"
|
||||
"- Force high-res games to look low-res.\n\n";
|
||||
#endif
|
||||
ui_label = "Pixel Size";
|
||||
ui_tooltip = "The size of an in-game pixel on screen, in real-world pixels";
|
||||
ui_type = "slider";
|
||||
ui_min = 1.0;
|
||||
ui_max = 30.0;
|
||||
ui_step = 1.0;
|
||||
|
||||
ui_category = "Pixelation";
|
||||
ui_category_closed = true;
|
||||
> = float2(1, 1);
|
||||
|
||||
uniform float2 pixel_grid_resolution <
|
||||
ui_label = "Num Pixels";
|
||||
ui_tooltip = "The number of in-game pixels displayed on-screen in each direction";
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 10000.0;
|
||||
ui_step = 1.0;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Pixelation";
|
||||
> = content_size;
|
||||
uniform float2 pixel_grid_offset <
|
||||
ui_label = "Pixel Grid Offset";
|
||||
ui_tooltip = "Shifts the pixel-grid to help with alignment";
|
||||
ui_type = "slider";
|
||||
ui_min = -15.0;
|
||||
ui_max = 15.0;
|
||||
ui_step = 1.0;
|
||||
|
||||
#if ADVANCED_SETTINGS
|
||||
ui_spacing = 2;
|
||||
#endif
|
||||
ui_category = "Pixelation";
|
||||
> = float2(0, 0);
|
||||
*/
|
||||
|
||||
// ==== SCANLINES ====
|
||||
uniform uint scanline_thickness <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "Configure the electron beams and interlacing.\n\n";
|
||||
#endif
|
||||
ui_label = "Scanline Thickness";
|
||||
ui_tooltip = "Sets the height of each scanline";
|
||||
ui_type = "slider";
|
||||
ui_min = 1;
|
||||
ui_max = 30;
|
||||
ui_step = 1;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
ui_category_closed = true;
|
||||
> = 2;
|
||||
|
||||
uniform float scanline_offset <
|
||||
ui_label = "Scanline Offset";
|
||||
ui_tooltip = "Vertically shifts the scanlines to help with alignment";
|
||||
ui_type = "slider";
|
||||
ui_min = -30;
|
||||
ui_max = 30;
|
||||
ui_step = 1;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = 0;
|
||||
|
||||
uniform uint beam_shape_mode <
|
||||
ui_label = "Beam Shape Mode";
|
||||
ui_tooltip = "Select the kind of beam to use.";
|
||||
ui_type = "combo";
|
||||
ui_items = "Digital (Fast)\0"
|
||||
"Linear (Simple)\0"
|
||||
"Gaussian (Realistic)\0"
|
||||
"Multi-Source Gaussian (Expensive)\0";
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = 1;
|
||||
|
||||
uniform bool enable_interlacing <
|
||||
ui_label = "Enable Interlacing";
|
||||
|
||||
ui_spacing = 5;
|
||||
ui_category = "Scanlines";
|
||||
> = false;
|
||||
|
||||
uniform bool interlace_back_field_first <
|
||||
ui_label = "Draw Back-Field First";
|
||||
ui_tooltip = "Draw odd-numbered scanlines first (often has no effect)";
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = interlace_back_field_first_static;
|
||||
|
||||
uniform uint scanline_deinterlacing_mode <
|
||||
ui_label = "Deinterlacing Mode";
|
||||
ui_tooltip = "Selects the deinterlacing algorithm, if any.";
|
||||
ui_type = "combo";
|
||||
ui_items = "None\0"
|
||||
"Fake-Progressive\0"
|
||||
"Weaving\0"
|
||||
"Blended Weaving\0";
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = 1;
|
||||
|
||||
uniform float deinterlacing_blend_gamma <
|
||||
ui_label = "Deinterlacing Blend Gamma";
|
||||
ui_tooltip = "Nudge this if deinterlacing changes your colors too much";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.01;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = 1.0;
|
||||
|
||||
uniform float linear_beam_thickness <
|
||||
ui_label = "Linear Beam Thickness";
|
||||
ui_tooltip = "Linearly widens or narrows the beam";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.01;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_spacing = 5;
|
||||
ui_category = "Scanlines";
|
||||
> = 1.0;
|
||||
|
||||
uniform float gaussian_beam_min_sigma <
|
||||
ui_label = "Gaussian Beam Min Sigma";
|
||||
ui_tooltip = "For Gaussian Beam Shape, sets thickness of dim pixels";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_spacing = 5;
|
||||
ui_category = "Scanlines";
|
||||
> = gaussian_beam_min_sigma_static;
|
||||
|
||||
uniform float gaussian_beam_max_sigma <
|
||||
ui_label = "Gaussian Beam Max Sigma";
|
||||
ui_tooltip = "For Gaussian Beam Shape, sets thickness of bright pixels";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = gaussian_beam_max_sigma_static;
|
||||
|
||||
uniform float gaussian_beam_spot_power <
|
||||
ui_label = "Gaussian Beam Spot Power";
|
||||
ui_tooltip = "For Gaussian Beam Shape, balances between Min and Max Sigma";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = gaussian_beam_spot_power_static;
|
||||
|
||||
uniform float gaussian_beam_min_shape <
|
||||
ui_label = "Gaussian Beam Min Shape";
|
||||
ui_tooltip = "For Gaussian Beam Shape, sets sharpness of dim pixels";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Scanlines";
|
||||
> = gaussian_beam_min_shape_static;
|
||||
|
||||
uniform float gaussian_beam_max_shape <
|
||||
ui_label = "Gaussian Beam Max Shape";
|
||||
ui_tooltip = "For Gaussian Beam Shape, sets sharpness of bright pixels";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = gaussian_beam_max_shape_static;
|
||||
|
||||
uniform float gaussian_beam_shape_power <
|
||||
ui_label = "Gaussian Beam Shape Power";
|
||||
ui_tooltip = "For Gaussian Beam Shape, balances between Min and Max Shape";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Scanlines";
|
||||
> = gaussian_beam_shape_power_static;
|
||||
|
||||
uniform float3 convergence_offset_x <
|
||||
ui_label = "Convergence Offset X RGB";
|
||||
ui_tooltip = "Shift the color channels horizontally";
|
||||
ui_type = "drag";
|
||||
ui_min = -10;
|
||||
ui_max = 10;
|
||||
ui_step = 0.05;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_spacing = 5;
|
||||
ui_category = "Scanlines";
|
||||
> = 0;
|
||||
uniform float3 convergence_offset_y <
|
||||
ui_label = "Convergence Offset Y RGB";
|
||||
ui_tooltip = "Shift the color channels vertically";
|
||||
ui_type = "drag";
|
||||
ui_min = -10;
|
||||
ui_max = 10;
|
||||
ui_step = 0.05;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
ui_category = "Scanlines";
|
||||
> = 0;
|
||||
|
||||
static uint beam_horiz_filter = beam_horiz_filter_static;
|
||||
static float beam_horiz_sigma = beam_horiz_sigma_static;
|
||||
static float beam_horiz_linear_rgb_weight = beam_horiz_linear_rgb_weight_static;
|
||||
|
||||
// ==== IMAGE COLORIZATION ====
|
||||
uniform float crt_gamma <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "Apply gamma, contrast, and blurring.\n\n";
|
||||
#endif
|
||||
ui_label = "CRT Gamma";
|
||||
ui_tooltip = "The gamma-level of the original content";
|
||||
ui_type = "slider";
|
||||
ui_min = 1.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Colors and Effects";
|
||||
ui_category_closed = true;
|
||||
> = crt_gamma_static;
|
||||
|
||||
uniform float lcd_gamma <
|
||||
ui_label = "LCD Gamma";
|
||||
ui_tooltip = "The gamma-level of your display";
|
||||
ui_type = "slider";
|
||||
ui_min = 1.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Colors and Effects";
|
||||
> = lcd_gamma_static;
|
||||
|
||||
uniform float levels_contrast <
|
||||
ui_label = "Levels Contrast";
|
||||
ui_tooltip = "Sets the contrast of the CRT";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_spacing = 5;
|
||||
ui_category = "Colors and Effects";
|
||||
> = levels_contrast_static;
|
||||
|
||||
uniform float halation_weight <
|
||||
ui_label = "Halation";
|
||||
ui_tooltip = "Desaturation due to eletrons exciting the wrong phosphors";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Colors and Effects";
|
||||
> = halation_weight_static;
|
||||
|
||||
uniform float diffusion_weight <
|
||||
ui_label = "Diffusion";
|
||||
ui_tooltip = "Blurring due to refraction from the screen's glass";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Colors and Effects";
|
||||
> = diffusion_weight_static;
|
||||
|
||||
uniform float blur_radius <
|
||||
ui_label = "Blur Radius";
|
||||
ui_tooltip = "Scales the radius of the halation and diffusion effects";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.01;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Colors and Effects";
|
||||
> = 1.0;
|
||||
|
||||
uniform float bloom_underestimate_levels <
|
||||
ui_label = "Bloom Underestimation";
|
||||
ui_tooltip = "Scale the bloom effect's intensity";
|
||||
ui_type = "drag";
|
||||
ui_min = FIX_ZERO(0.0);
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Colors and Effects";
|
||||
> = bloom_underestimate_levels_static;
|
||||
|
||||
uniform float bloom_excess <
|
||||
ui_label = "Bloom Excess";
|
||||
ui_tooltip = "Extra bloom applied to all colors";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Colors and Effects";
|
||||
> = bloom_excess_static;
|
||||
|
||||
uniform float2 aa_subpixel_r_offset_runtime <
|
||||
ui_label = "AA Subpixel R Offet XY";
|
||||
ui_type = "drag";
|
||||
ui_min = -0.5;
|
||||
ui_max = 0.5;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS || !_RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS;
|
||||
|
||||
ui_category = "Colors and Effects";
|
||||
> = aa_subpixel_r_offset_static;
|
||||
|
||||
static const float aa_cubic_c = aa_cubic_c_static;
|
||||
static const float aa_gauss_sigma = aa_gauss_sigma_static;
|
||||
|
||||
|
||||
// ==== GEOMETRY ====
|
||||
uniform uint geom_rotation_mode <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "Change the geometry of the screen's glass.\n\n";
|
||||
#endif
|
||||
ui_label = "Rotate Screen";
|
||||
ui_type = "combo";
|
||||
ui_items = "0 degrees\0"
|
||||
"90 degrees\0"
|
||||
"180 degrees\0"
|
||||
"270 degrees\0";
|
||||
|
||||
ui_category = "Screen Geometry";
|
||||
ui_category_closed = true;
|
||||
> = 0;
|
||||
uniform uint geom_mode_runtime <
|
||||
ui_label = "Geometry Mode";
|
||||
ui_tooltip = "Select screen curvature type";
|
||||
ui_type = "combo";
|
||||
ui_items = "Flat\0"
|
||||
"Spherical\0"
|
||||
"Spherical (Alt)\0"
|
||||
"Cylindrical (Trinitron)\0";
|
||||
|
||||
ui_category = "Screen Geometry";
|
||||
> = geom_mode_static;
|
||||
|
||||
uniform float geom_radius <
|
||||
ui_label = "Geometry Radius";
|
||||
ui_tooltip = "Select screen curvature radius";
|
||||
ui_type = "slider";
|
||||
ui_min = 1.0 / (2.0 * pi);
|
||||
ui_max = 1024;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Screen Geometry";
|
||||
> = geom_radius_static;
|
||||
|
||||
uniform float geom_view_dist <
|
||||
ui_label = "View Distance";
|
||||
ui_type = "slider";
|
||||
ui_min = 0.5;
|
||||
ui_max = 1024;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Screen Geometry";
|
||||
> = geom_view_dist_static;
|
||||
|
||||
uniform float2 geom_tilt_angle <
|
||||
ui_label = "Screen Tilt Angles";
|
||||
ui_type = "drag";
|
||||
ui_min = -pi;
|
||||
ui_max = pi;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Screen Geometry";
|
||||
> = geom_tilt_angle_static;
|
||||
|
||||
uniform float2 geom_aspect_ratio <
|
||||
ui_label = "Screen Aspect Ratios";
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_category = "Screen Geometry";
|
||||
> = float2(geom_aspect_ratio_static, 1);
|
||||
uniform float2 geom_overscan <
|
||||
ui_label = "Geom Overscan";
|
||||
ui_type = "drag";
|
||||
ui_min = FIX_ZERO(0.0);
|
||||
ui_step = 0.01;
|
||||
hidden = !ADVANCED_SETTINGS;
|
||||
|
||||
ui_spacing = 2;
|
||||
ui_category = "Screen Geometry";
|
||||
> = geom_overscan_static;
|
||||
|
||||
// ==== BORDER ====
|
||||
uniform float border_size <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "Apply a thin vignette to the edge of the screen.\n\n";
|
||||
#endif
|
||||
ui_label = "Border Size";
|
||||
ui_category_closed = true;
|
||||
ui_type = "slider";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.5;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Screen Border";
|
||||
> = border_size_static;
|
||||
|
||||
uniform float border_darkness <
|
||||
ui_label = "Border Darkness";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Screen Border";
|
||||
> = border_darkness_static;
|
||||
|
||||
uniform float border_compress <
|
||||
ui_label = "Border Compress";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_step = 0.01;
|
||||
|
||||
ui_category = "Screen Border";
|
||||
> = border_compress_static;
|
||||
|
||||
// ==== PREBLUR ====
|
||||
#if ENABLE_PREBLUR
|
||||
uniform float2 preblur_effect_radius <
|
||||
#if !HIDE_HELP_SECTIONS
|
||||
ui_text = "- Apply a linear blur to the input image. Kind of like an NTSC/Composite shader, but much faster.\n"
|
||||
"- If you want to use an NTSC shader or don't like this effect, disable it by setting ENABLE_PREBLUR to 0\n"
|
||||
"- If you leave all of these set to 0, then they don't do anything. Consider disabling the effect to improve performance.\n\n";
|
||||
#endif
|
||||
ui_type = "drag";
|
||||
ui_min = 0;
|
||||
ui_max = 100;
|
||||
ui_step = 1;
|
||||
ui_label = "Effect Radius XY";
|
||||
ui_tooltip = "The radius of the effect visible on the screen (measured in pixels)";
|
||||
|
||||
ui_category = "Pre-Blur";
|
||||
ui_category_closed = true;
|
||||
> = 0;
|
||||
uniform uint2 preblur_sampling_radius <
|
||||
ui_type = "drag";
|
||||
ui_min = 0;
|
||||
ui_max = 100;
|
||||
ui_step = 1;
|
||||
ui_label = "Sampling Radius XY";
|
||||
ui_tooltip = "The number of samples to take on either side of each pixel";
|
||||
|
||||
ui_category = "Pre-Blur";
|
||||
> = 0;
|
||||
#else
|
||||
static const float2 preblur_effect_radius = 0;
|
||||
static const uint2 preblur_sampling_radius = 0;
|
||||
#endif
|
||||
|
||||
// Provide accessors for vector constants that pack scalar uniforms:
|
||||
float2 get_aspect_vector(const float geom_aspect_ratio)
|
||||
{
|
||||
// Get an aspect ratio vector. Enforce geom_max_aspect_ratio, and prevent
|
||||
// the absolute scale from affecting the uv-mapping for curvature:
|
||||
const float geom_clamped_aspect_ratio =
|
||||
min(geom_aspect_ratio, geom_max_aspect_ratio);
|
||||
const float2 geom_aspect =
|
||||
normalize(float2(geom_clamped_aspect_ratio, 1.0));
|
||||
return geom_aspect;
|
||||
}
|
||||
|
||||
float2 get_geom_overscan_vector()
|
||||
{
|
||||
return geom_overscan;
|
||||
}
|
||||
|
||||
float2 get_geom_tilt_angle_vector()
|
||||
{
|
||||
return geom_tilt_angle;
|
||||
}
|
||||
|
||||
float3 get_convergence_offsets_x_vector()
|
||||
{
|
||||
return convergence_offset_x;
|
||||
}
|
||||
|
||||
float3 get_convergence_offsets_y_vector()
|
||||
{
|
||||
return convergence_offset_y;
|
||||
}
|
||||
|
||||
float2 get_convergence_offsets_r_vector()
|
||||
{
|
||||
return float2(convergence_offset_x.r, convergence_offset_y.r);
|
||||
}
|
||||
|
||||
float2 get_convergence_offsets_g_vector()
|
||||
{
|
||||
return float2(convergence_offset_x.g, convergence_offset_y.g);
|
||||
}
|
||||
|
||||
float2 get_convergence_offsets_b_vector()
|
||||
{
|
||||
return float2(convergence_offset_x.b, convergence_offset_y.b);
|
||||
}
|
||||
|
||||
float2 get_aa_subpixel_r_offset()
|
||||
{
|
||||
#if _RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#if _RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
// WARNING: THIS IS EXTREMELY EXPENSIVE.
|
||||
return aa_subpixel_r_offset_runtime;
|
||||
#else
|
||||
return aa_subpixel_r_offset_static;
|
||||
#endif
|
||||
#else
|
||||
return aa_subpixel_r_offset_static;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Provide accessors settings which still need "cooking:"
|
||||
float get_mask_amplify()
|
||||
{
|
||||
static const float mask_grille_amplify = 1.0/mask_grille_avg_color;
|
||||
static const float mask_slot_amplify = 1.0/mask_slot_avg_color;
|
||||
static const float mask_shadow_amplify = 1.0/mask_shadow_avg_color;
|
||||
|
||||
float mask_amplify;
|
||||
[flatten]
|
||||
switch (mask_type) {
|
||||
case 0:
|
||||
mask_amplify = mask_grille_amplify;
|
||||
break;
|
||||
case 1:
|
||||
mask_amplify = mask_slot_amplify;
|
||||
break;
|
||||
case 2:
|
||||
mask_amplify = mask_shadow_amplify;
|
||||
break;
|
||||
case 3:
|
||||
mask_amplify = mask_grille_amplify;
|
||||
break;
|
||||
case 4:
|
||||
mask_amplify = mask_slot_amplify;
|
||||
break;
|
||||
default:
|
||||
mask_amplify = mask_shadow_amplify;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
return mask_amplify;
|
||||
}
|
||||
|
||||
#endif // _BIND_SHADER_PARAMS_H
|
||||
@@ -1,320 +0,0 @@
|
||||
#ifndef _BLOOM_FUNCTIONS_H
|
||||
#define _BLOOM_FUNCTIONS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// These utility functions and constants help several passes determine the
|
||||
// size and center texel weight of the phosphor bloom in a uniform manner.
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// We need to calculate the correct blur sigma using some .cgp constants:
|
||||
//#include "../user-settings.h"
|
||||
|
||||
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
#include "bind-shader-params.fxh"
|
||||
#include "blur-functions.fxh"
|
||||
|
||||
/////////////////////////////// BLOOM CONSTANTS //////////////////////////////
|
||||
|
||||
// Compute constants with manual inlines of the functions below:
|
||||
static const float bloom_diff_thresh = 1.0/256.0;
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
const float thresh)
|
||||
{
|
||||
// Requires: 1.) triad_size is the final phosphor triad size in pixels
|
||||
// 2.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum sigma that will fully blur a phosphor
|
||||
// triad on the screen to an even color, within thresh.
|
||||
// This closed-form function was found by curve-fitting data.
|
||||
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
|
||||
return -0.05168 + 0.6113*triad_size -
|
||||
1.122*triad_size*sqrt(0.000416 + thresh);
|
||||
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
|
||||
//return 0.5985*triad_size - triad_size*sqrt(thresh)
|
||||
}
|
||||
|
||||
float get_absolute_scale_blur_sigma(const float thresh)
|
||||
{
|
||||
// Requires: 1.) min_expected_triads must be a global float. The number
|
||||
// of horizontal phosphor triads in the final image must be
|
||||
// >= min_allowed_viewport_triads.x for realistic results.
|
||||
// 2.) bloom_approx_scale_x must be a global float equal to the
|
||||
// absolute horizontal scale of BLOOM_APPROX.
|
||||
// 3.) bloom_approx_scale_x/min_allowed_viewport_triads.x
|
||||
// should be <= 1.1658025090 to keep the final result <
|
||||
// 0.62666015625 (the largest sigma ensuring the largest
|
||||
// unused texel weight stays < 1.0/256.0 for a 3x3 blur).
|
||||
// 4.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum Gaussian sigma that will blur the pass
|
||||
// output as much as it would have taken to blur away
|
||||
// bloom_approx_scale_x horizontal phosphor triads.
|
||||
// Description:
|
||||
// BLOOM_APPROX should look like a downscaled phosphor blur. Ideally, we'd
|
||||
// use the same blur sigma as the actual phosphor bloom and scale it down
|
||||
// to the current resolution with (bloom_approx_scale_x/viewport_size_x), but
|
||||
// we don't know the viewport size in this pass. Instead, we'll blur as
|
||||
// much as it would take to blur away min_allowed_viewport_triads.x. This
|
||||
// will blur "more than necessary" if the user actually uses more triads,
|
||||
// but that's not terrible either, because blurring a constant fraction of
|
||||
// the viewport may better resemble a true optical bloom anyway (since the
|
||||
// viewport will generally be about the same fraction of each player's
|
||||
// field of view, regardless of screen size and resolution).
|
||||
// Assume an extremely large viewport size for asymptotic results.
|
||||
return bloom_approx_scale_x/max_viewport_size_x *
|
||||
get_min_sigma_to_blur_triad(
|
||||
max_viewport_size_x/min_allowed_viewport_triads.x, thresh);
|
||||
}
|
||||
|
||||
float get_center_weight(const float sigma)
|
||||
{
|
||||
// Given a Gaussian blur sigma, get the blur weight for the center texel.
|
||||
#if _RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
return get_fast_gaussian_weight_sum_inv(sigma);
|
||||
#else
|
||||
const float denom_inv = 0.5/(sigma*sigma);
|
||||
const float w0 = 1.0;
|
||||
const float w1 = exp(-1.0 * denom_inv);
|
||||
const float w2 = exp(-4.0 * denom_inv);
|
||||
const float w3 = exp(-9.0 * denom_inv);
|
||||
const float w4 = exp(-16.0 * denom_inv);
|
||||
const float w5 = exp(-25.0 * denom_inv);
|
||||
const float w6 = exp(-36.0 * denom_inv);
|
||||
const float w7 = exp(-49.0 * denom_inv);
|
||||
const float w8 = exp(-64.0 * denom_inv);
|
||||
const float w9 = exp(-81.0 * denom_inv);
|
||||
const float w10 = exp(-100.0 * denom_inv);
|
||||
const float w11 = exp(-121.0 * denom_inv);
|
||||
const float w12 = exp(-144.0 * denom_inv);
|
||||
const float w13 = exp(-169.0 * denom_inv);
|
||||
const float w14 = exp(-196.0 * denom_inv);
|
||||
const float w15 = exp(-225.0 * denom_inv);
|
||||
const float w16 = exp(-256.0 * denom_inv);
|
||||
const float w17 = exp(-289.0 * denom_inv);
|
||||
const float w18 = exp(-324.0 * denom_inv);
|
||||
const float w19 = exp(-361.0 * denom_inv);
|
||||
const float w20 = exp(-400.0 * denom_inv);
|
||||
const float w21 = exp(-441.0 * denom_inv);
|
||||
// Note: If the implementation uses a smaller blur than the max allowed,
|
||||
// the worst case scenario is that the center weight will be overestimated,
|
||||
// so we'll put a bit more energy into the brightpass...no huge deal.
|
||||
// Then again, if the implementation uses a larger blur than the max
|
||||
// "allowed" because of dynamic branching, the center weight could be
|
||||
// underestimated, which is more of a problem...consider always using
|
||||
#if PHOSPHOR_BLOOM_TRIAD_SIZE_MODE >= _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
// 43x blur:
|
||||
const float weight_sum_inv = 1.0 /
|
||||
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 +
|
||||
w11 + w12 + w13 + w14 + w15 + w16 + w17 + w18 + w19 + w20 + w21));
|
||||
#else
|
||||
#if PHOSPHOR_BLOOM_TRIAD_SIZE_MODE >= _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
// 31x blur:
|
||||
const float weight_sum_inv = 1.0 /
|
||||
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 +
|
||||
w8 + w9 + w10 + w11 + w12 + w13 + w14 + w15));
|
||||
#else
|
||||
#if PHOSPHOR_BLOOM_TRIAD_SIZE_MODE >= _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
// 25x blur:
|
||||
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
|
||||
w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 + w12));
|
||||
#else
|
||||
#if PHOSPHOR_BLOOM_TRIAD_SIZE_MODE >= _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
// 17x blur:
|
||||
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
|
||||
w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8));
|
||||
#else
|
||||
// 9x blur:
|
||||
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4));
|
||||
#endif // _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
#endif // _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
#endif // _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
#endif // _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
const float center_weight = weight_sum_inv * weight_sum_inv;
|
||||
return center_weight;
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 tex2DblurNfast(const sampler2D tex, const float2 tex_uv,
|
||||
const float2 dxdy, const float sigma,
|
||||
const float input_gamma)
|
||||
{
|
||||
// If sigma is static, we can safely branch and use the smallest blur
|
||||
// that's big enough. Ignore #define hints, because we'll only use a
|
||||
// large blur if we actually need it, and the branches cost nothing.
|
||||
#if !_RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#define PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
#else
|
||||
// It's still worth branching if the profile supports dynamic branches:
|
||||
// It's much faster than using a hugely excessive blur, but each branch
|
||||
// eats ~1% FPS.
|
||||
#if _DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
#endif
|
||||
#endif
|
||||
// Failed optimization notes:
|
||||
// I originally created a same-size mipmapped 5-tap separable blur10 that
|
||||
// could handle any sigma by reaching into lower mip levels. It was
|
||||
// as fast as blur25fast for runtime sigmas and a tad faster than
|
||||
// blur31fast for static sigmas, but mipmapping two viewport-size passes
|
||||
// ate 10% of FPS across all codepaths, so it wasn't worth it.
|
||||
#ifdef PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
if(sigma <= blur9_std_dev)
|
||||
{
|
||||
return tex2Dblur9fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
}
|
||||
else if(sigma <= blur17_std_dev)
|
||||
{
|
||||
return tex2Dblur17fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
}
|
||||
else if(sigma <= blur25_std_dev)
|
||||
{
|
||||
return tex2Dblur25fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
}
|
||||
else if(sigma <= blur31_std_dev)
|
||||
{
|
||||
return tex2Dblur31fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
}
|
||||
else
|
||||
{
|
||||
return tex2Dblur43fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
}
|
||||
#else
|
||||
// If we can't afford to branch, we can only guess at what blur
|
||||
// size we need. Therefore, use the largest blur allowed.
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
return tex2Dblur43fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
return tex2Dblur31fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
return tex2Dblur25fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
#else
|
||||
#if PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
return tex2Dblur17fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
#else
|
||||
return tex2Dblur9fast(tex, tex_uv, dxdy, sigma, input_gamma);
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
}
|
||||
|
||||
float get_bloom_approx_sigma(const float output_size_x_runtime,
|
||||
const float estimated_viewport_size_x)
|
||||
{
|
||||
// Requires: 1.) output_size_x_runtime == BLOOM_APPROX.output_size.x.
|
||||
// This is included for dynamic codepaths just in case the
|
||||
// following two globals are incorrect:
|
||||
// 2.) bloom_approx_size_x_for_skip should == the same
|
||||
// if PHOSPHOR_BLOOM_FAKE is #defined
|
||||
// 3.) bloom_approx_size_x should == the same otherwise
|
||||
// Returns: For gaussian4x4, return a dynamic small bloom sigma that's
|
||||
// as close to optimal as possible given available information.
|
||||
// For blur3x3, return the a static small bloom sigma that
|
||||
// works well for typical cases. Otherwise, we're using simple
|
||||
// bilinear filtering, so use static calculations.
|
||||
// Assume the default static value. This is a compromise that ensures
|
||||
// typical triads are blurred, even if unusually large ones aren't.
|
||||
static const float mask_num_triads_static =
|
||||
max(min_allowed_viewport_triads.x, mask_num_triads_across_static);
|
||||
const float mask_num_triads_from_size =
|
||||
estimated_viewport_size_x/mask_triad_width;
|
||||
const float mask_num_triads_runtime = max(min_allowed_viewport_triads.x,
|
||||
lerp(mask_num_triads_from_size, mask_num_triads_across,
|
||||
mask_size_param));
|
||||
// Assume an extremely large viewport size for asymptotic results:
|
||||
static const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// Use the runtime num triads and output size:
|
||||
const float asymptotic_triad_size =
|
||||
max_viewport_size_x/mask_num_triads_runtime;
|
||||
const float asymptotic_sigma = get_min_sigma_to_blur_triad(
|
||||
asymptotic_triad_size, bloom_diff_thresh);
|
||||
const float bloom_approx_sigma =
|
||||
asymptotic_sigma * output_size_x_runtime/max_viewport_size_x;
|
||||
// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
|
||||
// account for the Gaussian scanline sigma from the last pass too.
|
||||
// The bloom will be too wide horizontally but tall enough vertically.
|
||||
return length(float2(bloom_approx_sigma, gaussian_beam_max_sigma));
|
||||
}
|
||||
else // 3x3 blur resize (the bilinear resize doesn't need a sigma)
|
||||
{
|
||||
// We're either using blur3x3 or bilinear filtering. The biggest
|
||||
// reason to choose blur3x3 is to avoid dynamic weights, so use a
|
||||
// static calculation.
|
||||
#ifdef PHOSPHOR_BLOOM_FAKE
|
||||
static const float output_size_x_static =
|
||||
bloom_approx_size_x_for_fake;
|
||||
#else
|
||||
static const float output_size_x_static = bloom_approx_size_x;
|
||||
#endif
|
||||
static const float asymptotic_triad_size =
|
||||
max_viewport_size_x/mask_num_triads_static;
|
||||
const float asymptotic_sigma = get_min_sigma_to_blur_triad(
|
||||
asymptotic_triad_size, bloom_diff_thresh);
|
||||
const float bloom_approx_sigma =
|
||||
asymptotic_sigma * output_size_x_static/max_viewport_size_x;
|
||||
// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
|
||||
// try accounting for the Gaussian scanline sigma from the last pass
|
||||
// too; use the static default value:
|
||||
return length(float2(bloom_approx_sigma, gaussian_beam_max_sigma_static));
|
||||
}
|
||||
}
|
||||
|
||||
float get_final_bloom_sigma(const float bloom_sigma_runtime)
|
||||
{
|
||||
// Requires: 1.) bloom_sigma_runtime is a precalculated sigma that's
|
||||
// optimal for the [known] triad size.
|
||||
// 2.) Call this from a fragment shader (not a vertex shader),
|
||||
// or blurring with static sigmas won't be constant-folded.
|
||||
// Returns: Return the optimistic static sigma if the triad size is
|
||||
// known at compile time. Otherwise return the optimal runtime
|
||||
// sigma (10% slower) or an implementation-specific compromise
|
||||
// between an optimistic or pessimistic static sigma.
|
||||
// Notes: Call this from the fragment shader, NOT the vertex shader,
|
||||
// so static sigmas can be constant-folded!
|
||||
const float bloom_sigma_optimistic = get_min_sigma_to_blur_triad(
|
||||
mask_triad_width_static, bloom_diff_thresh);
|
||||
#if _RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
return bloom_sigma_runtime;
|
||||
#else
|
||||
// Overblurring looks as bad as underblurring, so assume average-size
|
||||
// triads, not worst-case huge triads:
|
||||
return bloom_sigma_optimistic;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
#endif // _BLOOM_FUNCTIONS_H
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,405 +0,0 @@
|
||||
#ifndef _DERIVED_SETTINGS_AND_CONSTANTS_H
|
||||
#define _DERIVED_SETTINGS_AND_CONSTANTS_H
|
||||
|
||||
#include "helper-functions-and-macros.fxh"
|
||||
#include "user-settings.fxh"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// These macros and constants can be used across the whole codebase.
|
||||
// Unlike the values in user-settings.cgh, end users shouldn't modify these.
|
||||
|
||||
|
||||
/////////////////////////////// BEGIN INCLUDES ///////////////////////////////
|
||||
|
||||
//#include "../user-settings.h"
|
||||
|
||||
//#include "user-cgp-constants.h"
|
||||
|
||||
///////////////////////// BEGIN USER-CGP-CONSTANTS /////////////////////////
|
||||
|
||||
#ifndef _USER_CGP_CONSTANTS_H
|
||||
#define _USER_CGP_CONSTANTS_H
|
||||
|
||||
// IMPORTANT:
|
||||
// These constants MUST be set appropriately for the settings in crt-royale.cgp
|
||||
// (or whatever related .cgp file you're using). If they aren't, you're likely
|
||||
// to get artifacts, the wrong phosphor mask size, etc. I wish these could be
|
||||
// set directly in the .cgp file to make things easier, but...they can't.
|
||||
|
||||
// PASS SCALES AND RELATED CONSTANTS:
|
||||
// Copy the absolute scale_x for BLOOM_APPROX. There are two major versions of
|
||||
// this shader: One does a viewport-scale bloom, and the other skips it. The
|
||||
// latter benefits from a higher bloom_approx_scale_x, so save both separately:
|
||||
static const float bloom_approx_scale_x = 4.0 / 3.0;
|
||||
static const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
static const float bloom_diff_thresh_ = 1.0/256.0;
|
||||
|
||||
static const float bloom_approx_size_x = 320.0;
|
||||
static const float bloom_approx_size_x_for_fake = 400.0;
|
||||
// Copy the viewport-relative scales of the phosphor mask resize passes
|
||||
// (MASK_RESIZE and the pass immediately preceding it):
|
||||
static const float2 mask_resize_viewport_scale = float2(0.0625, 0.0625);
|
||||
// Copy the geom_max_aspect_ratio used to calculate the MASK_RESIZE scales, etc.:
|
||||
static const float geom_max_aspect_ratio = 4.0/3.0;
|
||||
|
||||
// PHOSPHOR MASK TEXTURE CONSTANTS:
|
||||
// Set the following constants to reflect the properties of the phosphor mask
|
||||
// texture named in crt-royale.cgp. The shader optionally resizes a mask tile
|
||||
// based on user settings, then repeats a single tile until filling the screen.
|
||||
// The shader must know the input texture size (default 64x64), and to manually
|
||||
// resize, it must also know the horizontal triads per tile (default 8).
|
||||
static const float2 mask_texture_small_size = float2(64.0, 64.0);
|
||||
static const float2 mask_texture_large_size = float2(512.0, 512.0);
|
||||
static const float mask_triads_per_tile = 8.0;
|
||||
// We need the average brightness of the phosphor mask to compensate for the
|
||||
// dimming it causes. The following four values are roughly correct for the
|
||||
// masks included with the shader. Update the value for any LUT texture you
|
||||
// change. [Un]comment "#define PHOSPHOR_MASK_GRILLE14" depending on whether
|
||||
// the loaded aperture grille uses 14-pixel or 15-pixel stripes (default 15).
|
||||
// #ifndef PHOSPHOR_MASK_GRILLE14
|
||||
// #define PHOSPHOR_MASK_GRILLE14 0
|
||||
// #endif
|
||||
static const float mask_grille14_avg_color = 50.6666666/255.0;
|
||||
// TileableLinearApertureGrille14Wide7d33Spacing*.png
|
||||
// TileableLinearApertureGrille14Wide10And6Spacing*.png
|
||||
static const float mask_grille15_avg_color = 53.0/255.0;
|
||||
// TileableLinearApertureGrille15Wide6d33Spacing*.png
|
||||
// TileableLinearApertureGrille15Wide8And5d5Spacing*.png
|
||||
static const float mask_slot_avg_color = 46.0/255.0;
|
||||
// TileableLinearSlotMask15Wide9And4d5Horizontal8VerticalSpacing*.png
|
||||
// TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing*.png
|
||||
static const float mask_shadow_avg_color = 41.0/255.0;
|
||||
// TileableLinearShadowMask*.png
|
||||
// TileableLinearShadowMaskEDP*.png
|
||||
|
||||
// #if PHOSPHOR_MASK_GRILLE14
|
||||
// static const float mask_grille_avg_color = mask_grille14_avg_color;
|
||||
// #else
|
||||
static const float mask_grille_avg_color = mask_grille15_avg_color;
|
||||
// #endif
|
||||
|
||||
|
||||
#endif // _USER_CGP_CONSTANTS_H
|
||||
|
||||
////////////////////////// END USER-CGP-CONSTANTS //////////////////////////
|
||||
|
||||
//////////////////////////////// END INCLUDES ////////////////////////////////
|
||||
|
||||
/////////////////////////////// FIXED SETTINGS ///////////////////////////////
|
||||
|
||||
|
||||
|
||||
#define _SIMULATE_CRT_ON_LCD 1
|
||||
#define _SIMULATE_GBA_ON_LCD 2
|
||||
#define _SIMULATE_LCD_ON_CRT 3
|
||||
#define _SIMULATE_GBA_ON_CRT 4
|
||||
|
||||
// Ensure the first pass decodes CRT gamma and the last encodes LCD gamma.
|
||||
#define GAMMA_SIMULATION_MODE _SIMULATE_CRT_ON_LCD
|
||||
|
||||
// Manually tiling a manually resized texture creates texture coord derivative
|
||||
// discontinuities and confuses anisotropic filtering, causing discolored tile
|
||||
// seams in the phosphor mask. Workarounds:
|
||||
// a.) Using tex2Dlod disables anisotropic filtering for tiled masks. It's
|
||||
// downgraded to tex2Dbias without _DRIVERS_ALLOW_TEX2DLOD #defined and
|
||||
// disabled without _DRIVERS_ALLOW_TEX2DBIAS #defined either.
|
||||
// b.) "Tile flat twice" requires drawing two full tiles without border padding
|
||||
// to the resized mask FBO, and it's incompatible with same-pass curvature.
|
||||
// (Same-pass curvature isn't used but could be in the future...maybe.)
|
||||
// c.) "Fix discontinuities" requires derivatives and drawing one tile with
|
||||
// border padding to the resized mask FBO, but it works with same-pass
|
||||
// curvature. It's disabled without _DRIVERS_ALLOW_DERIVATIVES #defined.
|
||||
// Precedence: a, then, b, then c (if multiple strategies are #defined).
|
||||
// #ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD 1 // 129.7 FPS, 4x, flat; 101.8 at fullscreen
|
||||
// #endif
|
||||
// #ifndef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE 1 // 128.1 FPS, 4x, flat; 101.5 at fullscreen
|
||||
// #endif
|
||||
// #ifndef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES 1 // 124.4 FPS, 4x, flat; 97.4 at fullscreen
|
||||
// #endif
|
||||
// Also, manually resampling the phosphor mask is slightly blurrier with
|
||||
// anisotropic filtering. (Resampling with mipmapping is even worse: It
|
||||
// creates artifacts, but only with the fully bloomed shader.) The difference
|
||||
// is subtle with small triads, but you can fix it for a small cost.
|
||||
// #ifndef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD 0
|
||||
// #endif
|
||||
|
||||
|
||||
////////////////////////////// DERIVED SETTINGS //////////////////////////////
|
||||
|
||||
// Intel HD 4000 GPU's can't handle manual mask resizing (for now), setting the
|
||||
// geometry mode at runtime, or a 4x4 true Gaussian resize. Disable
|
||||
// incompatible settings ASAP. (_INTEGRATED_GRAPHICS_COMPATIBILITY_MODE may be
|
||||
// #defined by either user-settings.h or a wrapper .cg that #includes the
|
||||
// current .cg pass.)
|
||||
#if _INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
|
||||
#if _PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
#undef _PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
#define _PHOSPHOR_MASK_MANUALLY_RESIZE 0
|
||||
#endif
|
||||
#if _RUNTIME_GEOMETRY_MODE
|
||||
#undef _RUNTIME_GEOMETRY_MODE
|
||||
#define _RUNTIME_GEOMETRY_MODE 0
|
||||
#endif
|
||||
// Mode 2 (4x4 Gaussian resize) won't work, and mode 1 (3x3 blur) is
|
||||
// inferior in most cases, so replace 2.0 with 0.0:
|
||||
static const float bloom_approx_filter = macro_cond(
|
||||
bloom_approx_filter_static > 1.5,
|
||||
0.0,
|
||||
bloom_approx_filter_static
|
||||
);
|
||||
#else
|
||||
static const float bloom_approx_filter = bloom_approx_filter_static;
|
||||
#endif
|
||||
|
||||
// Disable slow runtime paths if static parameters are used. Most of these
|
||||
// won't be a problem anyway once the params are disabled, but some will.
|
||||
#if !_RUNTIME_SHADER_PARAMS_ENABLE
|
||||
#if _RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#undef _RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#define _RUNTIME_PHOSPHOR_BLOOM_SIGMA 0
|
||||
#endif
|
||||
#if _RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#undef _RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#define _RUNTIME_ANTIALIAS_WEIGHTS 0
|
||||
#endif
|
||||
#if _RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
#undef _RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
#define _RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS 0
|
||||
#endif
|
||||
#if _RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#undef _RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#define _RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE 0
|
||||
#endif
|
||||
#if _RUNTIME_GEOMETRY_TILT
|
||||
#undef _RUNTIME_GEOMETRY_TILT
|
||||
#define _RUNTIME_GEOMETRY_TILT 0
|
||||
#endif
|
||||
#if _RUNTIME_GEOMETRY_MODE
|
||||
#undef _RUNTIME_GEOMETRY_MODE
|
||||
#define _RUNTIME_GEOMETRY_MODE 0
|
||||
#endif
|
||||
// #if FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
// #undef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
// #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT 0
|
||||
// #endif
|
||||
#endif
|
||||
|
||||
// Make tex2Dbias a backup for tex2Dlod for wider compatibility.
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #endif
|
||||
// #if ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
// #endif
|
||||
// Rule out unavailable anisotropic compatibility strategies:
|
||||
#if !_DRIVERS_ALLOW_DERIVATIVES
|
||||
// #if ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES 0
|
||||
// #endif
|
||||
#endif
|
||||
// #if !_DRIVERS_ALLOW_TEX2DLOD
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD 0
|
||||
// #endif
|
||||
// #if ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD 0
|
||||
// #endif
|
||||
// #ifdef ANTIALIAS_DISABLE_ANISOTROPIC
|
||||
// #undef ANTIALIAS_DISABLE_ANISOTROPIC
|
||||
// #endif
|
||||
// #endif
|
||||
// #if !_DRIVERS_ALLOW_TEX2DBIAS
|
||||
// #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #endif
|
||||
// #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
// #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
// #endif
|
||||
// #endif
|
||||
// Prioritize anisotropic tiling compatibility strategies by performance and
|
||||
// disable unused strategies. This concentrates all the nesting in one place.
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #endif
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE 0
|
||||
// #endif
|
||||
// #if ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES 0
|
||||
// #endif
|
||||
// #else
|
||||
// #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE 0
|
||||
// #endif
|
||||
// #if ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES 0
|
||||
// #endif
|
||||
// #else
|
||||
// // ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE is only compatible with
|
||||
// // flat texture coords in the same pass, but that's all we use.
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// #if ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// #define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES 0
|
||||
// #endif
|
||||
// #endif
|
||||
// #endif
|
||||
// #endif
|
||||
// The tex2Dlod and tex2Dbias strategies share a lot in common, and we can
|
||||
// reduce some #ifdef nesting in the next section by essentially OR'ing them:
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
|
||||
// #endif
|
||||
// #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
// #define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
|
||||
// #endif
|
||||
// Prioritize anisotropic resampling compatibility strategies the same way:
|
||||
// #if ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// #ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
// #undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
// #endif
|
||||
// #endif
|
||||
|
||||
|
||||
/////////////////////// DERIVED PHOSPHOR MASK CONSTANTS //////////////////////
|
||||
|
||||
// If we can use the large mipmapped LUT without mipmapping artifacts, we
|
||||
// should: It gives us more options for using fewer samples.
|
||||
// #if USE_LARGE_PHOSPHOR_MASK
|
||||
// #if ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// // TODO: Take advantage of this!
|
||||
// #define PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT
|
||||
// static const float2 mask_resize_src_lut_size = mask_texture_large_size;
|
||||
// #else
|
||||
static const float2 mask_resize_src_lut_size = mask_texture_large_size;
|
||||
// #endif
|
||||
// #else
|
||||
// static const float2 mask_resize_src_lut_size = mask_texture_small_size;
|
||||
// #endif
|
||||
|
||||
static const float tile_aspect_inv = mask_resize_src_lut_size.y/mask_resize_src_lut_size.x;
|
||||
|
||||
|
||||
// tex2D's sampler2D parameter MUST be a uniform global, a uniform input to
|
||||
// main_fragment, or a static alias of one of the above. This makes it hard
|
||||
// to select the phosphor mask at runtime: We can't even assign to a uniform
|
||||
// global in the vertex shader or select a sampler2D in the vertex shader and
|
||||
// pass it to the fragment shader (even with explicit TEXUNIT# bindings),
|
||||
// because it just gives us the input texture or a black screen. However, we
|
||||
// can get around these limitations by calling tex2D three times with different
|
||||
// uniform samplers (or resizing the phosphor mask three times altogether).
|
||||
// With dynamic branches, we can process only one of these branches on top of
|
||||
// quickly discarding fragments we don't need (cgc seems able to overcome
|
||||
// limigations around dependent texture fetches inside of branches). Without
|
||||
// dynamic branches, we have to process every branch for every fragment...which
|
||||
// is slower. Runtime sampling mode selection is slower without dynamic
|
||||
// branches as well. Let the user's static #defines decide if it's worth it.
|
||||
#if _DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define _RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
// #else
|
||||
// #if FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
// #define _RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
// #endif
|
||||
#endif
|
||||
|
||||
// We need to render some minimum number of tiles in the resize passes.
|
||||
// We need at least 1.0 just to repeat a single tile, and we need extra
|
||||
// padding beyond that for anisotropic filtering, discontinuitity fixing,
|
||||
// antialiasing, same-pass curvature (not currently used), etc. First
|
||||
// determine how many border texels and tiles we need, based on how the result
|
||||
// will be sampled:
|
||||
#ifdef GEOMETRY_EARLY
|
||||
static const float max_subpixel_offset = aa_subpixel_r_offset_static.x;
|
||||
// Most antialiasing filters have a base radius of 4.0 pixels:
|
||||
static const float max_aa_base_pixel_border = 4.0 +
|
||||
max_subpixel_offset;
|
||||
#else
|
||||
static const float max_aa_base_pixel_border = 0.0;
|
||||
#endif
|
||||
// Anisotropic filtering adds about 0.5 to the pixel border:
|
||||
// #ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
|
||||
static const float max_aniso_pixel_border = max_aa_base_pixel_border + 0.5;
|
||||
// #else
|
||||
// static const float max_aniso_pixel_border = max_aa_base_pixel_border;
|
||||
// #endif
|
||||
// Fixing discontinuities adds 1.0 more to the pixel border:
|
||||
// #if ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
// static const float max_tiled_pixel_border = max_aniso_pixel_border + 1.0;
|
||||
// #else
|
||||
static const float max_tiled_pixel_border = max_aniso_pixel_border;
|
||||
// #endif
|
||||
// Convert the pixel border to an integer texel border. Assume same-pass
|
||||
// curvature about triples the texel frequency:
|
||||
#ifdef GEOMETRY_EARLY
|
||||
#define max_mask_texel_border macro_ceil(max_tiled_pixel_border * 3.0f)
|
||||
#else
|
||||
#define max_mask_texel_border macro_ceil(max_tiled_pixel_border)
|
||||
#endif
|
||||
// Convert the texel border to a tile border using worst-case assumptions:
|
||||
static const float max_mask_tile_border = max_mask_texel_border/
|
||||
(mask_min_allowed_triad_size * mask_triads_per_tile);
|
||||
|
||||
// Finally, set the number of resized tiles to render to MASK_RESIZE, and set
|
||||
// the starting texel (inside borders) for sampling it.
|
||||
#ifndef GEOMETRY_EARLY
|
||||
// #if ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// Special case: Render two tiles without borders. Anisotropic
|
||||
// filtering doesn't seem to be a problem here.
|
||||
// static const float mask_resize_num_tiles = 1.0 + 1.0;
|
||||
// static const float mask_start_texels = 0.0;
|
||||
// #else
|
||||
static const float mask_resize_num_tiles = 1.0 + 2.0 * max_mask_tile_border;
|
||||
static const float mask_start_texels = max_mask_texel_border;
|
||||
// #endif
|
||||
#else
|
||||
static const float mask_resize_num_tiles = 1.0 + 2.0*max_mask_tile_border;
|
||||
static const float mask_start_texels = max_mask_texel_border;
|
||||
#endif
|
||||
|
||||
// We have to fit mask_resize_num_tiles into an FBO with a viewport scale of
|
||||
// mask_resize_viewport_scale. This limits the maximum final triad size.
|
||||
// Estimate the minimum number of triads we can split the screen into in each
|
||||
// dimension (we'll be as correct as mask_resize_viewport_scale is):
|
||||
static const float mask_resize_num_triads = mask_resize_num_tiles * mask_triads_per_tile;
|
||||
static const float2 min_allowed_viewport_triads =
|
||||
float2(mask_resize_num_triads, mask_resize_num_triads) / mask_resize_viewport_scale;
|
||||
|
||||
|
||||
|
||||
#endif // _DERIVED_SETTINGS_AND_CONSTANTS_H
|
||||
@@ -1,84 +0,0 @@
|
||||
#ifndef _DOWNSAMPLING_FUNCTIONS_H
|
||||
#define _DOWNSAMPLING_FUNCTIONS_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
float3 opaque_linear_downsample(
|
||||
const sampler2D tex,
|
||||
const float2 texcoord,
|
||||
const uint num_pairs,
|
||||
const float2 delta_uv
|
||||
) {
|
||||
const uint total_num_samples = num_pairs * 2 + 1;
|
||||
const float2 coord_left = texcoord - delta_uv * num_pairs;
|
||||
|
||||
float3 acc = 0;
|
||||
for(int i = 0; i < total_num_samples; i++) {
|
||||
const float2 coord = coord_left + i * delta_uv;
|
||||
acc += tex2D_nograd(tex, coord).rgb;
|
||||
}
|
||||
|
||||
return acc / total_num_samples;
|
||||
}
|
||||
|
||||
|
||||
float3 opaque_lanczos_downsample(
|
||||
const sampler2D tex,
|
||||
const float2 texcoord,
|
||||
const uint num_pairs,
|
||||
const float2 delta_uv,
|
||||
const float num_sinc_lobes,
|
||||
const float weight_at_center
|
||||
) {
|
||||
const uint total_num_samples = num_pairs * 2 + 1;
|
||||
const float2 coord_left = texcoord - delta_uv * num_pairs;
|
||||
const float sinc_dx = num_sinc_lobes / num_pairs; // 2 * num_sinc_lobes / (total_num_samples - 1)
|
||||
|
||||
float3 acc = 0;
|
||||
float w_sum = 0;
|
||||
for(int i = 0; i < total_num_samples; i++) {
|
||||
const float2 coord = coord_left + i * delta_uv;
|
||||
const float sinc_x = i * sinc_dx;
|
||||
|
||||
const float weight = (i != num_pairs) ?
|
||||
num_sinc_lobes * sin(pi*sinc_x) * sin(pi*sinc_x/num_sinc_lobes) / (pi*pi * sinc_x*sinc_x) :
|
||||
weight_at_center;
|
||||
|
||||
acc += weight * tex2D_nograd(tex, coord).rgb;
|
||||
w_sum += weight;
|
||||
}
|
||||
|
||||
return acc / w_sum;
|
||||
}
|
||||
|
||||
float3 opaque_lanczos_downsample(
|
||||
const sampler2D tex,
|
||||
const float2 texcoord,
|
||||
const uint num_pairs,
|
||||
const float2 delta_uv,
|
||||
const float num_sinc_lobes
|
||||
) {
|
||||
return opaque_lanczos_downsample(tex, texcoord, num_pairs, delta_uv, num_sinc_lobes, 1);
|
||||
}
|
||||
|
||||
#endif // _DOWNSAMPLING_FUNCTIONS_H
|
||||
@@ -1,225 +0,0 @@
|
||||
#ifndef _GAMMA_MANAGEMENT_H
|
||||
#define _GAMMA_MANAGEMENT_H
|
||||
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
// Copyright (C) 2020 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
#include "helper-functions-and-macros.fxh"
|
||||
|
||||
|
||||
/////////////////////////////// BASE CONSTANTS ///////////////////////////////
|
||||
|
||||
// Set standard gamma constants, but allow users to override them:
|
||||
#ifndef OVERRIDE_STANDARD_GAMMA
|
||||
// Standard encoding gammas:
|
||||
static const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
|
||||
static const float pal_gamma = 2.8; // Never actually 2.8 in practice
|
||||
// Typical device decoding gammas (only use for emulating devices):
|
||||
// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
|
||||
// gammas: The standards purposely undercorrected for an analog CRT's
|
||||
// assumed 2.5 reference display gamma to maintain contrast in assumed
|
||||
// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
|
||||
// These unstated assumptions about display gamma and perceptual rendering
|
||||
// intent caused a lot of confusion, and more modern CRT's seemed to target
|
||||
// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
|
||||
// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
|
||||
// displays designed to view sRGB in bright environments. (Standards are
|
||||
// also in flux again with BT.1886, but it's underspecified for displays.)
|
||||
static const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
|
||||
static const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
|
||||
static const float lcd_reference_gamma = 2.5; // To match CRT
|
||||
static const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
|
||||
static const float lcd_office_gamma = 2.2; // Approximates sRGB
|
||||
#endif // OVERRIDE_STANDARD_GAMMA
|
||||
|
||||
// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
|
||||
// but only if they're aware of it.
|
||||
#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
|
||||
static const bool assume_opaque_alpha = false;
|
||||
#endif
|
||||
|
||||
|
||||
/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
|
||||
|
||||
// gamma-management.h should be compatible with overriding gamma values with
|
||||
// runtime user parameters, but we can only define other global constants in
|
||||
// terms of static constants, not uniform user parameters. To get around this
|
||||
// limitation, we need to define derived constants using functions.
|
||||
|
||||
// Set device gamma constants, but allow users to override them:
|
||||
#if _OVERRIDE_DEVICE_GAMMA
|
||||
// The user promises to globally define the appropriate constants:
|
||||
float get_crt_gamma() { return crt_gamma; }
|
||||
float get_gba_gamma() { return gba_gamma; }
|
||||
float get_lcd_gamma() { return lcd_gamma; }
|
||||
#else
|
||||
float get_crt_gamma() { return crt_reference_gamma_high; }
|
||||
float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
|
||||
float get_lcd_gamma() { return lcd_office_gamma; }
|
||||
#endif // _OVERRIDE_DEVICE_GAMMA
|
||||
|
||||
// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
|
||||
#ifdef OVERRIDE_FINAL_GAMMA
|
||||
// The user promises to globally define the appropriate constants:
|
||||
float get_intermediate_gamma() { return intermediate_gamma; }
|
||||
float get_input_gamma() { return input_gamma; }
|
||||
float get_output_gamma() { return output_gamma; }
|
||||
#else
|
||||
// If we gamma-correct every pass, always use ntsc_gamma between passes to
|
||||
// ensure middle passes don't need to care if anything is being simulated:
|
||||
|
||||
// TODO: Figure out the correct way to configure this now that intermediate
|
||||
// FBOs all use get_intermediate_gamma() directly. Also refer to the
|
||||
// original code to confirm when a shader uses ntsc_gamma despite
|
||||
// GAMMA_ENCODE_EVERY_FBO being undefined.
|
||||
// float get_intermediate_gamma() { return ntsc_gamma; }
|
||||
float get_intermediate_gamma() { return 1.0; }
|
||||
|
||||
#if GAMMA_SIMULATION_MODE == _SIMULATE_CRT_ON_LCD
|
||||
float get_input_gamma() { return get_crt_gamma(); }
|
||||
float get_output_gamma() { return get_lcd_gamma(); }
|
||||
#else
|
||||
#if GAMMA_SIMULATION_MODE == _SIMULATE_GBA_ON_LCD
|
||||
float get_input_gamma() { return get_gba_gamma(); }
|
||||
float get_output_gamma() { return get_lcd_gamma(); }
|
||||
#else
|
||||
#if GAMMA_SIMULATION_MODE == _SIMULATE_LCD_ON_CRT
|
||||
float get_input_gamma() { return get_lcd_gamma(); }
|
||||
float get_output_gamma() { return get_crt_gamma(); }
|
||||
#else
|
||||
#if GAMMA_SIMULATION_MODE == _SIMULATE_GBA_ON_CRT
|
||||
float get_input_gamma() { return get_gba_gamma(); }
|
||||
float get_output_gamma() { return get_crt_gamma(); }
|
||||
#else // Don't simulate anything:
|
||||
float get_input_gamma() { return ntsc_gamma; }
|
||||
float get_output_gamma() { return ntsc_gamma; }
|
||||
#endif // _SIMULATE_GBA_ON_CRT
|
||||
#endif // _SIMULATE_LCD_ON_CRT
|
||||
#endif // _SIMULATE_GBA_ON_LCD
|
||||
#endif // _SIMULATE_CRT_ON_LCD
|
||||
#endif // OVERRIDE_FINAL_GAMMA
|
||||
|
||||
|
||||
// Set decoding/encoding gammas for the current pass. Use static constants for
|
||||
// linearize_input and gamma_encode_output, because they aren't derived, and
|
||||
// they let the compiler do dead-code elimination.
|
||||
// #ifndef GAMMA_ENCODE_EVERY_FBO
|
||||
// #ifdef FIRST_PASS
|
||||
// static const bool linearize_input = true;
|
||||
// float get_pass_input_gamma() { return get_input_gamma(); }
|
||||
// #else
|
||||
// static const bool linearize_input = false;
|
||||
// float get_pass_input_gamma() { return 1.0; }
|
||||
// #endif
|
||||
// #ifdef LAST_PASS
|
||||
// static const bool gamma_encode_output = true;
|
||||
// float get_pass_output_gamma() { return get_output_gamma(); }
|
||||
// #else
|
||||
// static const bool gamma_encode_output = false;
|
||||
// float get_pass_output_gamma() { return 1.0; }
|
||||
// #endif
|
||||
// #else
|
||||
// static const bool linearize_input = true;
|
||||
// static const bool gamma_encode_output = true;
|
||||
// #ifdef FIRST_PASS
|
||||
// float get_pass_input_gamma() { return get_input_gamma(); }
|
||||
// #else
|
||||
// float get_pass_input_gamma() { return get_intermediate_gamma(); }
|
||||
// #endif
|
||||
// #ifdef LAST_PASS
|
||||
// float get_pass_output_gamma() { return get_output_gamma(); }
|
||||
// #else
|
||||
// float get_pass_output_gamma() { return get_intermediate_gamma(); }
|
||||
// #endif
|
||||
// #endif
|
||||
|
||||
// Users might want to know if bilinear filtering will be gamma-correct:
|
||||
// static const bool gamma_aware_bilinear = !linearize_input;
|
||||
|
||||
|
||||
////////////////////// COLOR ENCODING/DECODING FUNCTIONS /////////////////////
|
||||
|
||||
float4 encode_output_opaque(const float4 color, const float gamma)
|
||||
{
|
||||
static const float3 g = 1.0 / float3(gamma, gamma, gamma);
|
||||
return float4(pow(color.rgb, g), 1);
|
||||
}
|
||||
|
||||
float4 decode_input_opaque(const float4 color, const float gamma)
|
||||
{
|
||||
static const float3 g = float3(gamma, gamma, gamma);
|
||||
return float4(pow(color.rgb, g), 1);
|
||||
}
|
||||
|
||||
float4 encode_output(const float4 color, const float gamma)
|
||||
{
|
||||
static const float3 g = 1.0 / float3(gamma, gamma, gamma);
|
||||
return float4(pow(color.rgb, g), color.a);
|
||||
}
|
||||
|
||||
float4 decode_input(const float4 color, const float gamma)
|
||||
{
|
||||
static const float3 g = float3(gamma, gamma, gamma);
|
||||
return float4(pow(color.rgb, g), color.a);
|
||||
}
|
||||
|
||||
/////////////////////////// TEXTURE LOOKUP WRAPPERS //////////////////////////
|
||||
|
||||
// "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS:
|
||||
// Provide a wide array of linearizing texture lookup wrapper functions. The
|
||||
// Cg shader spec Retroarch uses only allows for 2D textures, but 1D and 3D
|
||||
// lookups are provided for completeness in case that changes someday. Nobody
|
||||
// is likely to use the *fetch and *proj functions, but they're included just
|
||||
// in case. The only tex*D texture sampling functions omitted are:
|
||||
// - tex*Dcmpbias
|
||||
// - tex*Dcmplod
|
||||
// - tex*DARRAY*
|
||||
// - tex*DMS*
|
||||
// - Variants returning integers
|
||||
// Standard line length restrictions are ignored below for vertical brevity.
|
||||
|
||||
// tex2D:
|
||||
float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float gamma)
|
||||
{ return decode_input(tex2D(tex, tex_coords), gamma); }
|
||||
|
||||
float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float gamma)
|
||||
{ return decode_input(tex2D(tex, tex_coords.xy), gamma); }
|
||||
|
||||
// float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off, const float gamma)
|
||||
// { return decode_input(tex2Dlod(tex, float4(tex_coords.x, tex_coords.y, 0, 0), texel_off), gamma); }
|
||||
|
||||
// float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off, const float gamma)
|
||||
// { return decode_input(tex2Dlod(tex, float4(tex_coords.x, tex_coords.y, 0, 0), texel_off), gamma); }
|
||||
|
||||
// tex2Dlod:
|
||||
float4 tex2Dlod_linearize(const sampler2D tex, const float2 tex_coords, const float gamma)
|
||||
{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0, 0), 0.0), gamma); }
|
||||
|
||||
float4 tex2Dlod_linearize(const sampler2D tex, const float4 tex_coords, const float gamma)
|
||||
{ return decode_input(tex2Dlod(tex, float4(tex_coords.xy, 0, 0), 0.0), gamma); }
|
||||
|
||||
// float4 tex2Dlod_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off, const float gamma)
|
||||
// { return decode_input(tex2Dlod(tex, float4(tex_coords.x, tex_coords.y, 0, 0), texel_off), gamma); }
|
||||
|
||||
#endif // _GAMMA_MANAGEMENT_H
|
||||
@@ -1,715 +0,0 @@
|
||||
#ifndef _GEOMETRY_FUNCTIONS_H
|
||||
#define _GEOMETRY_FUNCTIONS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
#include "bind-shader-params.fxh"
|
||||
|
||||
|
||||
//////////////////////////// MACROS AND CONSTANTS ////////////////////////////
|
||||
|
||||
// Curvature-related constants:
|
||||
#define MAX_POINT_CLOUD_SIZE 9
|
||||
|
||||
|
||||
///////////////////////////// CURVATURE FUNCTIONS /////////////////////////////
|
||||
|
||||
float2 quadratic_solve(const float a, const float b_over_2, const float c)
|
||||
{
|
||||
// Requires: 1.) a, b, and c are quadratic formula coefficients
|
||||
// 2.) b_over_2 = b/2.0 (simplifies terms to factor 2 out)
|
||||
// 3.) b_over_2 must be guaranteed < 0.0 (avoids a branch)
|
||||
// Returns: Returns float2(first_solution, discriminant), so the caller
|
||||
// can choose how to handle the "no intersection" case. The
|
||||
// Kahan or Citardauq formula is used for numerical robustness.
|
||||
const float discriminant = b_over_2*b_over_2 - a*c;
|
||||
const float solution0 = c/(-b_over_2 + sqrt(discriminant));
|
||||
return float2(solution0, discriminant);
|
||||
}
|
||||
|
||||
float2 intersect_sphere(const float3 view_vec, const float3 eye_pos_vec)
|
||||
{
|
||||
// Requires: 1.) view_vec and eye_pos_vec are 3D vectors in the sphere's
|
||||
// local coordinate frame (eye_pos_vec is a position, i.e.
|
||||
// a vector from the origin to the eye/camera)
|
||||
// 2.) geom_radius is a global containing the sphere's radius
|
||||
// Returns: Cast a ray of direction view_vec from eye_pos_vec at a
|
||||
// sphere of radius geom_radius, and return the distance to
|
||||
// the first intersection in units of length(view_vec).
|
||||
// http://wiki.cgsociety.org/index.php/Ray_Sphere_Intersection
|
||||
// Quadratic formula coefficients (b_over_2 is guaranteed negative):
|
||||
const float a = dot(view_vec, view_vec);
|
||||
const float b_over_2 = dot(view_vec, eye_pos_vec); // * 2.0 factored out
|
||||
const float c = dot(eye_pos_vec, eye_pos_vec) - geom_radius*geom_radius;
|
||||
return quadratic_solve(a, b_over_2, c);
|
||||
}
|
||||
|
||||
float2 intersect_cylinder(const float3 view_vec, const float3 eye_pos_vec)
|
||||
{
|
||||
// Requires: 1.) view_vec and eye_pos_vec are 3D vectors in the sphere's
|
||||
// local coordinate frame (eye_pos_vec is a position, i.e.
|
||||
// a vector from the origin to the eye/camera)
|
||||
// 2.) geom_radius is a global containing the cylinder's radius
|
||||
// Returns: Cast a ray of direction view_vec from eye_pos_vec at a
|
||||
// cylinder of radius geom_radius, and return the distance to
|
||||
// the first intersection in units of length(view_vec). The
|
||||
// derivation of the coefficients is in Christer Ericson's
|
||||
// Real-Time Collision Detection, p. 195-196, and this version
|
||||
// uses LaGrange's identity to reduce operations.
|
||||
// Arbitrary "cylinder top" reference point for an infinite cylinder:
|
||||
const float3 cylinder_top_vec = float3(0.0, geom_radius, 0.0);
|
||||
const float3 cylinder_axis_vec = float3(0.0, 1.0, 0.0);//float3(0.0, 2.0*geom_radius, 0.0);
|
||||
const float3 top_to_eye_vec = eye_pos_vec - cylinder_top_vec;
|
||||
const float3 axis_x_view = cross(cylinder_axis_vec, view_vec);
|
||||
const float3 axis_x_top_to_eye = cross(cylinder_axis_vec, top_to_eye_vec);
|
||||
// Quadratic formula coefficients (b_over_2 is guaranteed negative):
|
||||
const float a = dot(axis_x_view, axis_x_view);
|
||||
const float b_over_2 = dot(axis_x_top_to_eye, axis_x_view);
|
||||
const float c = dot(axis_x_top_to_eye, axis_x_top_to_eye) -
|
||||
geom_radius*geom_radius;//*dot(cylinder_axis_vec, cylinder_axis_vec);
|
||||
return quadratic_solve(a, b_over_2, c);
|
||||
}
|
||||
|
||||
float2 cylinder_xyz_to_uv(const float3 intersection_pos_local,
|
||||
const float2 geom_aspect)
|
||||
{
|
||||
// Requires: An xyz intersection position on a cylinder.
|
||||
// Returns: video_uv coords mapped to range [-0.5, 0.5]
|
||||
// Mapping: Define square_uv.x to be the signed arc length in xz-space,
|
||||
// and define square_uv.y = -intersection_pos_local.y (+v = -y).
|
||||
// Start with a numerically robust arc length calculation.
|
||||
const float angle_from_image_center = atan2(intersection_pos_local.x,
|
||||
intersection_pos_local.z);
|
||||
const float signed_arc_len = angle_from_image_center * geom_radius;
|
||||
// Get a uv-mapping where [-0.5, 0.5] maps to a "square" area, then divide
|
||||
// by the aspect ratio to stretch the mapping appropriately:
|
||||
const float2 square_uv = float2(signed_arc_len, -intersection_pos_local.y);
|
||||
const float2 video_uv = square_uv / geom_aspect;
|
||||
return video_uv;
|
||||
}
|
||||
|
||||
float3 cylinder_uv_to_xyz(const float2 video_uv, const float2 geom_aspect)
|
||||
{
|
||||
// Requires: video_uv coords mapped to range [-0.5, 0.5]
|
||||
// Returns: An xyz intersection position on a cylinder. This is the
|
||||
// inverse of cylinder_xyz_to_uv().
|
||||
// Expand video_uv by the aspect ratio to get proportionate x/y lengths,
|
||||
// then calculate an xyz position for the cylindrical mapping above.
|
||||
const float2 square_uv = video_uv * geom_aspect;
|
||||
const float arc_len = square_uv.x;
|
||||
const float angle_from_image_center = arc_len / geom_radius;
|
||||
const float x_pos = sin(angle_from_image_center) * geom_radius;
|
||||
const float z_pos = cos(angle_from_image_center) * geom_radius;
|
||||
// Or: z = sqrt(geom_radius**2 - x**2)
|
||||
// Or: z = geom_radius/sqrt(1.0 + tan(angle)**2), x = z * tan(angle)
|
||||
const float3 intersection_pos_local = float3(x_pos, -square_uv.y, z_pos);
|
||||
return intersection_pos_local;
|
||||
}
|
||||
|
||||
float2 sphere_xyz_to_uv(const float3 intersection_pos_local,
|
||||
const float2 geom_aspect)
|
||||
{
|
||||
// Requires: An xyz intersection position on a sphere.
|
||||
// Returns: video_uv coords mapped to range [-0.5, 0.5]
|
||||
// Mapping: First define square_uv.x/square_uv.y ==
|
||||
// intersection_pos_local.x/intersection_pos_local.y. Then,
|
||||
// length(square_uv) is the arc length from the image center
|
||||
// at (0.0, 0.0, geom_radius) along the tangent great circle.
|
||||
// Credit for this mapping goes to cgwg: I never managed to
|
||||
// understand his code, but he told me his mapping was based on
|
||||
// great circle distances when I asked him about it, which
|
||||
// informed this very similar (almost identical) mapping.
|
||||
// Start with a numerically robust arc length calculation between the ray-
|
||||
// sphere intersection point and the image center using a method posted by
|
||||
// Roger Stafford on comp.soft-sys.matlab:
|
||||
// https://groups.google.com/d/msg/comp.soft-sys.matlab/zNbUui3bjcA/c0HV_bHSx9cJ
|
||||
const float3 image_center_pos_local = float3(0.0, 0.0, geom_radius);
|
||||
const float cp_len =
|
||||
length(cross(intersection_pos_local, image_center_pos_local));
|
||||
const float dp = dot(intersection_pos_local, image_center_pos_local);
|
||||
const float angle_from_image_center = atan2(cp_len, dp);
|
||||
const float arc_len = angle_from_image_center * geom_radius;
|
||||
// Get a uv-mapping where [-0.5, 0.5] maps to a "square" area, then divide
|
||||
// by the aspect ratio to stretch the mapping appropriately:
|
||||
const float2 square_uv_unit = normalize(float2(intersection_pos_local.x,
|
||||
-intersection_pos_local.y));
|
||||
const float2 square_uv = arc_len * square_uv_unit;
|
||||
const float2 video_uv = square_uv / geom_aspect;
|
||||
return video_uv;
|
||||
}
|
||||
|
||||
float3 sphere_uv_to_xyz(const float2 video_uv, const float2 geom_aspect)
|
||||
{
|
||||
// Requires: video_uv coords mapped to range [-0.5, 0.5]
|
||||
// Returns: An xyz intersection position on a sphere. This is the
|
||||
// inverse of sphere_xyz_to_uv().
|
||||
// Expand video_uv by the aspect ratio to get proportionate x/y lengths,
|
||||
// then calculate an xyz position for the spherical mapping above.
|
||||
if (video_uv.x != 0 && video_uv.y != 0) {
|
||||
const float2 square_uv = video_uv * geom_aspect;
|
||||
// Using length or sqrt here butchers the framerate on my 8800GTS if
|
||||
// this function is called too many times, and so does taking the max
|
||||
// component of square_uv/square_uv_unit (program length threshold?).
|
||||
//float arc_len = length(square_uv);
|
||||
const float2 square_uv_unit = normalize(square_uv);
|
||||
const float arc_len = square_uv.y/square_uv_unit.y;
|
||||
const float angle_from_image_center = arc_len / geom_radius;
|
||||
const float xy_dist_from_sphere_center =
|
||||
sin(angle_from_image_center) * geom_radius;
|
||||
//float2 xy_pos = xy_dist_from_sphere_center * (square_uv/FIX_ZERO(arc_len));
|
||||
const float2 xy_pos = xy_dist_from_sphere_center * square_uv_unit;
|
||||
const float z_pos = cos(angle_from_image_center) * geom_radius;
|
||||
const float3 intersection_pos_local = float3(xy_pos.x, -xy_pos.y, z_pos);
|
||||
return intersection_pos_local;
|
||||
}
|
||||
else if (video_uv.x != 0) {
|
||||
const float2 square_uv = video_uv * geom_aspect;
|
||||
// Using length or sqrt here butchers the framerate on my 8800GTS if
|
||||
// this function is called too many times, and so does taking the max
|
||||
// component of square_uv/square_uv_unit (program length threshold?).
|
||||
//float arc_len = length(square_uv);
|
||||
const float2 square_uv_unit = normalize(square_uv);
|
||||
const float angle_from_image_center = 0;
|
||||
const float xy_dist_from_sphere_center = sin(angle_from_image_center) * geom_radius;
|
||||
const float2 xy_pos = xy_dist_from_sphere_center * square_uv_unit;
|
||||
const float z_pos = cos(angle_from_image_center) * geom_radius;
|
||||
const float3 intersection_pos_local = float3(xy_pos.x, -xy_pos.y, z_pos);
|
||||
return intersection_pos_local;
|
||||
}
|
||||
else {
|
||||
const float2 xy_pos = float2(0, 0);
|
||||
const float z_pos = geom_radius;
|
||||
const float3 intersection_pos_local = float3(xy_pos.x, -xy_pos.y, z_pos);
|
||||
return intersection_pos_local;
|
||||
}
|
||||
}
|
||||
|
||||
float2 sphere_alt_xyz_to_uv(const float3 intersection_pos_local,
|
||||
const float2 geom_aspect)
|
||||
{
|
||||
// Requires: An xyz intersection position on a cylinder.
|
||||
// Returns: video_uv coords mapped to range [-0.5, 0.5]
|
||||
// Mapping: Define square_uv.x to be the signed arc length in xz-space,
|
||||
// and define square_uv.y == signed arc length in yz-space.
|
||||
// See cylinder_xyz_to_uv() for implementation details (very similar).
|
||||
const float2 angle_from_image_center = atan2(
|
||||
float2(intersection_pos_local.x, -intersection_pos_local.y),
|
||||
intersection_pos_local.zz);
|
||||
const float2 signed_arc_len = angle_from_image_center * geom_radius;
|
||||
const float2 video_uv = signed_arc_len / geom_aspect;
|
||||
return video_uv;
|
||||
}
|
||||
|
||||
float3 sphere_alt_uv_to_xyz(const float2 video_uv, const float2 geom_aspect)
|
||||
{
|
||||
// Requires: video_uv coords mapped to range [-0.5, 0.5]
|
||||
// Returns: An xyz intersection position on a sphere. This is the
|
||||
// inverse of sphere_alt_xyz_to_uv().
|
||||
// See cylinder_uv_to_xyz() for implementation details (very similar).
|
||||
const float2 square_uv = video_uv * geom_aspect;
|
||||
const float2 arc_len = square_uv;
|
||||
const float2 angle_from_image_center = arc_len / geom_radius;
|
||||
const float2 xy_pos = sin(angle_from_image_center) * geom_radius;
|
||||
const float z_pos = sqrt(geom_radius*geom_radius - dot(xy_pos, xy_pos));
|
||||
return float3(xy_pos.x, -xy_pos.y, z_pos);
|
||||
}
|
||||
|
||||
float2 intersect(const float3 view_vec_local, const float3 eye_pos_local,
|
||||
const float geom_mode)
|
||||
{
|
||||
return geom_mode < 2.5 ? intersect_sphere(view_vec_local, eye_pos_local) :
|
||||
intersect_cylinder(view_vec_local, eye_pos_local);
|
||||
}
|
||||
|
||||
float2 xyz_to_uv(const float3 intersection_pos_local,
|
||||
const float2 geom_aspect, const float geom_mode)
|
||||
{
|
||||
return geom_mode < 1.5 ?
|
||||
sphere_xyz_to_uv(intersection_pos_local, geom_aspect) :
|
||||
geom_mode < 2.5 ?
|
||||
sphere_alt_xyz_to_uv(intersection_pos_local, geom_aspect) :
|
||||
cylinder_xyz_to_uv(intersection_pos_local, geom_aspect);
|
||||
}
|
||||
|
||||
float3 uv_to_xyz(const float2 uv, const float2 geom_aspect,
|
||||
const float geom_mode)
|
||||
{
|
||||
return geom_mode < 1.5 ? sphere_uv_to_xyz(uv, geom_aspect) :
|
||||
geom_mode < 2.5 ? sphere_alt_uv_to_xyz(uv, geom_aspect) :
|
||||
cylinder_uv_to_xyz(uv, geom_aspect);
|
||||
}
|
||||
|
||||
float2 view_vec_to_uv(const float3 view_vec_local, const float3 eye_pos_local,
|
||||
const float2 geom_aspect, const float geom_mode, out float3 intersection_pos)
|
||||
{
|
||||
// Get the intersection point on the primitive, given an eye position
|
||||
// and view vector already in its local coordinate frame:
|
||||
const float2 intersect_dist_and_discriminant = intersect(view_vec_local,
|
||||
eye_pos_local, geom_mode);
|
||||
const float3 intersection_pos_local = eye_pos_local +
|
||||
view_vec_local * intersect_dist_and_discriminant.x;
|
||||
// Save the intersection position to an output parameter:
|
||||
intersection_pos = intersection_pos_local;
|
||||
// Transform into uv coords, but give out-of-range coords if the
|
||||
// view ray doesn't intersect the primitive in the first place:
|
||||
return intersect_dist_and_discriminant.y > 0.005 ?
|
||||
xyz_to_uv(intersection_pos_local, geom_aspect, geom_mode) : float2(1.0, 1.0);
|
||||
}
|
||||
|
||||
float3 get_ideal_global_eye_pos_for_points(float3 eye_pos,
|
||||
const float2 geom_aspect, const float3 global_coords[MAX_POINT_CLOUD_SIZE],
|
||||
const int num_points)
|
||||
{
|
||||
// Requires: Parameters:
|
||||
// 1.) Starting eye_pos is a global 3D position at which the
|
||||
// camera contains all points in global_coords[] in its FOV
|
||||
// 2.) geom_aspect = get_aspect_vector(
|
||||
// IN.output_size.x / IN.output_size.y);
|
||||
// 3.) global_coords is a point cloud containing global xyz
|
||||
// coords of extreme points on the simulated CRT screen.
|
||||
// Globals:
|
||||
// 1.) geom_view_dist must be > 0.0. It controls the "near
|
||||
// plane" used to interpret flat_video_uv as a view
|
||||
// vector, which controls the field of view (FOV).
|
||||
// Eyespace coordinate frame: +x = right, +y = up, +z = back
|
||||
// Returns: Return an eye position at which the point cloud spans as
|
||||
// much of the screen as possible (given the FOV controlled by
|
||||
// geom_view_dist) without being cropped or sheared.
|
||||
// Algorithm:
|
||||
// 1.) Move the eye laterally to a point which attempts to maximize the
|
||||
// the amount we can move forward without clipping the CRT screen.
|
||||
// 2.) Move forward by as much as possible without clipping the CRT.
|
||||
// Get the allowed movement range by solving for the eye_pos offsets
|
||||
// that result in each point being projected to a screen edge/corner in
|
||||
// pseudo-normalized device coords (where xy ranges from [-0.5, 0.5]
|
||||
// and z = eyespace z):
|
||||
// pndc_coord = float3(float2(eyespace_xyz.x, -eyespace_xyz.y)*
|
||||
// geom_view_dist / (geom_aspect * -eyespace_xyz.z), eyespace_xyz.z);
|
||||
// Notes:
|
||||
// The field of view is controlled by geom_view_dist's magnitude relative to
|
||||
// the view vector's x and y components:
|
||||
// view_vec.xy ranges from [-0.5, 0.5] * geom_aspect
|
||||
// view_vec.z = -geom_view_dist
|
||||
// But for the purposes of perspective divide, it should be considered:
|
||||
// view_vec.xy ranges from [-0.5, 0.5] * geom_aspect / geom_view_dist
|
||||
// view_vec.z = -1.0
|
||||
static const int max_centering_iters = 1; // Keep for easy testing.
|
||||
for(int iter = 0; iter < max_centering_iters; iter++)
|
||||
{
|
||||
// 0.) Get the eyespace coordinates of our point cloud:
|
||||
float3 eyespace_coords[MAX_POINT_CLOUD_SIZE];
|
||||
for(int i = 0; i < num_points; i++)
|
||||
{
|
||||
eyespace_coords[i] = global_coords[i] - eye_pos;
|
||||
}
|
||||
// 1a.)For each point, find out how far we can move eye_pos in each
|
||||
// lateral direction without the point clipping the frustum.
|
||||
// Eyespace +y = up, screenspace +y = down, so flip y after
|
||||
// applying the eyespace offset (on the way to "clip space").
|
||||
// Solve for two offsets per point based on:
|
||||
// (eyespace_xyz.xy - offset_dr) * float2(1.0, -1.0) *
|
||||
// geom_view_dist / (geom_aspect * -eyespace_xyz.z) = float2(-0.5)
|
||||
// (eyespace_xyz.xy - offset_dr) * float2(1.0, -1.0) *
|
||||
// geom_view_dist / (geom_aspect * -eyespace_xyz.z) = float2(0.5)
|
||||
// offset_ul and offset_dr represent the farthest we can move the
|
||||
// eye_pos up-left and down-right. Save the min of all offset_dr's
|
||||
// and the max of all offset_ul's (since it's negative).
|
||||
float abs_radius = abs(geom_radius); // In case anyone gets ideas. ;)
|
||||
float2 offset_dr_min = float2(10.0 * abs_radius, 10.0 * abs_radius);
|
||||
float2 offset_ul_max = float2(-10.0 * abs_radius, -10.0 * abs_radius);
|
||||
for(int i = 0; i < num_points; i++)
|
||||
{
|
||||
static const float2 flipy = float2(1.0, -1.0);
|
||||
float3 eyespace_xyz = eyespace_coords[i];
|
||||
float2 offset_dr = eyespace_xyz.xy - float2(-0.5, -0.5) *
|
||||
(geom_aspect * -eyespace_xyz.z) / (geom_view_dist * flipy);
|
||||
float2 offset_ul = eyespace_xyz.xy - float2(0.5, 0.5) *
|
||||
(geom_aspect * -eyespace_xyz.z) / (geom_view_dist * flipy);
|
||||
offset_dr_min = min(offset_dr_min, offset_dr);
|
||||
offset_ul_max = max(offset_ul_max, offset_ul);
|
||||
}
|
||||
// 1b.)Update eye_pos: Adding the average of offset_ul_max and
|
||||
// offset_dr_min gives it equal leeway on the top vs. bottom
|
||||
// and left vs. right. Recalculate eyespace_coords accordingly.
|
||||
float2 center_offset = 0.5 * (offset_ul_max + offset_dr_min);
|
||||
eye_pos.xy += center_offset;
|
||||
for(int i = 0; i < num_points; i++)
|
||||
{
|
||||
eyespace_coords[i] = global_coords[i] - eye_pos;
|
||||
}
|
||||
// 2a.)For each point, find out how far we can move eye_pos forward
|
||||
// without the point clipping the frustum. Flip the y
|
||||
// direction in advance (matters for a later step, not here).
|
||||
// Solve for four offsets per point based on:
|
||||
// eyespace_xyz_flipy.x * geom_view_dist /
|
||||
// (geom_aspect.x * (offset_z - eyespace_xyz_flipy.z)) =-0.5
|
||||
// eyespace_xyz_flipy.y * geom_view_dist /
|
||||
// (geom_aspect.y * (offset_z - eyespace_xyz_flipy.z)) =-0.5
|
||||
// eyespace_xyz_flipy.x * geom_view_dist /
|
||||
// (geom_aspect.x * (offset_z - eyespace_xyz_flipy.z)) = 0.5
|
||||
// eyespace_xyz_flipy.y * geom_view_dist /
|
||||
// (geom_aspect.y * (offset_z - eyespace_xyz_flipy.z)) = 0.5
|
||||
// We'll vectorize the actual computation. Take the maximum of
|
||||
// these four for a single offset, and continue taking the max
|
||||
// for every point (use max because offset.z is negative).
|
||||
float offset_z_max = -10.0 * geom_radius * geom_view_dist;
|
||||
for(int i = 0; i < num_points; i++)
|
||||
{
|
||||
float3 eyespace_xyz_flipy = eyespace_coords[i] *
|
||||
float3(1.0, -1.0, 1.0);
|
||||
float4 offset_zzzz = eyespace_xyz_flipy.zzzz +
|
||||
(eyespace_xyz_flipy.xyxy * geom_view_dist) /
|
||||
(float4(-0.5, -0.5, 0.5, 0.5) * float4(geom_aspect, geom_aspect));
|
||||
// Ignore offsets that push positive x/y values to opposite
|
||||
// boundaries, and vice versa, and don't let the camera move
|
||||
// past a point in the dead center of the screen:
|
||||
offset_z_max = (eyespace_xyz_flipy.x < 0.0) ?
|
||||
max(offset_z_max, offset_zzzz.x) : offset_z_max;
|
||||
offset_z_max = (eyespace_xyz_flipy.y < 0.0) ?
|
||||
max(offset_z_max, offset_zzzz.y) : offset_z_max;
|
||||
offset_z_max = (eyespace_xyz_flipy.x > 0.0) ?
|
||||
max(offset_z_max, offset_zzzz.z) : offset_z_max;
|
||||
offset_z_max = (eyespace_xyz_flipy.y > 0.0) ?
|
||||
max(offset_z_max, offset_zzzz.w) : offset_z_max;
|
||||
offset_z_max = max(offset_z_max, eyespace_xyz_flipy.z);
|
||||
}
|
||||
// 2b.)Update eye_pos: Add the maximum (smallest negative) z offset.
|
||||
eye_pos.z += offset_z_max;
|
||||
}
|
||||
return eye_pos;
|
||||
}
|
||||
|
||||
float3 get_ideal_global_eye_pos(const float3x3 local_to_global,
|
||||
const float2 geom_aspect, const float geom_mode)
|
||||
{
|
||||
// Start with an initial eye_pos that includes the entire primitive
|
||||
// (sphere or cylinder) in its field-of-view:
|
||||
const float3 high_view = float3(0.0, geom_aspect.y, -geom_view_dist);
|
||||
const float3 low_view = high_view * float3(1.0, -1.0, 1.0);
|
||||
const float len_sq = dot(high_view, high_view);
|
||||
const float fov = abs(acos(dot(high_view, low_view)/len_sq));
|
||||
// Trigonometry/similar triangles say distance = geom_radius/sin(fov/2):
|
||||
const float eye_z_spherical = geom_radius/sin(fov*0.5);
|
||||
const float3 eye_pos = geom_mode < 2.5 ?
|
||||
float3(0.0, 0.0, eye_z_spherical) :
|
||||
float3(0.0, 0.0, max(geom_view_dist, eye_z_spherical));
|
||||
|
||||
// Get global xyz coords of extreme sample points on the simulated CRT
|
||||
// screen. Start with the center, edge centers, and corners of the
|
||||
// video image. We can't ignore backfacing points: They're occluded
|
||||
// by closer points on the primitive, but they may NOT be occluded by
|
||||
// the convex hull of the remaining samples (i.e. the remaining convex
|
||||
// hull might not envelope points that do occlude a back-facing point.)
|
||||
static const int num_points = MAX_POINT_CLOUD_SIZE;
|
||||
float3 global_coords[MAX_POINT_CLOUD_SIZE];
|
||||
global_coords[0] = mul(local_to_global, uv_to_xyz(float2(0.0, 0.0), geom_aspect, geom_mode));
|
||||
global_coords[1] = mul(local_to_global, uv_to_xyz(float2(0.0, -0.5), geom_aspect, geom_mode));
|
||||
global_coords[2] = mul(local_to_global, uv_to_xyz(float2(0.0, 0.5), geom_aspect, geom_mode));
|
||||
global_coords[3] = mul(local_to_global, uv_to_xyz(float2(-0.5, 0.0), geom_aspect, geom_mode));
|
||||
global_coords[4] = mul(local_to_global, uv_to_xyz(float2(0.5, 0.0), geom_aspect, geom_mode));
|
||||
global_coords[5] = mul(local_to_global, uv_to_xyz(float2(-0.5, -0.5), geom_aspect, geom_mode));
|
||||
global_coords[6] = mul(local_to_global, uv_to_xyz(float2(0.5, -0.5), geom_aspect, geom_mode));
|
||||
global_coords[7] = mul(local_to_global, uv_to_xyz(float2(-0.5, 0.5), geom_aspect, geom_mode));
|
||||
global_coords[8] = mul(local_to_global, uv_to_xyz(float2(0.5, 0.5), geom_aspect, geom_mode));
|
||||
// Adding more inner image points could help in extreme cases, but too many
|
||||
// points will kille the framerate. For safety, default to the initial
|
||||
// eye_pos if any z coords are negative:
|
||||
float num_negative_z_coords = 0.0;
|
||||
for(int i = 0; i < num_points; i++)
|
||||
{
|
||||
num_negative_z_coords += float(global_coords[0].z < 0.0);
|
||||
}
|
||||
// Outsource the optimized eye_pos calculation:
|
||||
return num_negative_z_coords > 0.5 ? eye_pos :
|
||||
get_ideal_global_eye_pos_for_points(eye_pos, geom_aspect,
|
||||
global_coords, num_points);
|
||||
}
|
||||
|
||||
float3x3 get_pixel_to_object_matrix(const float3x3 global_to_local,
|
||||
const float3 eye_pos_local, const float3 view_vec_global,
|
||||
const float3 intersection_pos_local, const float3 normal,
|
||||
const float2 output_size_inv)
|
||||
{
|
||||
// Requires: See get_curved_video_uv_coords_and_tangent_matrix for
|
||||
// descriptions of each parameter.
|
||||
// Returns: Return a transformation matrix from 2D pixel-space vectors
|
||||
// (where (+1.0, +1.0) is a vector to one pixel down-right,
|
||||
// i.e. same directionality as uv texels) to 3D object-space
|
||||
// vectors in the CRT's local coordinate frame (right-handed)
|
||||
// ***which are tangent to the CRT surface at the intersection
|
||||
// position.*** (Basically, we want to convert pixel-space
|
||||
// vectors to 3D vectors along the CRT's surface, for later
|
||||
// conversion to uv vectors.)
|
||||
// Shorthand inputs:
|
||||
const float3 pos = intersection_pos_local;
|
||||
const float3 eye_pos = eye_pos_local;
|
||||
// Get a piecewise-linear matrix transforming from "pixelspace" offset
|
||||
// vectors (1.0 = one pixel) to object space vectors in the tangent
|
||||
// plane (faster than finding 3 view-object intersections).
|
||||
// 1.) Get the local view vecs for the pixels to the right and down:
|
||||
const float3 view_vec_right_global = view_vec_global +
|
||||
float3(output_size_inv.x, 0.0, 0.0);
|
||||
const float3 view_vec_down_global = view_vec_global +
|
||||
float3(0.0, -output_size_inv.y, 0.0);
|
||||
const float3 view_vec_right_local =
|
||||
mul(global_to_local, view_vec_right_global);
|
||||
const float3 view_vec_down_local =
|
||||
mul(global_to_local, view_vec_down_global);
|
||||
// 2.) Using the true intersection point, intersect the neighboring
|
||||
// view vectors with the tangent plane:
|
||||
const float3 intersection_vec_dot_normal = float3(dot(pos - eye_pos, normal), dot(pos - eye_pos, normal), dot(pos - eye_pos, normal));
|
||||
const float3 right_pos = eye_pos + (intersection_vec_dot_normal /
|
||||
dot(view_vec_right_local, normal))*view_vec_right_local;
|
||||
const float3 down_pos = eye_pos + (intersection_vec_dot_normal /
|
||||
dot(view_vec_down_local, normal))*view_vec_down_local;
|
||||
// 3.) Subtract the original intersection pos from its neighbors; the
|
||||
// resulting vectors are object-space vectors tangent to the plane.
|
||||
// These vectors are the object-space transformations of (1.0, 0.0)
|
||||
// and (0.0, 1.0) pixel offsets, so they form the first two basis
|
||||
// vectors of a pixelspace to object space transformation. This
|
||||
// transformation is 2D to 3D, so use (0, 0, 0) for the third vector.
|
||||
const float3 object_right_vec = right_pos - pos;
|
||||
const float3 object_down_vec = down_pos - pos;
|
||||
const float3x3 pixel_to_object = float3x3(
|
||||
object_right_vec.x, object_down_vec.x, 0.0,
|
||||
object_right_vec.y, object_down_vec.y, 0.0,
|
||||
object_right_vec.z, object_down_vec.z, 0.0);
|
||||
return pixel_to_object;
|
||||
}
|
||||
|
||||
float3x3 get_object_to_tangent_matrix(const float3 intersection_pos_local,
|
||||
const float3 normal, const float2 geom_aspect, const float geom_mode)
|
||||
{
|
||||
// Requires: See get_curved_video_uv_coords_and_tangent_matrix for
|
||||
// descriptions of each parameter.
|
||||
// Returns: Return a transformation matrix from 3D object-space vectors
|
||||
// in the CRT's local coordinate frame (right-handed, +y = up)
|
||||
// to 2D video_uv vectors (+v = down).
|
||||
// Description:
|
||||
// The TBN matrix formed by the [tangent, bitangent, normal] basis
|
||||
// vectors transforms ordinary vectors from tangent->object space.
|
||||
// The cotangent matrix formed by the [cotangent, cobitangent, normal]
|
||||
// basis vectors transforms normal vectors (covectors) from
|
||||
// tangent->object space. It's the inverse-transpose of the TBN matrix.
|
||||
// We want the inverse of the TBN matrix (transpose of the cotangent
|
||||
// matrix), which transforms ordinary vectors from object->tangent space.
|
||||
// Start by calculating the relevant basis vectors in accordance with
|
||||
// Christian Schüler's blog post "Followup: Normal Mapping Without
|
||||
// Precomputed Tangents": http://www.thetenthplanet.de/archives/1180
|
||||
// With our particular uv mapping, the scale of the u and v directions
|
||||
// is determined entirely by the aspect ratio for cylindrical and ordinary
|
||||
// spherical mappings, and so tangent and bitangent lengths are also
|
||||
// determined by it (the alternate mapping is more complex). Therefore, we
|
||||
// must ensure appropriate cotangent and cobitangent lengths as well.
|
||||
// Base these off the uv<=>xyz mappings for each primitive.
|
||||
const float3 pos = intersection_pos_local;
|
||||
static const float3 x_vec = float3(1.0, 0.0, 0.0);
|
||||
static const float3 y_vec = float3(0.0, 1.0, 0.0);
|
||||
// The tangent and bitangent vectors correspond with increasing u and v,
|
||||
// respectively. Mathematically we'd base the cotangent/cobitangent on
|
||||
// those, but we'll compute the cotangent/cobitangent directly when we can.
|
||||
float3 cotangent_unscaled, cobitangent_unscaled;
|
||||
// geom_mode should be constant-folded without _RUNTIME_GEOMETRY_MODE.
|
||||
if(geom_mode < 1.5)
|
||||
{
|
||||
// Sphere:
|
||||
// tangent = normalize(cross(normal, cross(x_vec, pos))) * geom_aspect.x
|
||||
// bitangent = normalize(cross(cross(y_vec, pos), normal)) * geom_aspect.y
|
||||
// inv_determinant = 1.0/length(cross(bitangent, tangent))
|
||||
// cotangent = cross(normal, bitangent) * inv_determinant
|
||||
// == normalize(cross(y_vec, pos)) * geom_aspect.y * inv_determinant
|
||||
// cobitangent = cross(tangent, normal) * inv_determinant
|
||||
// == normalize(cross(x_vec, pos)) * geom_aspect.x * inv_determinant
|
||||
// Simplified (scale by inv_determinant below):
|
||||
cotangent_unscaled = normalize(cross(y_vec, pos)) * geom_aspect.y;
|
||||
cobitangent_unscaled = normalize(cross(x_vec, pos)) * geom_aspect.x;
|
||||
}
|
||||
else if(geom_mode < 2.5)
|
||||
{
|
||||
// Sphere, alternate mapping:
|
||||
// This mapping works a bit like the cylindrical mapping in two
|
||||
// directions, which makes the lengths and directions more complex.
|
||||
// Unfortunately, I can't find much of a shortcut:
|
||||
const float3 tangent = normalize(
|
||||
cross(y_vec, float3(pos.x, 0.0, pos.z))) * geom_aspect.x;
|
||||
const float3 bitangent = normalize(
|
||||
cross(x_vec, float3(0.0, pos.yz))) * geom_aspect.y;
|
||||
cotangent_unscaled = cross(normal, bitangent);
|
||||
cobitangent_unscaled = cross(tangent, normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Cylinder:
|
||||
// tangent = normalize(cross(y_vec, normal)) * geom_aspect.x;
|
||||
// bitangent = float3(0.0, -geom_aspect.y, 0.0);
|
||||
// inv_determinant = 1.0/length(cross(bitangent, tangent))
|
||||
// cotangent = cross(normal, bitangent) * inv_determinant
|
||||
// == normalize(cross(y_vec, pos)) * geom_aspect.y * inv_determinant
|
||||
// cobitangent = cross(tangent, normal) * inv_determinant
|
||||
// == float3(0.0, -geom_aspect.x, 0.0) * inv_determinant
|
||||
cotangent_unscaled = cross(y_vec, normal) * geom_aspect.y;
|
||||
cobitangent_unscaled = float3(0.0, -geom_aspect.x, 0.0);
|
||||
}
|
||||
const float3 computed_normal =
|
||||
cross(cobitangent_unscaled, cotangent_unscaled);
|
||||
const float inv_determinant = rsqrt(dot(computed_normal, computed_normal));
|
||||
const float3 cotangent = cotangent_unscaled * inv_determinant;
|
||||
const float3 cobitangent = cobitangent_unscaled * inv_determinant;
|
||||
// The [cotangent, cobitangent, normal] column vecs form the cotangent
|
||||
// frame, i.e. the inverse-transpose TBN matrix. Get its transpose:
|
||||
const float3x3 object_to_tangent = float3x3(cotangent, cobitangent, normal);
|
||||
return object_to_tangent;
|
||||
}
|
||||
|
||||
float2 get_curved_video_uv_coords_and_tangent_matrix(
|
||||
const float2 flat_video_uv, const float3 eye_pos_local,
|
||||
const float2 output_size_inv, const float2 geom_aspect,
|
||||
const float geom_mode, const float3x3 global_to_local,
|
||||
out float2x2 pixel_to_tangent_video_uv)
|
||||
{
|
||||
// Requires: Parameters:
|
||||
// 1.) flat_video_uv coords are in range [0.0, 1.0], where
|
||||
// (0.0, 0.0) is the top-left corner of the screen and
|
||||
// (1.0, 1.0) is the bottom-right corner.
|
||||
// 2.) eye_pos_local is the 3D camera position in the simulated
|
||||
// CRT's local coordinate frame. For best results, it must
|
||||
// be computed based on the same geom_view_dist used here.
|
||||
// 3.) output_size_inv = float2(1.0)/IN.output_size
|
||||
// 4.) geom_aspect = get_aspect_vector(
|
||||
// IN.output_size.x / IN.output_size.y);
|
||||
// 5.) geom_mode is a static or runtime mode setting:
|
||||
// 0 = off, 1 = sphere, 2 = sphere alt., 3 = cylinder
|
||||
// 6.) global_to_local is a 3x3 matrix transforming (ordinary)
|
||||
// worldspace vectors to the CRT's local coordinate frame
|
||||
// Globals:
|
||||
// 1.) geom_view_dist must be > 0.0. It controls the "near
|
||||
// plane" used to interpret flat_video_uv as a view
|
||||
// vector, which controls the field of view (FOV).
|
||||
// Returns: Return final uv coords in [0.0, 1.0], and return a pixel-
|
||||
// space to video_uv tangent-space matrix in the out parameter.
|
||||
// (This matrix assumes pixel-space +y = down, like +v = down.)
|
||||
// We'll transform flat_video_uv into a view vector, project
|
||||
// the view vector from the camera/eye, intersect with a sphere
|
||||
// or cylinder representing the simulated CRT, and convert the
|
||||
// intersection position into final uv coords and a local
|
||||
// transformation matrix.
|
||||
// First get the 3D view vector (geom_aspect and geom_view_dist are globals):
|
||||
// 1.) Center uv around (0.0, 0.0) and make (-0.5, -0.5) and (0.5, 0.5)
|
||||
// correspond to the top-left/bottom-right output screen corners.
|
||||
// 2.) Multiply by geom_aspect to preemptively "undo" Retroarch's screen-
|
||||
// space 2D aspect correction. We'll reapply it in uv-space.
|
||||
// 3.) (x, y) = (u, -v), because +v is down in 2D screenspace, but +y
|
||||
// is up in 3D worldspace (enforce a right-handed system).
|
||||
// 4.) The view vector z controls the "near plane" distance and FOV.
|
||||
// For the effect of "looking through a window" at a CRT, it should be
|
||||
// set equal to the user's distance from their physical screen, in
|
||||
// units of the viewport's physical diagonal size.
|
||||
const float2 view_uv = (flat_video_uv - float2(0.5, 0.5)) * geom_aspect;
|
||||
const float3 view_vec_global =
|
||||
float3(view_uv.x, -view_uv.y, -geom_view_dist);
|
||||
// Transform the view vector into the CRT's local coordinate frame, convert
|
||||
// to video_uv coords, and get the local 3D intersection position:
|
||||
const float3 view_vec_local = mul(global_to_local, view_vec_global);
|
||||
float3 pos;
|
||||
const float2 centered_uv = view_vec_to_uv(
|
||||
view_vec_local, eye_pos_local, geom_aspect, geom_mode, pos);
|
||||
const float2 video_uv = centered_uv + float2(0.5, 0.5);
|
||||
// Get a pixel-to-tangent-video-uv matrix. The caller could deal with
|
||||
// all but one of these cases, but that would be more complicated.
|
||||
#if _DRIVERS_ALLOW_DERIVATIVES
|
||||
// Derivatives obtain a matrix very fast, but the direction of pixel-
|
||||
// space +y seems to depend on the pass. Enforce the correct direction
|
||||
// on a best-effort basis (but it shouldn't matter for antialiasing).
|
||||
const float2 duv_dx = ddx(video_uv);
|
||||
const float2 duv_dy = ddy(video_uv);
|
||||
#ifdef LAST_PASS
|
||||
pixel_to_tangent_video_uv = float2x2(
|
||||
duv_dx.x, duv_dy.x,
|
||||
-duv_dx.y, -duv_dy.y);
|
||||
#else
|
||||
pixel_to_tangent_video_uv = float2x2(
|
||||
duv_dx.x, duv_dy.x,
|
||||
duv_dx.y, duv_dy.y);
|
||||
#endif
|
||||
#else
|
||||
// Manually define a transformation matrix. We'll assume pixel-space
|
||||
// +y = down, just like +v = down.
|
||||
if(geom_force_correct_tangent_matrix)
|
||||
{
|
||||
// Get the surface normal based on the local intersection position:
|
||||
const float3 normal_base = geom_mode < 2.5 ? pos :
|
||||
float3(pos.x, 0.0, pos.z);
|
||||
const float3 normal = normalize(normal_base);
|
||||
// Get pixel-to-object and object-to-tangent matrices and combine
|
||||
// them into a 2x2 pixel-to-tangent matrix for video_uv offsets:
|
||||
const float3x3 pixel_to_object = get_pixel_to_object_matrix(
|
||||
global_to_local, eye_pos_local, view_vec_global, pos, normal,
|
||||
output_size_inv);
|
||||
const float3x3 object_to_tangent = get_object_to_tangent_matrix(
|
||||
pos, normal, geom_aspect, geom_mode);
|
||||
const float3x3 pixel_to_tangent3x3 =
|
||||
mul(object_to_tangent, pixel_to_object);
|
||||
pixel_to_tangent_video_uv = float2x2(
|
||||
pixel_to_tangent3x3[0][0], pixel_to_tangent3x3[0][1], pixel_to_tangent3x3[1][0], pixel_to_tangent3x3[1][1]);//._m00_m01_m10_m11);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ignore curvature, and just consider flat scaling. The
|
||||
// difference is only apparent with strong curvature:
|
||||
pixel_to_tangent_video_uv = float2x2(
|
||||
output_size_inv.x, 0.0, 0.0, output_size_inv.y);
|
||||
}
|
||||
#endif
|
||||
return video_uv;
|
||||
}
|
||||
|
||||
float get_border_dim_factor(const float2 video_uv, const float2 geom_aspect)
|
||||
{
|
||||
// COPYRIGHT NOTE FOR THIS FUNCTION:
|
||||
// Copyright (C) 2010-2012 cgwg, 2014 TroggleMonkey
|
||||
// This function uses an algorithm first coded in several of cgwg's GPL-
|
||||
// licensed lines in crt-geom-curved.cg and its ancestors. The line
|
||||
// between algorithm and code is nearly indistinguishable here, so it's
|
||||
// unclear whether I could even release this project under a non-GPL
|
||||
// license with this function included.
|
||||
|
||||
// Calculate border_dim_factor from the proximity to uv-space image
|
||||
// borders; geom_aspect/border_size/border/darkness/border_compress are globals:
|
||||
const float2 edge_dists = min(video_uv, float2(1.0, 1.0) - video_uv) *
|
||||
geom_aspect;
|
||||
const float2 border_penetration =
|
||||
max(float2(border_size, border_size) - edge_dists, float2(0.0, 0.0));
|
||||
const float penetration_ratio = border_size > 0 ? length(border_penetration)/border_size : 0;
|
||||
const float border_escape_ratio = max(1.0 - penetration_ratio, 0.0);
|
||||
const float border_dim_factor =
|
||||
pow(border_escape_ratio, border_darkness) * max(1.0, border_compress);
|
||||
return min(border_dim_factor, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endif // _GEOMETRY_FUNCTIONS_H
|
||||
|
||||
|
||||
|
||||
@@ -1,76 +0,0 @@
|
||||
#ifndef _HELPER_FUNCTIONS_AND_MACROS_H
|
||||
#define _HELPER_FUNCTIONS_AND_MACROS_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2020 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
float4 tex2D_nograd(sampler2D tex, float2 tex_coords)
|
||||
{
|
||||
return tex2Dlod(tex, float4(tex_coords, 0, 0), 0.0);
|
||||
}
|
||||
|
||||
// ReShade 4 does not permit the use of functions or the ternary operator
|
||||
// outside of a function definition. This is a problem for this port
|
||||
// because the original crt-royale shader makes heavy use of these
|
||||
// constructs at the root level.
|
||||
|
||||
// These preprocessor definitions are a workaround for this limitation.
|
||||
// Note that they are strictly intended for defining complex global
|
||||
// constants. I doubt they're more performant than the built-in
|
||||
// equivalents, so I recommend using the built-ins whenever you can.
|
||||
|
||||
|
||||
#define macro_sign(c) -((int) ((c) != 0)) * -((int) ((c) > 0))
|
||||
#define macro_abs(c) (c) * macro_sign(c)
|
||||
|
||||
#define macro_min(c, d) (c) * ((int) ((c) <= (d))) + (d) * ((int) ((c) > (d)))
|
||||
#define macro_max(c, d) (c) * ((int) ((c) >= (d))) + (d) * ((int) ((c) < (d)))
|
||||
#define macro_clamp(c, l, u) macro_min(macro_max(c, l), u)
|
||||
|
||||
#define macro_ceil(c) (float) ((int) (c) + (int) (((int) (c)) < (c)))
|
||||
|
||||
#define macro_cond(c, a, b) float(c) * (a) + float(!(c)) * (b)
|
||||
|
||||
|
||||
|
||||
//////////////////////// COMMON MATHEMATICAL CONSTANTS ///////////////////////
|
||||
|
||||
static const float pi = 3.141592653589;
|
||||
// We often want to find the location of the previous texel, e.g.:
|
||||
// const float2 curr_texel = uv * texture_size;
|
||||
// const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5);
|
||||
// const float2 prev_texel_uv = prev_texel / texture_size;
|
||||
// However, many GPU drivers round incorrectly around exact texel locations.
|
||||
// We need to subtract a little less than 0.5 before flooring, and some GPU's
|
||||
// require this value to be farther from 0.5 than others; define it here.
|
||||
// const float2 prev_texel =
|
||||
// floor(curr_texel - float2(under_half)) + float2(0.5);
|
||||
static const float under_half = 0.4995;
|
||||
|
||||
// Avoid dividing by zero; using a macro overloads for float, float2, etc.:
|
||||
#define FIX_ZERO(c) (macro_max(macro_abs(c), 0.0000152587890625)) // 2^-16
|
||||
|
||||
// #define fmod(x, y) ((x) - (y) * floor((x)/(y) + FIX_ZERO(0.0)))
|
||||
#define fmod(x, y) (frac((x) / (y)) * (y))
|
||||
|
||||
#endif // _HELPER_FUNCTIONS_AND_MACROS_H
|
||||
@@ -1,624 +0,0 @@
|
||||
#ifndef _PHOSHOR_MASK_CALCULATIONS_H
|
||||
#define _PHOSHOR_MASK_CALCULATIONS_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2020 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
/*
|
||||
* Our goal is to use arithmetic to generate the phosphor mask.
|
||||
* Phosphor masks are regular patterns, so we want something periodic.
|
||||
* We need to avoid integer arithmetic because it tends to cause rounding errors.
|
||||
*
|
||||
* For all masks, we want to approximate a pulse wave in at least one dimension. This pulse wave
|
||||
* will have narrow peaks, wide troughs, and constant periodicity.
|
||||
* GRILLE will have a pulse wave along the x-axis and will be constant along the y-axis.
|
||||
* SLOT and SHADOW will likely have a superposition of two out-of-phase pulse waves along each axis.
|
||||
* For SHADOW, the width of the peaks will vary such that they generate ellipsoids on the screen.
|
||||
*
|
||||
* We can get a periodic function by starting with a triangle wave: T(t, f) = abs(1 - 2*frac(t * f)).
|
||||
* This function gives us a triangle wave with f cycles in the domain [0, 1].
|
||||
* Note that T(0, f) = 1.
|
||||
*
|
||||
* Then we can compose this with a sigmoid curve to squish the triangle wave into a pulse wave.
|
||||
* P(s, p, q) = exp(q s - q/2) / (exp(q s - q/2) + exp(-p))
|
||||
* s(t, f, o) = T(t*f - o, 1)
|
||||
*
|
||||
* f is the number of pulses to render along the given axis.
|
||||
* o is the channel's horizontal ofset along the given axis, normalized via the quotient raw_offset / raw_triad width.
|
||||
* p and q control how closely P resembles an ideal pulse wave and also how wide the peaks and troughs are.
|
||||
*
|
||||
* The interaction between p and q is rather complicated and difficult to describe, so they're not a good pair
|
||||
* of parameters for users. But we have the info necessary to solve for p in terms of q.
|
||||
* We know the width of a phosphor and the width of a triad, and we know the domain and range of P.
|
||||
* We can choose a coordinate (t0, y0) that will denote the edge of the phosphor.
|
||||
* Note that y0 = P(t0, p, q) for some p and q.
|
||||
* We let t0 = raw_phosphor_width / raw_triad_width, since we need to respect the shape of the phosphor.
|
||||
* We let the user define P(t0).
|
||||
* Technically, this means the user is defining the brightness of the phosphor's furthest edge.
|
||||
* Visually, this looks like the user is defining the width of the phosphor.
|
||||
* We'll call this the Phosphor Thickness.
|
||||
* We let the user define q.
|
||||
* Technically, this means the user is defining the squareness of the pulse wave.
|
||||
* Visually, this looks like the user is defining the sharpness of the phosphor.
|
||||
* We'll call this the Phosphor Sharpness.
|
||||
*
|
||||
* We can solve for p in terms of q very efficiently.
|
||||
* p = (ln(y0 / (1 - y0)) - q) / (0.5 - 2 t0)
|
||||
*
|
||||
* Note that, if you work through the algebra, you get a denominator of (t0 - 0.5).
|
||||
* Using (0.5 - 2 t0) actually works better. It also matches up when you try plotting P and (t0, y0).
|
||||
*
|
||||
* For the GRILLE and SLOT masks, we can compute p once and recycle it.
|
||||
* For the SHADOW mask, we can either compute p on each iteration or find a way to interpolate between min_p and max_p.
|
||||
*
|
||||
* One might expect it'd be way better to use a clamped triangle wave rather than a sigmoid or exponentiated cosine wave.
|
||||
* As far as I can tell, this ends up being incorrect surprisingly enough. Although it's a good bit faster,
|
||||
* it has terrible aliasing artifacts at small scales. The other implementations are slower, but they produce
|
||||
* evenly-sized RGB phosphors for a variety of configurations even when the triad width is 3 pixels. At that
|
||||
* scale, the triangle wave approach produces triads where one of the phosphors is thicker than the others.
|
||||
* Taking into account the compute_mask_factor trick, the triangle wave approach would be a negligible
|
||||
* performance improvement at the cost of a large drop in visual quality and user friendliness.
|
||||
*/
|
||||
|
||||
|
||||
#include "bind-shader-params.fxh"
|
||||
#include "scanline-functions.fxh"
|
||||
|
||||
/*
|
||||
* The GRILLE mask consists of an array of vertical stripes, so each channel will vary along the x-axis and will be constant
|
||||
* along the y-axis.
|
||||
*
|
||||
* It has the following dimensions:
|
||||
* Phosphors are 18 units wide with unbounded height.
|
||||
* Phosphors in a triad are 2 units apart.
|
||||
* Triads are 6 units apart.
|
||||
* Triad centers are 64 units apart.
|
||||
* The phosphors follow an RGB pattern.
|
||||
* The left-most phosphor is red and offset by 3 units to the right.
|
||||
*/
|
||||
static const float grille_raw_phosphor_width = 18;
|
||||
static const float grille_raw_phosphor_gap = 2;
|
||||
static const float grille_raw_triad_horiz_gap = 6;
|
||||
static const float grille_raw_triad_width = 3*grille_raw_phosphor_width + 2*grille_raw_phosphor_gap + grille_raw_triad_horiz_gap;
|
||||
|
||||
static const float grille_raw_r_offset = (grille_raw_triad_horiz_gap + grille_raw_phosphor_width) / 2;
|
||||
static const float grille_raw_g_offset = grille_raw_r_offset + grille_raw_phosphor_width + grille_raw_phosphor_gap;
|
||||
static const float grille_raw_b_offset = grille_raw_g_offset + grille_raw_phosphor_width + grille_raw_phosphor_gap;
|
||||
static const float3 grille_norm_center_offsets = float3(
|
||||
grille_raw_r_offset,
|
||||
grille_raw_g_offset,
|
||||
grille_raw_b_offset
|
||||
) / grille_raw_triad_width;
|
||||
|
||||
static const float grille_edge_t = grille_raw_phosphor_width / 2;
|
||||
static const float grille_edge_norm_t = grille_edge_t / grille_raw_triad_width;
|
||||
|
||||
|
||||
/*
|
||||
* The SLOT mask consists of an array of rectangles, so each channel will vary along both the x- and y-axes.
|
||||
*
|
||||
* It has the following dimensions:
|
||||
* Phosphors are 18 units wide and 66 units tall.
|
||||
* Phosphors in a triad are 2 units apart.
|
||||
* Triads are 6 units apart horizontally and 6 units apart vertically.
|
||||
* Triad centers are 64 units apart horizontally and 73 units apart vertically.
|
||||
* The phosphors follow an RGB pattern.
|
||||
* The upper-left-most phosphor is red and offset by 3 units to the right and 3 units down.
|
||||
*/
|
||||
static const float slot_raw_phosphor_width = 18;
|
||||
static const float slot_raw_phosphor_gap = 2;
|
||||
static const float slot_raw_triad_horiz_gap = 6;
|
||||
static const float slot_raw_triad_width = 3*slot_raw_phosphor_width + 2*slot_raw_phosphor_gap + slot_raw_triad_horiz_gap;
|
||||
|
||||
static const float slot_raw_phosphor_height = 66;
|
||||
static const float slot_raw_triad_vert_gap = 6;
|
||||
static const float slot_raw_triad_height = slot_raw_phosphor_height + slot_raw_triad_vert_gap;
|
||||
|
||||
static const float slot_aspect_ratio = slot_raw_triad_height / slot_raw_triad_width;
|
||||
|
||||
static const float slot_raw_r_offset_x = (slot_raw_triad_horiz_gap + slot_raw_phosphor_width) / 2;
|
||||
static const float slot_raw_g_offset_x = slot_raw_r_offset_x + slot_raw_phosphor_width + slot_raw_phosphor_gap;
|
||||
static const float slot_raw_b_offset_x = slot_raw_g_offset_x + slot_raw_phosphor_width + slot_raw_phosphor_gap;
|
||||
static const float3 slot_norm_center_offsets_x = float3(
|
||||
slot_raw_r_offset_x,
|
||||
slot_raw_g_offset_x,
|
||||
slot_raw_b_offset_x
|
||||
) / slot_raw_triad_width;
|
||||
static const float3 slot_norm_center_offsets_y = float3(0.5, 0.5, 0.5);
|
||||
|
||||
static const float slot_edge_tx = slot_raw_phosphor_width / 2;
|
||||
// We draw the slot mask as two sets of columns. To do that, we have to pretend the horizontal gap is the size of a whole triad.
|
||||
// Then we need to halve the position of the phosphor edge.
|
||||
static const float slot_edge_norm_tx = 0.5 * slot_edge_tx / slot_raw_triad_width;
|
||||
static const float slot_edge_ty = slot_raw_phosphor_height / 2;
|
||||
static const float slot_edge_norm_ty = slot_edge_ty / slot_raw_triad_height;
|
||||
|
||||
/*
|
||||
* The SHADOW mask consists of an array of circles, so each channel will vary along both the x- and y-axes.
|
||||
*
|
||||
* It has the following dimensions:
|
||||
* Phosphors are 21 units in diameter.
|
||||
* All phosphors are 0 units apart.
|
||||
* Triad centers are 63 units apart horizontally and 21 units apart vertically.
|
||||
* The phosphors follow a GBR pattern on odd rows and RBG on even rows.
|
||||
* The upper-left-most phosphor is green and centered on the corner of the screen.
|
||||
*/
|
||||
static const float shadow_raw_phosphor_diam = 21;
|
||||
static const float shadow_raw_phosphor_gap = 0;
|
||||
static const float shadow_raw_triad_horiz_gap = 0;
|
||||
static const float shadow_raw_triad_vert_gap = 0;
|
||||
|
||||
static const float shadow_raw_triad_width = 3*shadow_raw_phosphor_diam + 2*shadow_raw_phosphor_gap + shadow_raw_triad_horiz_gap;
|
||||
static const float shadow_raw_triad_height = shadow_raw_phosphor_diam + shadow_raw_triad_vert_gap;
|
||||
|
||||
static const float shadow_aspect_ratio = shadow_raw_triad_height / shadow_raw_triad_width;
|
||||
|
||||
static const float shadow_raw_g_offset_x = 0;
|
||||
static const float shadow_raw_b_offset_x = shadow_raw_g_offset_x + shadow_raw_phosphor_diam + shadow_raw_phosphor_gap;
|
||||
static const float shadow_raw_r_offset_x = shadow_raw_b_offset_x + shadow_raw_phosphor_diam + shadow_raw_phosphor_gap;
|
||||
static const float3 shadow_norm_center_offsets_x = float3(
|
||||
shadow_raw_r_offset_x,
|
||||
shadow_raw_g_offset_x,
|
||||
shadow_raw_b_offset_x
|
||||
) / shadow_raw_triad_width;
|
||||
|
||||
static const float3 shadow_norm_center_offsets_y = float3(0.0, 0.0, 0.0);
|
||||
|
||||
static const float shadow_edge_tx = shadow_raw_phosphor_diam / 2;
|
||||
static const float shadow_edge_norm_tx = shadow_edge_tx / shadow_raw_triad_width;
|
||||
static const float shadow_edge_ty = shadow_raw_phosphor_diam / 2;
|
||||
// We draw the shadow mask as two sets of rows. To do that, we have to pretend the vertical gap is the size of a whole triad.
|
||||
// Then we need to halve the position of the phosphor edge.
|
||||
static const float shadow_edge_norm_ty = 0.5 * shadow_edge_ty / shadow_raw_triad_height;
|
||||
static const float shadow_norm_phosphor_rad = (shadow_raw_phosphor_diam/2) / shadow_raw_triad_width;
|
||||
|
||||
|
||||
/*
|
||||
* The SMALL GRILLE mask is composed of magenta and green stripes.
|
||||
* Sourced from http://filthypants.blogspot.com/2020/02/crt-shader-masks.html
|
||||
*
|
||||
* It has the following dimensions:
|
||||
* Stripes are 32 units wide.
|
||||
* Stripes in a triad are 0 units apart.
|
||||
* Triads are 0 units apart horizontally.
|
||||
*
|
||||
* Each triad has two quads, side-by-side and aligned.
|
||||
* Neighboring triads are offset vertically.
|
||||
* Below is an array of 2 triads.
|
||||
* x's denote magenta stripes, and o's denote green ones.
|
||||
*
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
*
|
||||
* The phosphors follow a MG pattern.
|
||||
* The left-most phosphor is magenta and offset by 16 units to the right.
|
||||
*/
|
||||
|
||||
static const float smallgrille_raw_stripe_width = 32;
|
||||
static const float smallgrille_raw_triad_width = 2*smallgrille_raw_stripe_width;
|
||||
|
||||
static const float smallgrille_raw_r_offset_x = 0.5 * smallgrille_raw_stripe_width;
|
||||
static const float smallgrille_raw_g_offset_x = smallgrille_raw_r_offset_x + smallgrille_raw_stripe_width;
|
||||
static const float smallgrille_raw_b_offset_x = smallgrille_raw_r_offset_x;
|
||||
static const float3 smallgrille_norm_center_offsets_x = float3(
|
||||
smallgrille_raw_r_offset_x,
|
||||
smallgrille_raw_g_offset_x,
|
||||
smallgrille_raw_b_offset_x
|
||||
) / smallgrille_raw_triad_width;
|
||||
|
||||
static const float smallgrille_edge_t = 0.5 * smallgrille_raw_stripe_width;
|
||||
static const float smallgrille_edge_norm_t = smallgrille_edge_t / smallgrille_raw_triad_width;
|
||||
|
||||
|
||||
/*
|
||||
* The SMALL SLOT mask is composed of magenta and green quads.
|
||||
* Sourced from http://filthypants.blogspot.com/2020/02/crt-shader-masks.html
|
||||
*
|
||||
* It has the following dimensions:
|
||||
* Quads are 32 units wide and 48 units tall.
|
||||
* Quads in a triad are 0 units apart.
|
||||
* Triads are 0 units apart horizontally and 16 units apart vertically.
|
||||
*
|
||||
* Each triad has two quads, side-by-side and aligned.
|
||||
* Neighboring triads are offset vertically.
|
||||
* Below is a 2x2 matrix of 4 triads.
|
||||
* x's denote magenta quads, and o's denote green ones.
|
||||
*
|
||||
* xxoo
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* xxoo
|
||||
* xxoo
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* xxoo
|
||||
*
|
||||
* The phosphors follow a MG pattern.
|
||||
* The upper-left-most phosphor is magenta and offset by 16 units to the right and 16 units down.
|
||||
*/
|
||||
|
||||
static const float smallslot_raw_quad_width = 32;
|
||||
static const float smallslot_raw_triad_width = 2*smallslot_raw_quad_width;
|
||||
|
||||
static const float smallslot_raw_quad_height = 1.5 * smallslot_raw_quad_width;
|
||||
static const float smallslot_raw_triad_vert_gap = 0.5 * smallslot_raw_quad_width;
|
||||
static const float smallslot_raw_triad_height = smallslot_raw_quad_height + smallslot_raw_triad_vert_gap;
|
||||
|
||||
static const float smallslot_aspect_ratio = smallslot_raw_triad_height / smallslot_raw_triad_width;
|
||||
|
||||
static const float smallslot_raw_r_offset_x = 0.5 * smallslot_raw_quad_width;
|
||||
static const float smallslot_raw_g_offset_x = smallslot_raw_r_offset_x + smallslot_raw_quad_width;
|
||||
static const float smallslot_raw_b_offset_x = smallslot_raw_r_offset_x;
|
||||
static const float3 smallslot_norm_center_offsets_x = float3(
|
||||
smallslot_raw_r_offset_x,
|
||||
smallslot_raw_g_offset_x,
|
||||
smallslot_raw_b_offset_x
|
||||
) / smallslot_raw_triad_width;
|
||||
|
||||
static const float3 smallslot_norm_center_offsets_y1 = 0.5 * smallslot_raw_quad_height / smallslot_raw_triad_height;
|
||||
static const float3 smallslot_norm_center_offsets_y2 = smallslot_norm_center_offsets_y1 + smallslot_raw_triad_vert_gap / smallslot_raw_triad_height;
|
||||
|
||||
static const float smallslot_edge_tx = 0.5 * smallslot_raw_quad_width;
|
||||
// We draw the slot mask as two sets of columns. To do that, we have to pretend the horizontal gap is the size of a whole triad.
|
||||
// Then we need to halve the position of the phosphor edge.
|
||||
static const float smallslot_edge_norm_tx = 0.5 * smallslot_edge_tx / smallslot_raw_triad_width;
|
||||
static const float smallslot_edge_ty = smallslot_raw_quad_height / 2;
|
||||
static const float smallslot_edge_norm_ty = smallslot_edge_ty / smallslot_raw_triad_height;
|
||||
|
||||
/*
|
||||
* The SMALL SHADOW mask is composed of magenta and green quads.
|
||||
* Sourced from http://filthypants.blogspot.com/2020/02/crt-shader-masks.html
|
||||
*
|
||||
* It has the following dimensions:
|
||||
* Quads are 17 units wide and 17 units tall.
|
||||
* Quads in a triad are 0 units apart.
|
||||
* Triads are 0 units apart horizontally and 0 units apart vertically.
|
||||
*
|
||||
* Each triad has two quads, side-by-side and aligned.
|
||||
* Neighboring triads are offset vertically.
|
||||
* Below is a 2x2 matrix of 4 triads.
|
||||
* x's denote magenta quads, and o's denote green ones.
|
||||
*
|
||||
* xxooxxoo
|
||||
* xxooxxoo
|
||||
* ooxxooxx
|
||||
* ooxxooxx
|
||||
*
|
||||
* The phosphors follow a MG pattern.
|
||||
* The upper-left-most phosphor is magenta and offset by 16 units to the right and 16 units down.
|
||||
*/
|
||||
|
||||
static const float smallshadow_raw_quad_width = 17;
|
||||
static const float smallshadow_raw_triad_width = 2 * smallshadow_raw_quad_width;
|
||||
|
||||
static const float smallshadow_raw_quad_height = 17;
|
||||
static const float smallshadow_raw_triad_height = smallshadow_raw_quad_height;
|
||||
|
||||
static const float smallshadow_aspect_ratio = smallshadow_raw_triad_height / smallshadow_raw_triad_width;
|
||||
|
||||
static const float smallshadow_raw_r_offset_x = 0.5 * smallshadow_raw_quad_width;
|
||||
static const float smallshadow_raw_g_offset_x = smallshadow_raw_r_offset_x + smallshadow_raw_quad_width;
|
||||
static const float smallshadow_raw_b_offset_x = smallshadow_raw_r_offset_x;
|
||||
static const float3 smallshadow_norm_center_offsets_x = float3(
|
||||
smallshadow_raw_r_offset_x,
|
||||
smallshadow_raw_g_offset_x,
|
||||
smallshadow_raw_b_offset_x
|
||||
) / smallshadow_raw_triad_width;
|
||||
|
||||
static const float3 smallshadow_norm_center_offsets_y = 0.5 * smallshadow_raw_triad_height;
|
||||
|
||||
static const float smallshadow_edge_tx = 0.5 * smallshadow_raw_quad_width;
|
||||
static const float smallshadow_edge_norm_tx = smallshadow_edge_tx / smallshadow_raw_triad_width;
|
||||
static const float smallshadow_edge_ty = 0.5 * smallshadow_raw_quad_height;
|
||||
// We draw the shadow mask as two sets of rows. To do that, we have to pretend the vertical gap is the size of a whole triad.
|
||||
// Then we need to halve the position of the phosphor edge.
|
||||
static const float smallshadow_edge_norm_ty = 0.5 * smallshadow_edge_ty / smallshadow_raw_triad_height;
|
||||
|
||||
|
||||
|
||||
|
||||
float get_selected_aspect_ratio() {
|
||||
float aspect_ratio;
|
||||
[flatten]
|
||||
if (mask_type == 0 || mask_type == 3) {
|
||||
aspect_ratio = scale_triad_height;
|
||||
}
|
||||
else if (mask_type == 1 || mask_type == 4) {
|
||||
aspect_ratio = scale_triad_height * slot_aspect_ratio;
|
||||
}
|
||||
else {
|
||||
aspect_ratio = scale_triad_height * shadow_aspect_ratio;
|
||||
}
|
||||
[flatten]
|
||||
switch (mask_type) {
|
||||
case 0:
|
||||
aspect_ratio = scale_triad_height;
|
||||
break;
|
||||
case 1:
|
||||
aspect_ratio = scale_triad_height * slot_aspect_ratio;
|
||||
break;
|
||||
case 2:
|
||||
aspect_ratio = scale_triad_height * shadow_aspect_ratio;
|
||||
break;
|
||||
case 3:
|
||||
aspect_ratio = scale_triad_height;
|
||||
break;
|
||||
case 4:
|
||||
aspect_ratio = scale_triad_height * smallslot_aspect_ratio;
|
||||
break;
|
||||
default:
|
||||
aspect_ratio = scale_triad_height * smallshadow_aspect_ratio;
|
||||
break;
|
||||
}
|
||||
|
||||
return aspect_ratio;
|
||||
}
|
||||
|
||||
float2 calc_triad_size() {
|
||||
const float aspect_ratio = get_selected_aspect_ratio();
|
||||
|
||||
[branch]
|
||||
if (mask_size_param == 0) {
|
||||
return float2(1, aspect_ratio) * mask_triad_width;
|
||||
}
|
||||
else {
|
||||
float triad_width = content_size.x * rcp(mask_num_triads_across);
|
||||
return float2(1, aspect_ratio) * triad_width;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
float2 calc_phosphor_viewport_frequency_factor() {
|
||||
const float aspect_ratio = get_selected_aspect_ratio();
|
||||
|
||||
float2 triad_size_factor;
|
||||
float2 num_triads_factor;
|
||||
[branch]
|
||||
if (geom_rotation_mode == 0 || geom_rotation_mode == 2) {
|
||||
triad_size_factor = content_size * rcp(mask_triad_width * float2(1, aspect_ratio));
|
||||
num_triads_factor = mask_num_triads_across * float2(1, content_size.y * rcp(content_size.x) * rcp(aspect_ratio));
|
||||
}
|
||||
else {
|
||||
triad_size_factor = content_size * rcp(mask_triad_width * float2(1, aspect_ratio)).yx;
|
||||
num_triads_factor = mask_num_triads_across * float2(1, content_size.y * rcp(content_size.x) * rcp(aspect_ratio)).yx;
|
||||
}
|
||||
|
||||
return ((mask_size_param == 0) ? triad_size_factor : num_triads_factor);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* We have a pulse wave f(t0_norm, p, q) = y0 with unknown p.
|
||||
* This function solves for p.
|
||||
*/
|
||||
#define calculate_phosphor_p_value(t0_norm, y0, q) (log((y0) * rcp(1 - (y0))) - (q) * (0.5 - 2*(t0_norm)))
|
||||
|
||||
/*
|
||||
* If we don't rescale the phosphor_thickness parameter, it has a logarithmic effect on the phosphor shape.
|
||||
* Rescaling it makes it look closer to a linear effect.
|
||||
*/
|
||||
#define linearize_phosphor_thickness_param(p) (1 - exp(-(p)))
|
||||
|
||||
|
||||
/*
|
||||
* Generates a grille mask with the desired resolution and sharpness.
|
||||
*/
|
||||
float3 get_phosphor_intensity_grille(
|
||||
const float2 texcoord,
|
||||
const float2 viewport_frequency_factor,
|
||||
const float2 grille_pq
|
||||
) {
|
||||
float3 center_offsets = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
grille_norm_center_offsets.bgr : grille_norm_center_offsets;
|
||||
|
||||
center_offsets += phosphor_offset_x * 0.5;
|
||||
|
||||
float3 theta = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets, 1);
|
||||
float3 alpha = exp((theta - 0.5) * grille_pq.y);
|
||||
return alpha * rcp(alpha + grille_pq.x);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Generates a slot mask with the desired resolution and sharpness.
|
||||
*/
|
||||
float3 get_phosphor_intensity_slot(
|
||||
const float2 texcoord,
|
||||
const float2 viewport_frequency_factor,
|
||||
const float2 slot_pq_x,
|
||||
const float2 slot_pq_y
|
||||
) {
|
||||
float3 center_offsets_x = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
slot_norm_center_offsets_x.bgr : slot_norm_center_offsets_x;
|
||||
float3 center_offsets_y = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
slot_norm_center_offsets_y.bgr : slot_norm_center_offsets_y;
|
||||
|
||||
center_offsets_x += phosphor_offset_x * 0.5;
|
||||
center_offsets_y += phosphor_offset_y * 0.5;
|
||||
|
||||
float3 theta_x1 = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x, 0.5);
|
||||
float3 alpha_x1 = exp((theta_x1 - 0.5) * slot_pq_x.y);
|
||||
alpha_x1 *= rcp(alpha_x1 + slot_pq_x.x);
|
||||
|
||||
float3 theta_x2 = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x + 1, 0.5);
|
||||
float3 alpha_x2 = exp((theta_x2 - 0.5) * slot_pq_x.y);
|
||||
alpha_x2 *= rcp(alpha_x2 + slot_pq_x.x);
|
||||
|
||||
float3 theta_y1 = triangle_wave(texcoord.y * viewport_frequency_factor.y - center_offsets_y, 1);
|
||||
float3 alpha_y1 = exp((theta_y1 - 0.5) * slot_pq_y.y);
|
||||
alpha_y1 *= rcp(alpha_y1 + slot_pq_y.x);
|
||||
|
||||
float3 theta_y2 = triangle_wave(texcoord.y * viewport_frequency_factor.y - center_offsets_y + 0.5, 1);
|
||||
float3 alpha_y2 = exp((theta_y2 - 0.5) * slot_pq_y.y);
|
||||
alpha_y2 *= rcp(alpha_y2 + slot_pq_y.x);
|
||||
|
||||
return alpha_x1 * alpha_y1 + alpha_x2 * alpha_y2;
|
||||
}
|
||||
|
||||
/*
|
||||
* Generates a shadow mask with the desired resolution and sharpness.
|
||||
*/
|
||||
float3 get_phosphor_intensity_shadow(
|
||||
const float2 texcoord,
|
||||
const float2 viewport_frequency_factor,
|
||||
const float2 shadow_q
|
||||
) {
|
||||
float3 center_offsets_x = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
shadow_norm_center_offsets_x.bgr : shadow_norm_center_offsets_x;
|
||||
float3 center_offsets_y = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
shadow_norm_center_offsets_y.bgr : shadow_norm_center_offsets_y;
|
||||
|
||||
center_offsets_x += phosphor_offset_x * 0.5;
|
||||
center_offsets_y += phosphor_offset_y * 0.5;
|
||||
|
||||
const float2 thickness_scaled = linearize_phosphor_thickness_param(phosphor_thickness);
|
||||
|
||||
const float3 x_adj = texcoord.x * viewport_frequency_factor.x - center_offsets_x;
|
||||
const float3 y_adj = texcoord.y * viewport_frequency_factor.y - center_offsets_y;
|
||||
|
||||
const float3 texcoord_x_periodic1 = shadow_norm_phosphor_rad * triangle_wave(x_adj * 3 - 0.5, 1.0);
|
||||
const float3 texcoord_x_periodic2 = shadow_norm_phosphor_rad * triangle_wave(x_adj * 3, 1.0);
|
||||
const float3 ty1 = sqrt(
|
||||
shadow_norm_phosphor_rad*shadow_norm_phosphor_rad - texcoord_x_periodic1*texcoord_x_periodic1
|
||||
);
|
||||
const float3 ty2 = sqrt(
|
||||
shadow_norm_phosphor_rad*shadow_norm_phosphor_rad - texcoord_x_periodic2*texcoord_x_periodic2
|
||||
);
|
||||
|
||||
const float shadow_px = exp(-calculate_phosphor_p_value(shadow_edge_norm_tx, thickness_scaled.x, shadow_q.x));
|
||||
const float3 shadow_py1 = exp(-calculate_phosphor_p_value(ty1 * 0.5 * rcp(shadow_aspect_ratio), thickness_scaled.y, shadow_q.y));
|
||||
const float3 shadow_py2 = exp(-calculate_phosphor_p_value(ty2 * 0.5 * rcp(shadow_aspect_ratio), thickness_scaled.y, shadow_q.y));
|
||||
|
||||
float3 theta_x1 = triangle_wave(x_adj, 1);
|
||||
float3 alpha_x1 = exp((theta_x1 - 0.5) * shadow_q.x);
|
||||
alpha_x1 *= rcp(alpha_x1 + shadow_px);
|
||||
|
||||
float3 theta_x2 = triangle_wave(x_adj + 0.5, 1);
|
||||
float3 alpha_x2 = exp((theta_x2 - 0.5) * shadow_q.x);
|
||||
alpha_x2 *= rcp(alpha_x2 + shadow_px);
|
||||
|
||||
float3 theta_y1 = triangle_wave(y_adj, 0.5);
|
||||
float3 alpha_y1 = exp((theta_y1 - 0.5) * shadow_q.y);
|
||||
alpha_y1 *= rcp(alpha_y1 + shadow_py1);
|
||||
|
||||
float3 theta_y2 = triangle_wave(y_adj + 1, 0.5);
|
||||
float3 alpha_y2 = exp((theta_y2 - 0.5) * shadow_q.y);
|
||||
alpha_y2 *= rcp(alpha_y2 + shadow_py2);
|
||||
|
||||
return alpha_x1 * alpha_y1 + alpha_x2 * alpha_y2;
|
||||
}
|
||||
|
||||
float3 get_phosphor_intensity_grille_small(
|
||||
const float2 texcoord,
|
||||
const float2 viewport_frequency_factor,
|
||||
const float2 grille_pq_x
|
||||
) {
|
||||
float3 center_offsets_x = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
smallgrille_norm_center_offsets_x.grg : smallgrille_norm_center_offsets_x;
|
||||
|
||||
center_offsets_x += phosphor_offset_x * 0.5;
|
||||
|
||||
float3 theta = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x, 1);
|
||||
float3 alpha = exp((theta - 0.5) * grille_pq_x.y);
|
||||
alpha *= rcp(alpha + grille_pq_x.x);
|
||||
|
||||
// Taking a sqrt here helps hide the gaps between the pixels when the triad size is small
|
||||
return sqrt(alpha);
|
||||
}
|
||||
|
||||
float3 get_phosphor_intensity_slot_small(
|
||||
const float2 texcoord,
|
||||
const float2 viewport_frequency_factor,
|
||||
const float2 slot_pq_x,
|
||||
const float2 slot_pq_y
|
||||
) {
|
||||
float3 center_offsets_x = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
smallslot_norm_center_offsets_x.grg : smallslot_norm_center_offsets_x;
|
||||
float3 center_offsets_y1 = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
smallslot_norm_center_offsets_y1.grg : smallslot_norm_center_offsets_y1;
|
||||
float3 center_offsets_y2 = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
smallslot_norm_center_offsets_y2.grg : smallslot_norm_center_offsets_y2;
|
||||
|
||||
center_offsets_x += phosphor_offset_x * 0.5;
|
||||
center_offsets_y1 += phosphor_offset_y * 0.5;
|
||||
center_offsets_y2 += phosphor_offset_y * 0.5;
|
||||
|
||||
float3 theta_x1 = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x, 0.5);
|
||||
float3 alpha_x1 = exp((theta_x1 - 0.5) * slot_pq_x.y);
|
||||
alpha_x1 *= rcp(alpha_x1 + slot_pq_x.x);
|
||||
|
||||
float3 theta_x2 = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x + 1, 0.5);
|
||||
float3 alpha_x2 = exp((theta_x2 - 0.5) * slot_pq_x.y);
|
||||
alpha_x2 *= rcp(alpha_x2 + slot_pq_x.x);
|
||||
|
||||
float3 theta_y1 = triangle_wave(texcoord.y * viewport_frequency_factor.y - center_offsets_y1, 1);
|
||||
float3 alpha_y1 = exp((theta_y1 - 0.5) * slot_pq_y.y);
|
||||
alpha_y1 *= rcp(alpha_y1 + slot_pq_y.x);
|
||||
|
||||
float3 theta_y2 = triangle_wave(texcoord.y * viewport_frequency_factor.y - center_offsets_y2 + 0.5, 1);
|
||||
float3 alpha_y2 = exp((theta_y2 - 0.5) * slot_pq_y.y);
|
||||
alpha_y2 *= rcp(alpha_y2 + slot_pq_y.x);
|
||||
|
||||
// Taking a sqrt here helps hide the gaps between the pixels when the triad size is small
|
||||
return (alpha_x1 * alpha_y1 + alpha_x2 * alpha_y2);
|
||||
}
|
||||
|
||||
float3 get_phosphor_intensity_shadow_small(
|
||||
const float2 texcoord,
|
||||
const float2 viewport_frequency_factor,
|
||||
const float2 shadow_pq_x,
|
||||
const float2 shadow_pq_y
|
||||
) {
|
||||
float3 center_offsets_x = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
smallshadow_norm_center_offsets_x.grg : smallshadow_norm_center_offsets_x;
|
||||
float3 center_offsets_y = (geom_rotation_mode == 2 || geom_rotation_mode == 3) ?
|
||||
smallshadow_norm_center_offsets_y.grg : smallshadow_norm_center_offsets_y;
|
||||
|
||||
center_offsets_x += phosphor_offset_x * 0.5;
|
||||
center_offsets_y += phosphor_offset_y * 0.5;
|
||||
|
||||
float3 theta_x1 = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x, 1);
|
||||
float3 alpha_x1 = exp((theta_x1 - 0.5) * shadow_pq_x.y);
|
||||
alpha_x1 *= rcp(alpha_x1 + shadow_pq_x.x);
|
||||
|
||||
float3 theta_x2 = triangle_wave(texcoord.x * viewport_frequency_factor.x - center_offsets_x + 0.5, 1);
|
||||
float3 alpha_x2 = exp((theta_x2 - 0.5) * shadow_pq_x.y);
|
||||
alpha_x2 *= rcp(alpha_x2 + shadow_pq_x.x);
|
||||
|
||||
float3 theta_y1 = triangle_wave(texcoord.y * viewport_frequency_factor.y - center_offsets_y, 0.5);
|
||||
float3 alpha_y1 = exp((theta_y1 - 0.5) * shadow_pq_y.y);
|
||||
alpha_y1 *= rcp(alpha_y1 + shadow_pq_y.x);
|
||||
|
||||
float3 theta_y2 = triangle_wave(texcoord.y * viewport_frequency_factor.y - center_offsets_y + 1, 0.5);
|
||||
float3 alpha_y2 = exp((theta_y2 - 0.5) * shadow_pq_y.y);
|
||||
alpha_y2 *= rcp(alpha_y2 + shadow_pq_y.x);
|
||||
|
||||
// Taking a sqrt here helps hide the gaps between the pixels when the triad size is small
|
||||
return sqrt(alpha_x1 * alpha_y1 + alpha_x2 * alpha_y2);
|
||||
}
|
||||
|
||||
#endif // _PHOSHOR_MASK_CALCULATIONS_H
|
||||
@@ -1,243 +0,0 @@
|
||||
|
||||
#ifndef _QUAD_PIXEL_COMMUNICATION_H
|
||||
#define _QUAD_PIXEL_COMMUNICATION_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey*
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
///////////////////////////////// DISCLAIMER /////////////////////////////////
|
||||
|
||||
// *This code was inspired by "Shader Amortization using Pixel Quad Message
|
||||
// Passing" by Eric Penner, published in GPU Pro 2, Chapter VI.2. My intent
|
||||
// is not to plagiarize his fundamentally similar code and assert my own
|
||||
// copyright, but the algorithmic helper functions require so little code that
|
||||
// implementations can't vary by much except bugfixes and conventions. I just
|
||||
// wanted to license my own particular code here to avoid ambiguity and make it
|
||||
// clear that as far as I'm concerned, people can do as they please with it.
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// Given screen pixel numbers, derive a "quad vector" describing a fragment's
|
||||
// position in its 2x2 pixel quad. Given that vector, obtain the values of any
|
||||
// variable at neighboring fragments.
|
||||
// Requires: Using this file in general requires:
|
||||
// 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) The GPU driver is using fine/high-quality derivatives.
|
||||
// Functions will give incorrect results if this is not true,
|
||||
// so a test function is included.
|
||||
|
||||
|
||||
///////////////////// QUAD-PIXEL COMMUNICATION PRIMITIVES ////////////////////
|
||||
|
||||
float4 get_quad_vector_naive(float4 output_pixel_num_wrt_uvxy)
|
||||
{
|
||||
// Requires: Two measures of the current fragment's output pixel number
|
||||
// in the range ([0, output_size.x), [0, output_size.y)):
|
||||
// 1.) output_pixel_num_wrt_uvxy.xy increase with uv coords.
|
||||
// 2.) output_pixel_num_wrt_uvxy.zw increase with screen xy.
|
||||
// Returns: Two measures of the fragment's position in its 2x2 quad:
|
||||
// 1.) The .xy components are its 2x2 placement with respect to
|
||||
// uv direction (the origin (0, 0) is at the top-left):
|
||||
// top-left = (-1.0, -1.0) top-right = ( 1.0, -1.0)
|
||||
// bottom-left = (-1.0, 1.0) bottom-right = ( 1.0, 1.0)
|
||||
// You need this to arrange/weight shared texture samples.
|
||||
// 2.) The .zw components are its 2x2 placement with respect to
|
||||
// screen xy direction (position); the origin varies.
|
||||
// quad_gather needs this measure to work correctly.
|
||||
// Note: quad_vector.zw = quad_vector.xy * float2(
|
||||
// ddx(output_pixel_num_wrt_uvxy.x),
|
||||
// ddy(output_pixel_num_wrt_uvxy.y));
|
||||
// Caveats: This function assumes the GPU driver always starts 2x2 pixel
|
||||
// quads at even pixel numbers. This assumption can be wrong
|
||||
// for odd output resolutions (nondeterministically so).
|
||||
float4 pixel_odd = frac(output_pixel_num_wrt_uvxy * 0.5) * 2.0;
|
||||
float4 quad_vector = pixel_odd * 2.0 - float4(1.0, 1.0, 1.0, 1.0);
|
||||
return quad_vector;
|
||||
}
|
||||
|
||||
float4 get_quad_vector(float4 output_pixel_num_wrt_uvxy)
|
||||
{
|
||||
// Requires: Same as get_quad_vector_naive() (see that first).
|
||||
// Returns: Same as get_quad_vector_naive() (see that first), but it's
|
||||
// correct even if the 2x2 pixel quad starts at an odd pixel,
|
||||
// which can occur at odd resolutions.
|
||||
float4 quad_vector_guess =
|
||||
get_quad_vector_naive(output_pixel_num_wrt_uvxy);
|
||||
// If quad_vector_guess.zw doesn't increase with screen xy, we know
|
||||
// the 2x2 pixel quad starts at an odd pixel:
|
||||
float2 odd_start_mirror = 0.5 * float2(ddx(quad_vector_guess.z),
|
||||
ddy(quad_vector_guess.w));
|
||||
return quad_vector_guess * odd_start_mirror.xyxy;
|
||||
}
|
||||
|
||||
float4 get_quad_vector(float2 output_pixel_num_wrt_uv)
|
||||
{
|
||||
// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) output_pixel_num_wrt_uv must increase with uv coords and
|
||||
// measure the current fragment's output pixel number in:
|
||||
// ([0, output_size.x), [0, output_size.y))
|
||||
// Returns: Same as get_quad_vector_naive() (see that first), but it's
|
||||
// correct even if the 2x2 pixel quad starts at an odd pixel,
|
||||
// which can occur at odd resolutions.
|
||||
// Caveats: This function requires less information than the version
|
||||
// taking a float4, but it's potentially slower.
|
||||
// Do screen coords increase with or against uv? Get the direction
|
||||
// with respect to (uv.x, uv.y) for (screen.x, screen.y) in {-1, 1}.
|
||||
float2 screen_uv_mirror = float2(ddx(output_pixel_num_wrt_uv.x),
|
||||
ddy(output_pixel_num_wrt_uv.y));
|
||||
float2 pixel_odd_wrt_uv = frac(output_pixel_num_wrt_uv * 0.5) * 2.0;
|
||||
float2 quad_vector_uv_guess = (pixel_odd_wrt_uv - float2(0.5, 0.5)) * 2.0;
|
||||
float2 quad_vector_screen_guess = quad_vector_uv_guess * screen_uv_mirror;
|
||||
// If quad_vector_screen_guess doesn't increase with screen xy, we know
|
||||
// the 2x2 pixel quad starts at an odd pixel:
|
||||
float2 odd_start_mirror = 0.5 * float2(ddx(quad_vector_screen_guess.x),
|
||||
ddy(quad_vector_screen_guess.y));
|
||||
float4 quad_vector_guess = float4(
|
||||
quad_vector_uv_guess, quad_vector_screen_guess);
|
||||
return quad_vector_guess * odd_start_mirror.xyxy;
|
||||
}
|
||||
|
||||
void quad_gather(float4 quad_vector, float4 curr,
|
||||
out float4 adjx, out float4 adjy, out float4 diag)
|
||||
{
|
||||
// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) The GPU driver is using fine/high-quality derivatives.
|
||||
// 3.) quad_vector describes the current fragment's location in
|
||||
// its 2x2 pixel quad using get_quad_vector()'s conventions.
|
||||
// 4.) curr is any vector you wish to get neighboring values of.
|
||||
// Returns: Values of an input vector (curr) at neighboring fragments
|
||||
// adjacent x, adjacent y, and diagonal (via out parameters).
|
||||
adjx = curr - ddx(curr) * quad_vector.z;
|
||||
adjy = curr - ddy(curr) * quad_vector.w;
|
||||
diag = adjx - ddy(adjx) * quad_vector.w;
|
||||
}
|
||||
|
||||
void quad_gather(float4 quad_vector, float3 curr,
|
||||
out float3 adjx, out float3 adjy, out float3 diag)
|
||||
{
|
||||
// Float3 version
|
||||
adjx = curr - ddx(curr) * quad_vector.z;
|
||||
adjy = curr - ddy(curr) * quad_vector.w;
|
||||
diag = adjx - ddy(adjx) * quad_vector.w;
|
||||
}
|
||||
|
||||
void quad_gather(float4 quad_vector, float2 curr,
|
||||
out float2 adjx, out float2 adjy, out float2 diag)
|
||||
{
|
||||
// Float2 version
|
||||
adjx = curr - ddx(curr) * quad_vector.z;
|
||||
adjy = curr - ddy(curr) * quad_vector.w;
|
||||
diag = adjx - ddy(adjx) * quad_vector.w;
|
||||
}
|
||||
|
||||
float4 quad_gather(float4 quad_vector, float curr)
|
||||
{
|
||||
// Float version:
|
||||
// Returns: return.x == current
|
||||
// return.y == adjacent x
|
||||
// return.z == adjacent y
|
||||
// return.w == diagonal
|
||||
float4 all = float4(curr, curr, curr, curr);
|
||||
all.y = all.x - ddx(all.x) * quad_vector.z;
|
||||
all.zw = all.xy - ddy(all.xy) * quad_vector.w;
|
||||
return all;
|
||||
}
|
||||
|
||||
float4 quad_gather_sum(float4 quad_vector, float4 curr)
|
||||
{
|
||||
// Requires: Same as quad_gather()
|
||||
// Returns: Sum of an input vector (curr) at all fragments in a quad.
|
||||
float4 adjx, adjy, diag;
|
||||
quad_gather(quad_vector, curr, adjx, adjy, diag);
|
||||
return (curr + adjx + adjy + diag);
|
||||
}
|
||||
|
||||
float3 quad_gather_sum(float4 quad_vector, float3 curr)
|
||||
{
|
||||
// Float3 version:
|
||||
float3 adjx, adjy, diag;
|
||||
quad_gather(quad_vector, curr, adjx, adjy, diag);
|
||||
return (curr + adjx + adjy + diag);
|
||||
}
|
||||
|
||||
float2 quad_gather_sum(float4 quad_vector, float2 curr)
|
||||
{
|
||||
// Float2 version:
|
||||
float2 adjx, adjy, diag;
|
||||
quad_gather(quad_vector, curr, adjx, adjy, diag);
|
||||
return (curr + adjx + adjy + diag);
|
||||
}
|
||||
|
||||
float quad_gather_sum(float4 quad_vector, float curr)
|
||||
{
|
||||
// Float version:
|
||||
float4 all_values = quad_gather(quad_vector, curr);
|
||||
return (all_values.x + all_values.y + all_values.z + all_values.w);
|
||||
}
|
||||
|
||||
bool fine_derivatives_working(float4 quad_vector, float4 curr)
|
||||
{
|
||||
// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) quad_vector describes the current fragment's location in
|
||||
// its 2x2 pixel quad using get_quad_vector()'s conventions.
|
||||
// 3.) curr must be a test vector with non-constant derivatives
|
||||
// (its value should change nonlinearly across fragments).
|
||||
// Returns: true if fine/hybrid/high-quality derivatives are used, or
|
||||
// false if coarse derivatives are used or inconclusive
|
||||
// Usage: Test whether quad-pixel communication is working!
|
||||
// Method: We can confirm fine derivatives are used if the following
|
||||
// holds (ever, for any value at any fragment):
|
||||
// (ddy(curr) != ddy(adjx)) or (ddx(curr) != ddx(adjy))
|
||||
// The more values we test (e.g. test a float4 two ways), the
|
||||
// easier it is to demonstrate fine derivatives are working.
|
||||
// TODO: Check for floating point exact comparison issues!
|
||||
float4 ddx_curr = ddx(curr);
|
||||
float4 ddy_curr = ddy(curr);
|
||||
float4 adjx = curr - ddx_curr * quad_vector.z;
|
||||
float4 adjy = curr - ddy_curr * quad_vector.w;
|
||||
bool ddy_different = any(bool4(ddy_curr.x != ddy(adjx).x, ddy_curr.y != ddy(adjx).y, ddy_curr.z != ddy(adjx).z, ddy_curr.w != ddy(adjx).w));
|
||||
bool ddx_different = any(bool4(ddx_curr.x != ddx(adjy).x, ddx_curr.y != ddx(adjy).y, ddx_curr.z != ddx(adjy).z, ddx_curr.w != ddx(adjy).w));
|
||||
return any(bool2(ddy_different, ddx_different));
|
||||
}
|
||||
|
||||
bool fine_derivatives_working_fast(float4 quad_vector, float curr)
|
||||
{
|
||||
// Requires: Same as fine_derivatives_working()
|
||||
// Returns: Same as fine_derivatives_working()
|
||||
// Usage: This is faster than fine_derivatives_working() but more
|
||||
// likely to return false negatives, so it's less useful for
|
||||
// offline testing/debugging. It's also useless as the basis
|
||||
// for dynamic runtime branching as of May 2014: Derivatives
|
||||
// (and quad-pixel communication) are currently disallowed in
|
||||
// branches. However, future GPU's may allow you to use them
|
||||
// in dynamic branches if you promise the branch condition
|
||||
// evaluates the same for every fragment in the quad (and/or if
|
||||
// the driver enforces that promise by making a single fragment
|
||||
// control branch decisions). If that ever happens, this
|
||||
// version may become a more economical choice.
|
||||
float ddx_curr = ddx(curr);
|
||||
float ddy_curr = ddy(curr);
|
||||
float adjx = curr - ddx_curr * quad_vector.z;
|
||||
return (ddy_curr != ddy(adjx));
|
||||
}
|
||||
|
||||
#endif // _QUAD_PIXEL_COMMUNICATION_H
|
||||
@@ -1,501 +0,0 @@
|
||||
#ifndef _SCANLINE_FUNCTIONS_H
|
||||
#define _SCANLINE_FUNCTIONS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
/////////////////////////////// BEGIN INCLUDES ///////////////////////////////
|
||||
|
||||
#include "bind-shader-params.fxh"
|
||||
#include "gamma-management.fxh"
|
||||
#include "special-functions.fxh"
|
||||
|
||||
//////////////////////////////// END INCLUDES ////////////////////////////////
|
||||
|
||||
///////////////////////////// SCANLINE FUNCTIONS /////////////////////////////
|
||||
|
||||
float2 round_coord(
|
||||
const float2 c,
|
||||
const float2 starting_position,
|
||||
const float2 bin_size
|
||||
) {
|
||||
const float2 adj_c = c - starting_position;
|
||||
return c - fmod(adj_c, bin_size) + bin_size * 0.5;
|
||||
}
|
||||
|
||||
|
||||
// Use preproc defs for these, so they work for arbitrary choices of float1/2/3/4
|
||||
#define triangle_wave(t, f) abs(1 - 2*frac((t) * (f)))
|
||||
|
||||
#define sawtooth_incr_wave(t, f) frac((t) * (f))
|
||||
|
||||
// using fmod(-t*f, 1.0) outputs 0 at t == 0, but I want it to output 1
|
||||
#define sawtooth_decr_wave(t, f) 1 - frac((t) * (f))
|
||||
|
||||
|
||||
struct InterpolationFieldData {
|
||||
float triangle_wave_freq;
|
||||
bool field_parity;
|
||||
bool scanline_parity;
|
||||
bool wrong_field;
|
||||
};
|
||||
|
||||
InterpolationFieldData precalc_interpolation_field_data(float2 texcoord) {
|
||||
InterpolationFieldData data;
|
||||
|
||||
data.triangle_wave_freq = 2;
|
||||
|
||||
const float field_wave = triangle_wave(texcoord.y + rcp(2*data.triangle_wave_freq), data.triangle_wave_freq * 0.5) * 2 - 1;
|
||||
data.scanline_parity = field_wave >= 0;
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
InterpolationFieldData calc_interpolation_field_data(float2 texcoord, float scale) {
|
||||
InterpolationFieldData data;
|
||||
|
||||
data.triangle_wave_freq = scale * rcp(scanline_thickness);
|
||||
// data.triangle_wave_freq = content_size.y * rcp(scanline_thickness);
|
||||
|
||||
const bool frame_count_parity = (frame_count % 2 == 1) && (scanline_deinterlacing_mode != 1);
|
||||
data.field_parity = (frame_count_parity && !interlace_back_field_first) || (!frame_count_parity && interlace_back_field_first);
|
||||
|
||||
const float field_wave = triangle_wave(texcoord.y + rcp(2*data.triangle_wave_freq), data.triangle_wave_freq * 0.5) * 2 - 1;
|
||||
data.scanline_parity = field_wave >= 0;
|
||||
|
||||
const bool wrong_field_raw = (data.scanline_parity && !data.field_parity) || (!data.scanline_parity && data.field_parity);
|
||||
data.wrong_field = enable_interlacing && wrong_field_raw;
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
float get_gaussian_sigma(const float color, const float sigma_range)
|
||||
{
|
||||
// Requires: Globals:
|
||||
// 1.) gaussian_beam_min_sigma and gaussian_beam_max_sigma are global floats
|
||||
// containing the desired minimum and maximum beam standard
|
||||
// deviations, for dim and bright colors respectively.
|
||||
// 2.) gaussian_beam_max_sigma must be > 0.0
|
||||
// 3.) gaussian_beam_min_sigma must be in (0.0, gaussian_beam_max_sigma]
|
||||
// 4.) gaussian_beam_spot_power must be defined as a global float.
|
||||
// Parameters:
|
||||
// 1.) color is the underlying source color along a scanline
|
||||
// 2.) sigma_range = gaussian_beam_max_sigma - gaussian_beam_min_sigma; we take
|
||||
// sigma_range as a parameter to avoid repeated computation
|
||||
// when beam_{min, max}_sigma are runtime shader parameters
|
||||
// Optional: Users may set beam_spot_shape_function to 1 to define the
|
||||
// inner f(color) subfunction (see below) as:
|
||||
// f(color) = sqrt(1.0 - (color - 1.0)*(color - 1.0))
|
||||
// Otherwise (technically, if beam_spot_shape_function < 0.5):
|
||||
// f(color) = pow(color, gaussian_beam_spot_power)
|
||||
// Returns: The standard deviation of the Gaussian beam for "color:"
|
||||
// sigma = gaussian_beam_min_sigma + sigma_range * f(color)
|
||||
// Details/Discussion:
|
||||
// The beam's spot shape vaguely resembles an aspect-corrected f() in the
|
||||
// range [0, 1] (not quite, but it's related). f(color) = color makes
|
||||
// spots look like diamonds, and a spherical function or cube balances
|
||||
// between variable width and a soft/realistic shape. A gaussian_beam_spot_power
|
||||
// > 1.0 can produce an ugly spot shape and more initial clipping, but the
|
||||
// final shape also differs based on the horizontal resampling filter and
|
||||
// the phosphor bloom. For instance, resampling horizontally in nonlinear
|
||||
// light and/or with a sharp (e.g. Lanczos) filter will sharpen the spot
|
||||
// shape, but a sixth root is still quite soft. A power function (default
|
||||
// 1.0/3.0 gaussian_beam_spot_power) is most flexible, but a fixed spherical curve
|
||||
// has the highest variability without an awful spot shape.
|
||||
//
|
||||
// gaussian_beam_min_sigma affects scanline sharpness/aliasing in dim areas, and its
|
||||
// difference from gaussian_beam_max_sigma affects beam width variability. It only
|
||||
// affects clipping [for pure Gaussians] if gaussian_beam_spot_power > 1.0 (which is
|
||||
// a conservative estimate for a more complex constraint).
|
||||
//
|
||||
// gaussian_beam_max_sigma affects clipping and increasing scanline width/softness
|
||||
// as color increases. The wider this is, the more scanlines need to be
|
||||
// evaluated to avoid distortion. For a pure Gaussian, the max_beam_sigma
|
||||
// at which the first unused scanline always has a weight < 1.0/255.0 is:
|
||||
// num scanlines = 2, max_beam_sigma = 0.2089; distortions begin ~0.34
|
||||
// num scanlines = 3, max_beam_sigma = 0.3879; distortions begin ~0.52
|
||||
// num scanlines = 4, max_beam_sigma = 0.5723; distortions begin ~0.70
|
||||
// num scanlines = 5, max_beam_sigma = 0.7591; distortions begin ~0.89
|
||||
// num scanlines = 6, max_beam_sigma = 0.9483; distortions begin ~1.08
|
||||
// Generalized Gaussians permit more leeway here as steepness increases.
|
||||
if(beam_spot_shape_function < 0.5)
|
||||
{
|
||||
// Use a power function:
|
||||
return gaussian_beam_min_sigma + sigma_range * pow(color, gaussian_beam_spot_power);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use a spherical function:
|
||||
const float color_minus_1 = color - 1;
|
||||
return gaussian_beam_min_sigma + sigma_range * sqrt(1.0 - color_minus_1*color_minus_1);
|
||||
}
|
||||
}
|
||||
|
||||
float get_generalized_gaussian_beta(const float color, const float shape_range)
|
||||
{
|
||||
// Requires: Globals:
|
||||
// 1.) gaussian_beam_min_shape and gaussian_beam_max_shape are global floats
|
||||
// containing the desired min/max generalized Gaussian
|
||||
// beta parameters, for dim and bright colors respectively.
|
||||
// 2.) gaussian_beam_max_shape must be >= 2.0
|
||||
// 3.) gaussian_beam_min_shape must be in [2.0, gaussian_beam_max_shape]
|
||||
// 4.) gaussian_beam_shape_power must be defined as a global float.
|
||||
// Parameters:
|
||||
// 1.) color is the underlying source color along a scanline
|
||||
// 2.) shape_range = gaussian_beam_max_shape - gaussian_beam_min_shape; we take
|
||||
// shape_range as a parameter to avoid repeated computation
|
||||
// when beam_{min, max}_shape are runtime shader parameters
|
||||
// Returns: The type-I generalized Gaussian "shape" parameter beta for
|
||||
// the given color.
|
||||
// Details/Discussion:
|
||||
// Beta affects the scanline distribution as follows:
|
||||
// a.) beta < 2.0 narrows the peak to a spike with a discontinuous slope
|
||||
// b.) beta == 2.0 just degenerates to a Gaussian
|
||||
// c.) beta > 2.0 flattens and widens the peak, then drops off more steeply
|
||||
// than a Gaussian. Whereas high sigmas widen and soften peaks, high
|
||||
// beta widen and sharpen peaks at the risk of aliasing.
|
||||
// Unlike high gaussian_beam_spot_powers, high gaussian_beam_shape_powers actually soften shape
|
||||
// transitions, whereas lower ones sharpen them (at the risk of aliasing).
|
||||
return gaussian_beam_min_shape + shape_range * pow(color, gaussian_beam_shape_power);
|
||||
}
|
||||
|
||||
float3 get_raw_interpolated_color(const float3 color0,
|
||||
const float3 color1, const float3 color2, const float3 color3,
|
||||
const float4 weights)
|
||||
{
|
||||
// Use max to avoid bizarre artifacts from negative colors:
|
||||
const float4x3 mtrx = float4x3(color0, color1, color2, color3);
|
||||
const float3 m = mul(weights, mtrx);
|
||||
return max(m, 0.0);
|
||||
}
|
||||
|
||||
float3 get_interpolated_linear_color(const float3 color0, const float3 color1,
|
||||
const float3 color2, const float3 color3, const float4 weights)
|
||||
{
|
||||
// Requires: 1.) Requirements of include/gamma-management.h must be met:
|
||||
// intermediate_gamma must be globally defined, and input
|
||||
// colors are interpreted as linear RGB unless you #define
|
||||
// GAMMA_ENCODE_EVERY_FBO (in which case they are
|
||||
// interpreted as gamma-encoded with intermediate_gamma).
|
||||
// 2.) color0-3 are colors sampled from a texture with tex2D().
|
||||
// They are interpreted as defined in requirement 1.
|
||||
// 3.) weights contains weights for each color, summing to 1.0.
|
||||
// 4.) beam_horiz_linear_rgb_weight must be defined as a global
|
||||
// float in [0.0, 1.0] describing how much blending should
|
||||
// be done in linear RGB (rest is gamma-corrected RGB).
|
||||
// 5.) _RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE must be #defined
|
||||
// if beam_horiz_linear_rgb_weight is anything other than a
|
||||
// static constant, or we may try branching at runtime
|
||||
// without dynamic branches allowed (slow).
|
||||
// Returns: Return an interpolated color lookup between the four input
|
||||
// colors based on the weights in weights. The final color will
|
||||
// be a linear RGB value, but the blending will be done as
|
||||
// indicated above.
|
||||
const float intermediate_gamma = get_intermediate_gamma();
|
||||
const float inv_intermediate_gamma = 1.0 / intermediate_gamma;
|
||||
// Branch if beam_horiz_linear_rgb_weight is static (for free) or if the
|
||||
// profile allows dynamic branches (faster than computing extra pows):
|
||||
#if !_RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
#else
|
||||
#if _DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
#endif
|
||||
#endif
|
||||
#ifdef SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
// beam_horiz_linear_rgb_weight is static, so we can branch:
|
||||
#ifdef GAMMA_ENCODE_EVERY_FBO
|
||||
const float3 gamma_mixed_color = pow(
|
||||
get_raw_interpolated_color(color0, color1, color2, color3, weights),
|
||||
intermediate_gamma);
|
||||
if(beam_horiz_linear_rgb_weight > 0.0)
|
||||
{
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, intermediate_gamma),
|
||||
pow(color1, intermediate_gamma),
|
||||
pow(color2, intermediate_gamma),
|
||||
pow(color3, intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight);
|
||||
}
|
||||
else
|
||||
{
|
||||
return gamma_mixed_color;
|
||||
}
|
||||
#else
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights);
|
||||
if(beam_horiz_linear_rgb_weight < 1.0)
|
||||
{
|
||||
const float3 gamma_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, inv_intermediate_gamma),
|
||||
pow(color1, inv_intermediate_gamma),
|
||||
pow(color2, inv_intermediate_gamma),
|
||||
pow(color3, inv_intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight);
|
||||
}
|
||||
else
|
||||
{
|
||||
return linear_mixed_color;
|
||||
}
|
||||
#endif // GAMMA_ENCODE_EVERY_FBO
|
||||
#else
|
||||
#ifdef GAMMA_ENCODE_EVERY_FBO
|
||||
// Inputs: color0-3 are colors in gamma-encoded RGB.
|
||||
const float3 gamma_mixed_color = pow(get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights), intermediate_gamma);
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, intermediate_gamma),
|
||||
pow(color1, intermediate_gamma),
|
||||
pow(color2, intermediate_gamma),
|
||||
pow(color3, intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color, beam_horiz_linear_rgb_weight);
|
||||
#else
|
||||
// Inputs: color0-3 are colors in linear RGB.
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights);
|
||||
const float3 gamma_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, inv_intermediate_gamma),
|
||||
pow(color1, inv_intermediate_gamma),
|
||||
pow(color2, inv_intermediate_gamma),
|
||||
pow(color3, inv_intermediate_gamma),
|
||||
weights);
|
||||
// wtf fixme
|
||||
// const float beam_horiz_linear_rgb_weight1 = 1.0;
|
||||
return lerp(gamma_mixed_color, linear_mixed_color,
|
||||
beam_horiz_linear_rgb_weight);
|
||||
#endif // GAMMA_ENCODE_EVERY_FBO
|
||||
#endif // SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
}
|
||||
|
||||
float3 get_scanline_color(const sampler2D tex, const float2 scanline_uv,
|
||||
const float2 uv_step_x, const float4 weights)
|
||||
{
|
||||
// Requires: 1.) scanline_uv must be vertically snapped to the caller's
|
||||
// desired line or scanline and horizontally snapped to the
|
||||
// texel just left of the output pixel (color1)
|
||||
// 2.) uv_step_x must contain the horizontal uv distance
|
||||
// between texels.
|
||||
// 3.) weights must contain interpolation filter weights for
|
||||
// color0, color1, color2, and color3, where color1 is just
|
||||
// left of the output pixel.
|
||||
// Returns: Return a horizontally interpolated texture lookup using 2-4
|
||||
// nearby texels, according to weights and the conventions of
|
||||
// get_interpolated_linear_color().
|
||||
// We can ignore the outside texture lookups for Quilez resampling.
|
||||
const float3 color1 = tex2D_linearize(tex, scanline_uv, get_input_gamma()).rgb;
|
||||
const float3 color2 = tex2D_linearize(tex, scanline_uv + uv_step_x, get_input_gamma()).rgb;
|
||||
float3 color0 = float3(0.0, 0.0, 0.0);
|
||||
float3 color3 = float3(0.0, 0.0, 0.0);
|
||||
if(beam_horiz_filter > 0.5)
|
||||
{
|
||||
color0 = tex2D_linearize(tex, scanline_uv - uv_step_x, get_input_gamma()).rgb;
|
||||
color3 = tex2D_linearize(tex, scanline_uv + 2.0 * uv_step_x, get_input_gamma()).rgb;
|
||||
}
|
||||
// Sample the texture as-is, whether it's linear or gamma-encoded:
|
||||
// get_interpolated_linear_color() will handle the difference.
|
||||
return get_interpolated_linear_color(color0, color1, color2, color3, weights);
|
||||
}
|
||||
|
||||
float3 sample_single_scanline_horizontal(const sampler2D tex,
|
||||
const float2 tex_uv, const float2 tex_size,
|
||||
const float2 texture_size_inv)
|
||||
{
|
||||
// TODO: Add function requirements.
|
||||
// Snap to the previous texel and get sample dists from 2/4 nearby texels:
|
||||
const float2 curr_texel = tex_uv * tex_size;
|
||||
// Use under_half to fix a rounding bug right around exact texel locations.
|
||||
const float2 prev_texel = floor(curr_texel - under_half) + 0.5;
|
||||
const float2 prev_texel_hor = float2(prev_texel.x, curr_texel.y);
|
||||
const float2 prev_texel_hor_uv = prev_texel_hor * texture_size_inv;
|
||||
const float prev_dist = curr_texel.x - prev_texel_hor.x;
|
||||
const float4 sample_dists = float4(1.0 + prev_dist, prev_dist,
|
||||
1.0 - prev_dist, 2.0 - prev_dist);
|
||||
// Get Quilez, Lanczos2, or Gaussian resize weights for 2/4 nearby texels:
|
||||
float4 weights;
|
||||
if (beam_horiz_filter < 0.5) {
|
||||
// None:
|
||||
weights = float4(0, 1, 0, 0);
|
||||
}
|
||||
else if(beam_horiz_filter < 1.5)
|
||||
{
|
||||
// Quilez:
|
||||
const float x = sample_dists.y;
|
||||
const float w2 = x*x*x*(x*(x*6.0 - 15.0) + 10.0);
|
||||
weights = float4(0.0, 1.0 - w2, w2, 0.0);
|
||||
}
|
||||
else if(beam_horiz_filter < 2.5)
|
||||
{
|
||||
// Gaussian:
|
||||
float inner_denom_inv = 1.0/(2.0*beam_horiz_sigma*beam_horiz_sigma);
|
||||
weights = exp(-(sample_dists*sample_dists)*inner_denom_inv);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Lanczos2:
|
||||
const float4 pi_dists = FIX_ZERO(sample_dists * pi);
|
||||
weights = 2.0 * sin(pi_dists) * sin(pi_dists * 0.5) /
|
||||
(pi_dists * pi_dists);
|
||||
}
|
||||
// Ensure the weight sum == 1.0:
|
||||
const float4 final_weights = weights/dot(weights, float4(1.0, 1.0, 1.0, 1.0));
|
||||
// Get the interpolated horizontal scanline color:
|
||||
const float2 uv_step_x = float2(texture_size_inv.x, 0.0);
|
||||
return get_scanline_color(
|
||||
tex, prev_texel_hor_uv, uv_step_x, final_weights);
|
||||
}
|
||||
|
||||
float3 sample_rgb_scanline(
|
||||
const sampler2D tex,
|
||||
const float2 tex_uv, const float2 tex_size,
|
||||
const float2 texture_size_inv
|
||||
) {
|
||||
if (beam_misconvergence) {
|
||||
const float3 convergence_offsets_rgb_x = get_convergence_offsets_x_vector();
|
||||
const float3 convergence_offsets_rgb_y = get_convergence_offsets_y_vector();
|
||||
|
||||
const float3 offset_u_rgb = convergence_offsets_rgb_x * texture_size_inv.x;
|
||||
const float3 offset_v_rgb = convergence_offsets_rgb_y * texture_size_inv.y;
|
||||
|
||||
const float2 scanline_uv_r = tex_uv - float2(offset_u_rgb.r, offset_v_rgb.r);
|
||||
const float2 scanline_uv_g = tex_uv - float2(offset_u_rgb.g, offset_v_rgb.g);
|
||||
const float2 scanline_uv_b = tex_uv - float2(offset_u_rgb.b, offset_v_rgb.b);
|
||||
|
||||
/**/
|
||||
const float4 sample_r = tex2D(tex, scanline_uv_r);
|
||||
const float4 sample_g = tex2D(tex, scanline_uv_g);
|
||||
const float4 sample_b = tex2D(tex, scanline_uv_b);
|
||||
/**/
|
||||
|
||||
/*
|
||||
const float3 sample_r = sample_single_scanline_horizontal(
|
||||
tex, scanline_uv_r, tex_size, texture_size_inv);
|
||||
const float3 sample_g = sample_single_scanline_horizontal(
|
||||
tex, scanline_uv_g, tex_size, texture_size_inv);
|
||||
const float3 sample_b = sample_single_scanline_horizontal(
|
||||
tex, scanline_uv_b, tex_size, texture_size_inv);
|
||||
*/
|
||||
|
||||
return float3(sample_r.r, sample_g.g, sample_b.b);
|
||||
}
|
||||
else {
|
||||
// return tex2D(tex, tex_uv).rgb;
|
||||
return sample_single_scanline_horizontal(tex, tex_uv, tex_size, texture_size_inv);
|
||||
}
|
||||
}
|
||||
|
||||
float3 sample_rgb_scanline_horizontal(const sampler2D tex,
|
||||
const float2 tex_uv, const float2 tex_size,
|
||||
const float2 texture_size_inv)
|
||||
{
|
||||
// TODO: Add function requirements.
|
||||
// Rely on a helper to make convergence easier.
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
const float3 convergence_offsets_rgb = get_convergence_offsets_x_vector();
|
||||
const float3 offset_u_rgb = convergence_offsets_rgb * texture_size_inv.xxx;
|
||||
const float2 scanline_uv_r = tex_uv - float2(offset_u_rgb.r, 0.0);
|
||||
const float2 scanline_uv_g = tex_uv - float2(offset_u_rgb.g, 0.0);
|
||||
const float2 scanline_uv_b = tex_uv - float2(offset_u_rgb.b, 0.0);
|
||||
const float3 sample_r = sample_single_scanline_horizontal(
|
||||
tex, scanline_uv_r, tex_size, texture_size_inv);
|
||||
const float3 sample_g = sample_single_scanline_horizontal(
|
||||
tex, scanline_uv_g, tex_size, texture_size_inv);
|
||||
const float3 sample_b = sample_single_scanline_horizontal(
|
||||
tex, scanline_uv_b, tex_size, texture_size_inv);
|
||||
return float3(sample_r.r, sample_g.g, sample_b.b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return sample_single_scanline_horizontal(tex, tex_uv, tex_size, texture_size_inv);
|
||||
}
|
||||
}
|
||||
|
||||
float3 get_averaged_scanline_sample(
|
||||
sampler2D tex, const float2 texcoord,
|
||||
const float scanline_start_y, const float v_step_y,
|
||||
const float input_gamma
|
||||
) {
|
||||
// Sample `scanline_thickness` vertically-contiguous pixels and average them.
|
||||
float3 interpolated_line = 0.0;
|
||||
for (int i = 0; i < scanline_thickness; i++) {
|
||||
float4 coord = float4(texcoord.x, scanline_start_y + i * v_step_y, 0, 0);
|
||||
interpolated_line += tex2Dlod_linearize(tex, coord, input_gamma).rgb;
|
||||
}
|
||||
interpolated_line /= float(scanline_thickness);
|
||||
|
||||
return interpolated_line;
|
||||
}
|
||||
|
||||
float get_beam_strength(float dist, float color,
|
||||
const float sigma_range, const float shape_range)
|
||||
{
|
||||
// entry point in original is scanline_contrib()
|
||||
// this is based on scanline_gaussian_sampled_contrib() from original
|
||||
|
||||
// See scanline_gaussian_integral_contrib() for detailed comments!
|
||||
// gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2))
|
||||
const float sigma = get_gaussian_sigma(color, sigma_range);
|
||||
// Avoid repeated divides:
|
||||
const float sigma_inv = 1.0 / sigma;
|
||||
const float inner_denom_inv = 0.5 * sigma_inv * sigma_inv;
|
||||
const float outer_denom_inv = sigma_inv/sqrt(2.0*pi);
|
||||
|
||||
return color*exp(-(dist*dist)*inner_denom_inv)*outer_denom_inv;
|
||||
}
|
||||
|
||||
float get_gaussian_beam_strength(
|
||||
float dist,
|
||||
float color,
|
||||
const float sigma_range,
|
||||
const float shape_range
|
||||
) {
|
||||
// entry point in original is scanline_contrib()
|
||||
// this is based on scanline_generalized_gaussian_sampled_contrib() from original
|
||||
|
||||
// See scanline_generalized_gaussian_integral_contrib() for details!
|
||||
// generalized sample =
|
||||
// beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta)
|
||||
const float alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range);
|
||||
const float beta = get_generalized_gaussian_beta(color, shape_range);
|
||||
// Avoid repeated divides:
|
||||
const float alpha_inv = 1.0 / alpha;
|
||||
const float beta_inv = 1.0 / beta;
|
||||
const float scale = color * beta * 0.5 * alpha_inv / gamma_impl(beta_inv, beta);
|
||||
|
||||
return scale * exp(-pow(abs(dist*alpha_inv), beta));
|
||||
}
|
||||
|
||||
float get_linear_beam_strength(
|
||||
const float dist,
|
||||
const float color,
|
||||
const float num_pixels,
|
||||
const bool interlaced
|
||||
) {
|
||||
const float p = color * (1 - abs(dist));
|
||||
return clamp(p, 0, color);
|
||||
}
|
||||
|
||||
|
||||
#endif // _SCANLINE_FUNCTIONS_H
|
||||
@@ -1,504 +0,0 @@
|
||||
#ifndef _SPECIAL_FUNCTIONS_H
|
||||
#define _SPECIAL_FUNCTIONS_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// This file implements the following mathematical special functions:
|
||||
// 1.) erf() = 2/sqrt(pi) * indefinite_integral(e**(-x**2))
|
||||
// 2.) gamma(s), a real-numbered extension of the integer factorial function
|
||||
// It also implements normalized_ligamma(s, z), a normalized lower incomplete
|
||||
// gamma function for s < 0.5 only. Both gamma() and normalized_ligamma() can
|
||||
// be called with an _impl suffix to use an implementation version with a few
|
||||
// extra precomputed parameters (which may be useful for the caller to reuse).
|
||||
// See below for details.
|
||||
//
|
||||
// Design Rationale:
|
||||
// Pretty much every line of code in this file is duplicated four times for
|
||||
// different input types (float4/float3/float2/float). This is unfortunate,
|
||||
// but Cg doesn't allow function templates. Macros would be far less verbose,
|
||||
// but they would make the code harder to document and read. I don't expect
|
||||
// these functions will require a whole lot of maintenance changes unless
|
||||
// someone ever has need for more robust incomplete gamma functions, so code
|
||||
// duplication seems to be the lesser evil in this case.
|
||||
|
||||
|
||||
/////////////////////////// GAUSSIAN ERROR FUNCTION //////////////////////////
|
||||
|
||||
float4 erf6(float4 x)
|
||||
{
|
||||
// Requires: x is the standard parameter to erf().
|
||||
// Returns: Return an Abramowitz/Stegun approximation of erf(), where:
|
||||
// erf(x) = 2/sqrt(pi) * integral(e**(-x**2))
|
||||
// This approximation has a max absolute error of 2.5*10**-5
|
||||
// with solid numerical robustness and efficiency. See:
|
||||
// https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions
|
||||
const float4 sign_x = sign(x);
|
||||
const float4 t = 1.0/(1.0 + 0.47047*abs(x));
|
||||
const float4 result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float3 erf6(const float3 x)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 sign_x = sign(x);
|
||||
const float3 t = 1.0/(1.0 + 0.47047*abs(x));
|
||||
const float3 result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float2 erf6(const float2 x)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 sign_x = sign(x);
|
||||
const float2 t = 1.0/(1.0 + 0.47047*abs(x));
|
||||
const float2 result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float erf6(const float x)
|
||||
{
|
||||
// Float version:
|
||||
const float sign_x = sign(x);
|
||||
const float t = 1.0/(1.0 + 0.47047*abs(x));
|
||||
const float result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float4 erft(const float4 x)
|
||||
{
|
||||
// Requires: x is the standard parameter to erf().
|
||||
// Returns: Approximate erf() with the hyperbolic tangent. The error is
|
||||
// visually noticeable, but it's blazing fast and perceptually
|
||||
// close...at least on ATI hardware. See:
|
||||
// http://www.maplesoft.com/applications/view.aspx?SID=5525&view=html
|
||||
// Warning: Only use this if your hardware drivers correctly implement
|
||||
// tanh(): My nVidia 8800GTS returns garbage output.
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float3 erft(const float3 x)
|
||||
{
|
||||
// Float3 version:
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float2 erft(const float2 x)
|
||||
{
|
||||
// Float2 version:
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float erft(const float x)
|
||||
{
|
||||
// Float version:
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float4 erf(const float4 x)
|
||||
{
|
||||
// Requires: x is the standard parameter to erf().
|
||||
// Returns: Some approximation of erf(x), depending on user settings.
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 erf(const float3 x)
|
||||
{
|
||||
// Float3 version:
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
float2 erf(const float2 x)
|
||||
{
|
||||
// Float2 version:
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
float erf(const float x)
|
||||
{
|
||||
// Float version:
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////// COMPLETE GAMMA FUNCTION //////////////////////////
|
||||
|
||||
float4 gamma_impl(const float4 s, const float4 s_inv)
|
||||
{
|
||||
// Requires: 1.) s is the standard parameter to the gamma function, and
|
||||
// it should lie in the [0, 36] range.
|
||||
// 2.) s_inv = 1.0/s. This implementation function requires
|
||||
// the caller to precompute this value, giving users the
|
||||
// opportunity to reuse it.
|
||||
// Returns: Return approximate gamma function (real-numbered factorial)
|
||||
// output using the Lanczos approximation with two coefficients
|
||||
// calculated using Paul Godfrey's method here:
|
||||
// http://my.fit.edu/~gabdo/gamma.txt
|
||||
// An optimal g value for s in [0, 36] is ~1.12906830989, with
|
||||
// a maximum relative error of 0.000463 for 2**16 equally
|
||||
// evals. We could use three coeffs (0.0000346 error) without
|
||||
// hurting latency, but this allows more parallelism with
|
||||
// outside instructions.
|
||||
static const float g = 1.12906830989;
|
||||
static const float c0 = 0.8109119309638332633713423362694399653724431;
|
||||
static const float c1 = 0.4808354605142681877121661197951496120000040;
|
||||
static const float e = 2.71828182845904523536028747135266249775724709;
|
||||
const float4 sph = s + 0.5;
|
||||
const float4 lanczos_sum = c0 + c1/(s + 1.0);
|
||||
const float4 base = (sph + g)/e; // or (s + g + float4(0.5))/e
|
||||
// gamma(s + 1) = base**sph * lanczos_sum; divide by s for gamma(s).
|
||||
// This has less error for small s's than (s -= 1.0) at the beginning.
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float3 gamma_impl(const float3 s, const float3 s_inv)
|
||||
{
|
||||
// Float3 version:
|
||||
static const float g = 1.12906830989;
|
||||
static const float c0 = 0.8109119309638332633713423362694399653724431;
|
||||
static const float c1 = 0.4808354605142681877121661197951496120000040;
|
||||
static const float e = 2.71828182845904523536028747135266249775724709;
|
||||
const float3 sph = s + 0.5;
|
||||
const float3 lanczos_sum = c0 + c1/(s + 1.0);
|
||||
const float3 base = (sph + g)/e;
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float2 gamma_impl(const float2 s, const float2 s_inv)
|
||||
{
|
||||
// Float2 version:
|
||||
static const float g = 1.12906830989;
|
||||
static const float c0 = 0.8109119309638332633713423362694399653724431;
|
||||
static const float c1 = 0.4808354605142681877121661197951496120000040;
|
||||
static const float e = 2.71828182845904523536028747135266249775724709;
|
||||
const float2 sph = s + 0.5;
|
||||
const float2 lanczos_sum = c0 + c1/(s + 1.0);
|
||||
const float2 base = (sph + g)/e;
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float gamma_impl(const float s, const float s_inv)
|
||||
{
|
||||
// Float version:
|
||||
static const float g = 1.12906830989;
|
||||
static const float c0 = 0.8109119309638332633713423362694399653724431;
|
||||
static const float c1 = 0.4808354605142681877121661197951496120000040;
|
||||
static const float e = 2.71828182845904523536028747135266249775724709;
|
||||
const float sph = s + 0.5;
|
||||
const float lanczos_sum = c0 + c1/(s + 1.0);
|
||||
const float base = (sph + g)/e;
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float4 gamma(const float4 s)
|
||||
{
|
||||
// Requires: s is the standard parameter to the gamma function, and it
|
||||
// should lie in the [0, 36] range.
|
||||
// Returns: Return approximate gamma function output with a maximum
|
||||
// relative error of 0.000463. See gamma_impl for details.
|
||||
return gamma_impl(s, 1.0/s);
|
||||
}
|
||||
|
||||
float3 gamma(const float3 s)
|
||||
{
|
||||
// Float3 version:
|
||||
return gamma_impl(s, 1.0/s);
|
||||
}
|
||||
|
||||
float2 gamma(const float2 s)
|
||||
{
|
||||
// Float2 version:
|
||||
return gamma_impl(s, 1.0/s);
|
||||
}
|
||||
|
||||
float gamma(const float s)
|
||||
{
|
||||
// Float version:
|
||||
return gamma_impl(s, 1.0/s);
|
||||
}
|
||||
|
||||
|
||||
//////////////// INCOMPLETE GAMMA FUNCTIONS (RESTRICTED INPUT) ///////////////
|
||||
|
||||
// Lower incomplete gamma function for small s and z (implementation):
|
||||
float4 ligamma_small_z_impl(const float4 s, const float4 z, const float4 s_inv)
|
||||
{
|
||||
// Requires: 1.) s < ~0.5
|
||||
// 2.) z <= ~0.775075
|
||||
// 3.) s_inv = 1.0/s (precomputed for outside reuse)
|
||||
// Returns: A series representation for the lower incomplete gamma
|
||||
// function for small s and small z (4 terms).
|
||||
// The actual "rolled up" summation looks like:
|
||||
// last_sign = 1.0; last_pow = 1.0; last_factorial = 1.0;
|
||||
// sum = last_sign * last_pow / ((s + k) * last_factorial)
|
||||
// for(int i = 0; i < 4; ++i)
|
||||
// {
|
||||
// last_sign *= -1.0; last_pow *= z; last_factorial *= i;
|
||||
// sum += last_sign * last_pow / ((s + k) * last_factorial);
|
||||
// }
|
||||
// Unrolled, constant-unfolded and arranged for madds and parallelism:
|
||||
const float4 scale = pow(z, s);
|
||||
float4 sum = s_inv; // Summation iteration 0 result
|
||||
// Summation iterations 1, 2, and 3:
|
||||
const float4 z_sq = z*z;
|
||||
const float4 denom1 = s + 1.0;
|
||||
const float4 denom2 = 2.0*s + 4.0;
|
||||
const float4 denom3 = 6.0*s + 18.0;
|
||||
//float4 denom4 = 24.0*s + float4(96.0);
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
//sum += z_sq * z_sq / denom4;
|
||||
// Scale and return:
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
float3 ligamma_small_z_impl(const float3 s, const float3 z, const float3 s_inv)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 scale = pow(z, s);
|
||||
float3 sum = s_inv;
|
||||
const float3 z_sq = z*z;
|
||||
const float3 denom1 = s + 1.0;
|
||||
const float3 denom2 = 2.0*s + 4.0;
|
||||
const float3 denom3 = 6.0*s + 18.0;
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
float2 ligamma_small_z_impl(const float2 s, const float2 z, const float2 s_inv)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 scale = pow(z, s);
|
||||
float2 sum = s_inv;
|
||||
const float2 z_sq = z*z;
|
||||
const float2 denom1 = s + 1.0;
|
||||
const float2 denom2 = 2.0*s + 4.0;
|
||||
const float2 denom3 = 6.0*s + 18.0;
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
float ligamma_small_z_impl(const float s, const float z, const float s_inv)
|
||||
{
|
||||
// Float version:
|
||||
const float scale = pow(z, s);
|
||||
float sum = s_inv;
|
||||
const float z_sq = z*z;
|
||||
const float denom1 = s + 1.0;
|
||||
const float denom2 = 2.0*s + 4.0;
|
||||
const float denom3 = 6.0*s + 18.0;
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
// Upper incomplete gamma function for small s and large z (implementation):
|
||||
float4 uigamma_large_z_impl(const float4 s, const float4 z)
|
||||
{
|
||||
// Requires: 1.) s < ~0.5
|
||||
// 2.) z > ~0.775075
|
||||
// Returns: Gauss's continued fraction representation for the upper
|
||||
// incomplete gamma function (4 terms).
|
||||
// The "rolled up" continued fraction looks like this. The denominator
|
||||
// is truncated, and it's calculated "from the bottom up:"
|
||||
// denom = float4('inf');
|
||||
// float4 one = float4(1.0);
|
||||
// for(int i = 4; i > 0; --i)
|
||||
// {
|
||||
// denom = ((i * 2.0) - one) + z - s + (i * (s - i))/denom;
|
||||
// }
|
||||
// Unrolled and constant-unfolded for madds and parallelism:
|
||||
const float4 numerator = pow(z, s) * exp(-z);
|
||||
float4 denom = 7.0 + z - s;
|
||||
denom = 5.0 + z - s + (3.0*s - 9.0)/denom;
|
||||
denom = 3.0 + z - s + (2.0*s - 4.0)/denom;
|
||||
denom = 1.0 + z - s + (s - 1.0)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
float3 uigamma_large_z_impl(const float3 s, const float3 z)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 numerator = pow(z, s) * exp(-z);
|
||||
float3 denom = 7.0 + z - s;
|
||||
denom = 5.0 + z - s + (3.0*s - 9.0)/denom;
|
||||
denom = 3.0 + z - s + (2.0*s - 4.0)/denom;
|
||||
denom = 1.0 + z - s + (s - 1.0)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
float2 uigamma_large_z_impl(const float2 s, const float2 z)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 numerator = pow(z, s) * exp(-z);
|
||||
float2 denom = 7.0 + z - s;
|
||||
denom = 5.0 + z - s + (3.0*s - 9.0)/denom;
|
||||
denom = 3.0 + z - s + (2.0*s - 4.0)/denom;
|
||||
denom = 1.0 + z - s + (s - 1.0)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
float uigamma_large_z_impl(const float s, const float z)
|
||||
{
|
||||
// Float version:
|
||||
const float numerator = pow(z, s) * exp(-z);
|
||||
float denom = 7.0 + z - s;
|
||||
denom = 5.0 + z - s + (3.0*s - 9.0)/denom;
|
||||
denom = 3.0 + z - s + (2.0*s - 4.0)/denom;
|
||||
denom = 1.0 + z - s + (s - 1.0)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
// Normalized lower incomplete gamma function for small s (implementation):
|
||||
float4 normalized_ligamma_impl(const float4 s, const float4 z,
|
||||
const float4 s_inv, const float4 gamma_s_inv)
|
||||
{
|
||||
// Requires: 1.) s < ~0.5
|
||||
// 2.) s_inv = 1/s (precomputed for outside reuse)
|
||||
// 3.) gamma_s_inv = 1/gamma(s) (precomputed for outside reuse)
|
||||
// Returns: Approximate the normalized lower incomplete gamma function
|
||||
// for s < 0.5. Since we only care about s < 0.5, we only need
|
||||
// to evaluate two branches (not four) based on z. Each branch
|
||||
// uses four terms, with a max relative error of ~0.00182. The
|
||||
// branch threshold and specifics were adapted for fewer terms
|
||||
// from Gil/Segura/Temme's paper here:
|
||||
// http://oai.cwi.nl/oai/asset/20433/20433B.pdf
|
||||
// Evaluate both branches: Real branches test slower even when available.
|
||||
static const float thresh = 0.775075;
|
||||
int4 z_is_large;
|
||||
z_is_large.x = int(z.x > thresh);
|
||||
z_is_large.y = int(z.y > thresh);
|
||||
z_is_large.z = int(z.z > thresh);
|
||||
z_is_large.w = int(z.w > thresh);
|
||||
const float4 large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float4 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
// Combine the results from both branches:
|
||||
int4 inverse_z_is_large = saturate(~(z_is_large));
|
||||
return large_z * float4(z_is_large) + small_z * float4(inverse_z_is_large);
|
||||
}
|
||||
|
||||
float3 normalized_ligamma_impl(const float3 s, const float3 z,
|
||||
const float3 s_inv, const float3 gamma_s_inv)
|
||||
{
|
||||
// Float3 version:
|
||||
static const float thresh = 0.775075;
|
||||
int3 z_is_large;
|
||||
z_is_large.x = int(z.x > thresh);
|
||||
z_is_large.y = int(z.y > thresh);
|
||||
z_is_large.z = int(z.z > thresh);
|
||||
const float3 large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float3 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
int3 inverse_z_is_large = saturate(~(z_is_large));
|
||||
return large_z * float3(z_is_large) + small_z * float3(inverse_z_is_large);
|
||||
}
|
||||
|
||||
float2 normalized_ligamma_impl(const float2 s, const float2 z,
|
||||
const float2 s_inv, const float2 gamma_s_inv)
|
||||
{
|
||||
// Float2 version:
|
||||
static const float thresh = 0.775075;
|
||||
int2 z_is_large;
|
||||
z_is_large.x = int(z.x > thresh);
|
||||
z_is_large.y = int(z.y > thresh);
|
||||
const float2 large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float2 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
int2 inverse_z_is_large = saturate(~(z_is_large));
|
||||
return large_z * float2(z_is_large) + small_z * float2(inverse_z_is_large);
|
||||
}
|
||||
|
||||
float normalized_ligamma_impl(const float s, const float z,
|
||||
const float s_inv, const float gamma_s_inv)
|
||||
{
|
||||
// Float version:
|
||||
static const float thresh = 0.775075;
|
||||
const bool z_is_large = z > thresh;
|
||||
const float large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
return large_z * float(z_is_large) + small_z * float(!z_is_large);
|
||||
}
|
||||
|
||||
// Normalized lower incomplete gamma function for small s:
|
||||
float4 normalized_ligamma(const float4 s, const float4 z)
|
||||
{
|
||||
// Requires: s < ~0.5
|
||||
// Returns: Approximate the normalized lower incomplete gamma function
|
||||
// for s < 0.5. See normalized_ligamma_impl() for details.
|
||||
const float4 s_inv = 1.0/s;
|
||||
const float4 gamma_s_inv = 1.0/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
float3 normalized_ligamma(const float3 s, const float3 z)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 s_inv = 1.0/s;
|
||||
const float3 gamma_s_inv = 1.0/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
float2 normalized_ligamma(const float2 s, const float2 z)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 s_inv = 1.0/s;
|
||||
const float2 gamma_s_inv = 1.0/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
float normalized_ligamma(const float s, const float z)
|
||||
{
|
||||
// Float version:
|
||||
const float s_inv = 1.0/s;
|
||||
const float gamma_s_inv = 1.0/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
#endif // _SPECIAL_FUNCTIONS_H
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,428 +0,0 @@
|
||||
#ifndef _USER_SETTINGS_H
|
||||
#define _USER_SETTINGS_H
|
||||
|
||||
///////////////////////////// DRIVER CAPABILITIES ////////////////////////////
|
||||
|
||||
// The Cg compiler uses different "profiles" with different capabilities.
|
||||
// This shader requires a Cg compilation profile >= arbfp1, but a few options
|
||||
// require higher profiles like fp30 or fp40. The shader can't detect profile
|
||||
// or driver capabilities, so instead you must comment or uncomment the lines
|
||||
// below with "//" before "#define." Disable an option if you get compilation
|
||||
// errors resembling those listed. Generally speaking, all of these options
|
||||
// will run on nVidia cards, but only _DRIVERS_ALLOW_TEX2DBIAS (if that) is
|
||||
// likely to run on ATI/AMD, due to the Cg compiler's profile limitations.
|
||||
|
||||
// Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1.
|
||||
// Among other things, derivatives help us fix anisotropic filtering artifacts
|
||||
// with curved manually tiled phosphor mask coords. Related errors:
|
||||
// error C3004: function "float2 ddx(float2);" not supported in this profile
|
||||
// error C3004: function "float2 ddy(float2);" not supported in this profile
|
||||
#ifndef _DRIVERS_ALLOW_DERIVATIVES
|
||||
#define _DRIVERS_ALLOW_DERIVATIVES 0
|
||||
#endif
|
||||
|
||||
// Fine derivatives: Unsupported on older ATI cards.
|
||||
// Fine derivatives enable 2x2 fragment block communication, letting us perform
|
||||
// fast single-pass blur operations. If your card uses coarse derivatives and
|
||||
// these are enabled, blurs could look broken. Derivatives are a prerequisite.
|
||||
#if _DRIVERS_ALLOW_DERIVATIVES
|
||||
#define _DRIVERS_ALLOW_FINE_DERIVATIVES
|
||||
#endif
|
||||
|
||||
// Dynamic looping: Requires an fp30 or newer profile.
|
||||
// This makes phosphor mask resampling faster in some cases. Related errors:
|
||||
// error C5013: profile does not support "for" statements and "for" could not
|
||||
// be unrolled
|
||||
#ifndef _DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define _DRIVERS_ALLOW_DYNAMIC_BRANCHES 0
|
||||
#endif
|
||||
|
||||
// Without _DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops.
|
||||
// Using one static loop avoids overhead if the user is right, but if the user
|
||||
// is wrong (loops are allowed), breaking a loop into if-blocked pieces with a
|
||||
// binary search can potentially save some iterations. However, it may fail:
|
||||
// error C6001: Temporary register limit of 32 exceeded; 35 registers
|
||||
// needed to compile program
|
||||
#ifndef _ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
|
||||
#define _ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS 0
|
||||
#endif
|
||||
|
||||
// tex2Dlod: Requires an fp40 or newer profile. This can be used to disable
|
||||
// anisotropic filtering, thereby fixing related artifacts. Related errors:
|
||||
// error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in
|
||||
// this profile
|
||||
// #ifndef _DRIVERS_ALLOW_TEX2DLOD
|
||||
// #define _DRIVERS_ALLOW_TEX2DLOD 1
|
||||
// #endif
|
||||
|
||||
// tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate
|
||||
// artifacts from anisotropic filtering and mipmapping. Related errors:
|
||||
// error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported
|
||||
// in this profile
|
||||
// #ifndef _DRIVERS_ALLOW_TEX2DBIAS
|
||||
// #define _DRIVERS_ALLOW_TEX2DBIAS 0
|
||||
// #endif
|
||||
|
||||
// Integrated graphics compatibility: Integrated graphics like Intel HD 4000
|
||||
// impose stricter limitations on register counts and instructions. Enable
|
||||
// _INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or:
|
||||
// error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed
|
||||
// to compile program.
|
||||
// Enabling integrated graphics compatibility mode will automatically disable:
|
||||
// 1.) _PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer.
|
||||
// (This may be reenabled in a later release.)
|
||||
// 2.) _RUNTIME_GEOMETRY_MODE
|
||||
// 3.) The high-quality 4x4 Gaussian resize for the bloom approximation
|
||||
#ifndef _INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
|
||||
#define _INTEGRATED_GRAPHICS_COMPATIBILITY_MODE 0
|
||||
#endif
|
||||
|
||||
|
||||
//////////////////////////// USER CODEPATH OPTIONS ///////////////////////////
|
||||
|
||||
// To disable a #define option, turn its line into a comment with "//."
|
||||
|
||||
// RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications):
|
||||
// Enable runtime shader parameters in the Retroarch (etc.) GUI? They override
|
||||
// many of the options in this file and allow real-time tuning, but many of
|
||||
// them are slower. Disabling them and using this text file will boost FPS.
|
||||
#ifndef _RUNTIME_SHADER_PARAMS_ENABLE
|
||||
#define _RUNTIME_SHADER_PARAMS_ENABLE 1
|
||||
#endif
|
||||
// Specify the phosphor bloom sigma at runtime? This option is 10% slower, but
|
||||
// it's the only way to do a wide-enough full bloom with a runtime dot pitch.
|
||||
#ifndef _RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#define _RUNTIME_PHOSPHOR_BLOOM_SIGMA 1
|
||||
#endif
|
||||
// Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics)
|
||||
#ifndef _RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#define _RUNTIME_ANTIALIAS_WEIGHTS 1
|
||||
#endif
|
||||
// Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!)
|
||||
#ifndef _RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
#define _RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS 0
|
||||
#endif
|
||||
// Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader
|
||||
// parameters? This will require more math or dynamic branching.
|
||||
#ifndef _RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#define _RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE 1
|
||||
#endif
|
||||
// Specify the tilt at runtime? This makes things about 3% slower.
|
||||
// akgunter:
|
||||
// This is used in crt-royale-geometry-aa-last-pass.fxh.
|
||||
// I've hard-coded it to 1 and hidden it from the UI in the ReShade version because
|
||||
// I don't know a good way to port that logic. If anyone ever does figure that
|
||||
// out, we can uncomment and port that logic and then unhide this definition.
|
||||
#define _RUNTIME_GEOMETRY_TILT 1
|
||||
|
||||
// Specify the geometry mode at runtime?
|
||||
#ifndef _RUNTIME_GEOMETRY_MODE
|
||||
#define _RUNTIME_GEOMETRY_MODE 1
|
||||
#endif
|
||||
// Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and
|
||||
// mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without
|
||||
// dynamic branches? This is cheap if mask_resize_viewport_scale is small.
|
||||
// #ifndef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
// #define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT 1
|
||||
// #endif
|
||||
|
||||
// PHOSPHOR MASK:
|
||||
// Choose between a 64x64 or 512x512 source for the phosphor mask
|
||||
// Mainly affects Sample Mode 1
|
||||
// #ifndef USE_LARGE_PHOSPHOR_MASK
|
||||
// #define USE_LARGE_PHOSPHOR_MASK 1
|
||||
// #endif
|
||||
|
||||
// Manually resize the phosphor mask for best results (slower)? Disabling this
|
||||
// removes the option to do so, but it may be faster without dynamic branches.
|
||||
#ifndef _PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
#define _PHOSPHOR_MASK_MANUALLY_RESIZE 1
|
||||
#endif
|
||||
// If we sinc-resize the mask, should we Lanczos-window it (slower but better)?
|
||||
// #ifndef PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
|
||||
// #define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW 1
|
||||
// #endif
|
||||
// Larger blurs are expensive, but we need them to blur larger triads. We can
|
||||
// detect the right blur if the triad size is static or our profile allows
|
||||
// dynamic branches, but otherwise we use the largest blur the user indicates
|
||||
// they might need:
|
||||
|
||||
#define _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS 1
|
||||
#define _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS 2
|
||||
#define _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS 3
|
||||
#define _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS 4
|
||||
|
||||
#if !_RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#ifndef PHOSPHOR_BLOOM_TRIAD_SIZE_MODE
|
||||
#define PHOSPHOR_BLOOM_TRIAD_SIZE_MODE _PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS // [0 - 4]
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Here's a helpful chart:
|
||||
// MaxTriadSize BlurSize MinTriadCountsByResolution
|
||||
// 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
|
||||
/////////////////////////////// USER PARAMETERS //////////////////////////////
|
||||
|
||||
// Note: Many of these static parameters are overridden by runtime shader
|
||||
// parameters when those are enabled. However, many others are static codepath
|
||||
// options that were cleaner or more convert to code as static constants.
|
||||
|
||||
// GAMMA:
|
||||
static const float crt_gamma_static = 2.5; // range [1, 5]
|
||||
static const float lcd_gamma_static = 2.2; // range [1, 5]
|
||||
|
||||
// LEVELS MANAGEMENT:
|
||||
// Control the final multiplicative image contrast:
|
||||
static const float levels_contrast_static = 1.0; // range [0, 4)
|
||||
// We auto-dim to avoid clipping between passes and restore brightness
|
||||
// later. Control the dim factor here: Lower values clip less but crush
|
||||
// blacks more (static only for now).
|
||||
static const float levels_autodim_temp = 0.5; // range (0, 1] default is 0.5 but that was unnecessarily dark for me, so I set it to 1.0
|
||||
|
||||
// HALATION/DIFFUSION/BLOOM:
|
||||
// Halation weight: How much energy should be lost to electrons bounding
|
||||
// around under the CRT glass and exciting random phosphors?
|
||||
static const float halation_weight_static = 0.0; // range [0, 1]
|
||||
// Refractive diffusion weight: How much light should spread/diffuse from
|
||||
// refracting through the CRT glass?
|
||||
static const float diffusion_weight_static = 0.075; // range [0, 1]
|
||||
// Underestimate brightness: Bright areas bloom more, but we can base the
|
||||
// bloom brightpass on a lower brightness to sharpen phosphors, or a higher
|
||||
// brightness to soften them. Low values clip, but >= 0.8 looks okay.
|
||||
static const float bloom_underestimate_levels_static = 0.8; // range [0, 5]
|
||||
// Blur all colors more than necessary for a softer phosphor bloom?
|
||||
static const float bloom_excess_static = 0.0; // range [0, 1]
|
||||
// The BLOOM_APPROX pass approximates a phosphor blur early on with a small
|
||||
// blurred resize of the input (convergence offsets are applied as well).
|
||||
// There are three filter options (static option only for now):
|
||||
// 0.) Bilinear resize: A fast, close approximation to a 4x4 resize
|
||||
// if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane
|
||||
// and gaussian_beam_max_sigma is low.
|
||||
// 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring,
|
||||
// always uses a static sigma regardless of gaussian_beam_max_sigma or
|
||||
// mask_num_triads_across.
|
||||
// 2.) True 4x4 Gaussian resize: Slowest, technically correct.
|
||||
// These options are more pronounced for the fast, unbloomed shader version.
|
||||
#ifndef RADEON_FIX
|
||||
#define RADEON_FIX 0
|
||||
#endif
|
||||
|
||||
#if !RADEON_FIX
|
||||
static const float bloom_approx_filter_static = 2.0;
|
||||
#else
|
||||
static const float bloom_approx_filter_static = 1.0;
|
||||
#endif
|
||||
|
||||
// ELECTRON BEAM SCANLINE DISTRIBUTION:
|
||||
// How many scanlines should contribute light to each pixel? Using more
|
||||
// scanlines is slower (especially for a generalized Gaussian) but less
|
||||
// distorted with larger beam sigmas (especially for a pure Gaussian). The
|
||||
// max_beam_sigma at which the closest unused weight is guaranteed <
|
||||
// 1.0/255.0 (for a 3x antialiased pure Gaussian) is:
|
||||
// 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized
|
||||
// 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized
|
||||
// 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized
|
||||
// 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized
|
||||
// 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized
|
||||
static const float beam_num_scanlines = 3.0; // range [2, 6]
|
||||
// A generalized Gaussian beam varies shape with color too, now just width.
|
||||
// It's slower but more flexible (static option only for now).
|
||||
static const bool beam_generalized_gaussian = true;
|
||||
// What kind of scanline antialiasing do you want?
|
||||
// 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral
|
||||
// Integrals are slow (especially for generalized Gaussians) and rarely any
|
||||
// better than 3x antialiasing (static option only for now).
|
||||
static const float beam_antialias_level = 1.0; // range [0, 2]
|
||||
// Min/max standard deviations for scanline beams: Higher values widen and
|
||||
// soften scanlines. Depending on other options, low min sigmas can alias.
|
||||
static const float gaussian_beam_min_sigma_static = 0.02; // range (0, 1]
|
||||
static const float gaussian_beam_max_sigma_static = 0.3; // range (0, 1]
|
||||
// Beam width varies as a function of color: A power function (0) is more
|
||||
// configurable, but a spherical function (1) gives the widest beam
|
||||
// variability without aliasing (static option only for now).
|
||||
static const float beam_spot_shape_function = 0.0;
|
||||
// Spot shape power: Powers <= 1 give smoother spot shapes but lower
|
||||
// sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close.
|
||||
static const float gaussian_beam_spot_power_static = 1.0/3.0; // range (0, 16]
|
||||
// Generalized Gaussian max shape parameters: Higher values give flatter
|
||||
// scanline plateaus and steeper dropoffs, simultaneously widening and
|
||||
// sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and
|
||||
// values > ~40.0 cause artifacts with integrals.
|
||||
static const float gaussian_beam_min_shape_static = 2.0; // range [2, 32]
|
||||
static const float gaussian_beam_max_shape_static = 4.0; // range [2, 32]
|
||||
// Generalized Gaussian shape power: Affects how quickly the distribution
|
||||
// changes shape from Gaussian to steep/plateaued as color increases from 0
|
||||
// to 1.0. Higher powers appear softer for most colors, and lower powers
|
||||
// appear sharper for most colors.
|
||||
static const float gaussian_beam_shape_power_static = 1.0/4.0; // range (0, 16]
|
||||
// What filter should be used to sample scanlines horizontally?
|
||||
// 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp)
|
||||
static const float beam_horiz_filter_static = 0.0;
|
||||
// Standard deviation for horizontal Gaussian resampling:
|
||||
static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3]
|
||||
// Do horizontal scanline sampling in linear RGB (correct light mixing),
|
||||
// gamma-encoded RGB (darker, hard spot shape, may better match bandwidth-
|
||||
// limiting circuitry in some CRT's), or a weighted avg.?
|
||||
static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1]
|
||||
// Simulate scanline misconvergence? This needs 3x horizontal texture
|
||||
// samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in
|
||||
// later passes (static option only for now).
|
||||
static const bool beam_misconvergence = true;
|
||||
// Convergence offsets in x/y directions for R/G/B scanline beams in units
|
||||
// of scanlines. Positive offsets go right/down; ranges [-2, 2]
|
||||
static const float2 convergence_offsets_r_static = float2(0.1, 0.2);
|
||||
static const float2 convergence_offsets_g_static = float2(0.3, 0.4);
|
||||
static const float2 convergence_offsets_b_static = float2(0.5, 0.6);
|
||||
// Detect interlacing (static option only for now)?
|
||||
static const bool interlace_detect = true;
|
||||
// Assume 1080-line sources are interlaced?
|
||||
static const bool interlace_1080i_static = false;
|
||||
// For interlaced sources, assume TFF (top-field first) or BFF order?
|
||||
// (Whether this matters depends on the nature of the interlaced input.)
|
||||
static const bool interlace_back_field_first_static = false;
|
||||
|
||||
// ANTIALIASING:
|
||||
// What AA level do you want for curvature/overscan/subpixels? Options:
|
||||
// 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x
|
||||
// (Static option only for now)
|
||||
#ifndef antialias_level
|
||||
#define antialias_level 0.0
|
||||
#endif
|
||||
// static const float aa_level = 12.0; // range [0, 24]
|
||||
// static const float aa_level = 0.0; // range [0, 24]
|
||||
// What antialiasing filter do you want (static option only)? Options:
|
||||
// 0: Box (separable), 1: Box (cylindrical),
|
||||
// 2: Tent (separable), 3: Tent (cylindrical),
|
||||
// 4: Gaussian (separable), 5: Gaussian (cylindrical),
|
||||
// 6: Cubic* (separable), 7: Cubic* (cylindrical, poor)
|
||||
// 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor)
|
||||
// * = Especially slow with _RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#ifndef antialias_filter
|
||||
#define antialias_filter 6
|
||||
#endif
|
||||
static const float aa_filter = antialias_filter; // range [0, 9]
|
||||
// Flip the sample grid on odd/even frames (static option only for now)?
|
||||
#ifndef antialias_temporal
|
||||
#define antialias_temporal false
|
||||
#endif
|
||||
static const bool aa_temporal = antialias_temporal;
|
||||
// Use RGB subpixel offsets for antialiasing? The pixel is at green, and
|
||||
// the blue offset is the negative r offset; range [0, 0.5]
|
||||
static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0);
|
||||
// Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell
|
||||
// 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality.
|
||||
// 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening.
|
||||
// 3.) C = 1.0/3.0 is the Mitchell-Netravali filter.
|
||||
// 4.) C = 0.0 is a soft spline filter.
|
||||
static const float aa_cubic_c_static = 0.5; // range [0, 4]
|
||||
// Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter.
|
||||
static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0]
|
||||
|
||||
// PHOSPHOR MASK:
|
||||
// Mask type: 0 = aperture grille, 1 = slot mask, 2 = shadow mask
|
||||
// 3 = lowres grille, 4 = lowres slot, 5 = lowres shadow
|
||||
static const float mask_type_static = 4.0; // range [0, 5]
|
||||
// We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible.
|
||||
// 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible).
|
||||
// This requires _PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined.
|
||||
// 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This
|
||||
// is halfway decent with LUT mipmapping but atrocious without it.
|
||||
// 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords
|
||||
// (pretty/fast/inflexible). Each input LUT has a fixed dot pitch.
|
||||
// This mode reuses the same masks, so triads will be enormous unless
|
||||
// you change the mask LUT filenames in your .cgp file.
|
||||
static const float mask_sample_mode_static = 0.0; // range [0, 2]
|
||||
// Prefer setting the triad size (0.0) or number on the screen (1.0)?
|
||||
// If _RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size
|
||||
// will always be used to calculate the full bloom sigma statically.
|
||||
static const float mask_size_param_static = 0.0; // range [0, 1]
|
||||
// Specify the phosphor triad size, in pixels. Each tile (usually with 8
|
||||
// triads) will be rounded to the nearest integer tile size and clamped to
|
||||
// obey minimum size constraints (imposed to reduce downsize taps) and
|
||||
// maximum size constraints (imposed to have a sane MASK_RESIZE FBO size).
|
||||
// To increase the size limit, double the viewport-relative scales for the
|
||||
// two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h.
|
||||
// range [1, mask_texture_small_size/mask_triads_per_tile]
|
||||
static const float mask_triad_width_static = 24.0 / 8.0;
|
||||
// If mask_size_param is 1.0/true, we'll go by this instead (the
|
||||
// final size will be rounded and constrained as above); default 480.0
|
||||
static const float mask_num_triads_across_static = 480.0;
|
||||
// How many lobes should the sinc/Lanczos resizer use? More lobes require
|
||||
// more samples and avoid moire a bit better, but some is unavoidable
|
||||
// depending on the destination size (static option for now).
|
||||
static const float mask_sinc_lobes = 3.0; // range [2, 4]
|
||||
// The mask is resized using a variable number of taps in each dimension,
|
||||
// but some Cg profiles always fetch a constant number of taps no matter
|
||||
// what (no dynamic branching). We can limit the maximum number of taps if
|
||||
// we statically limit the minimum phosphor triad size. Larger values are
|
||||
// faster, but the limit IS enforced (static option only, forever);
|
||||
// range [1, mask_texture_small_size/mask_triads_per_tile]
|
||||
// TODO: Make this 1.0 and compensate with smarter sampling!
|
||||
static const float mask_min_allowed_triad_size = 2.0;
|
||||
|
||||
// GEOMETRY:
|
||||
// Geometry mode:
|
||||
// 0: Off (default), 1: Spherical mapping (like cgwg's),
|
||||
// 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron
|
||||
static const float geom_mode_static = 0.0; // range [0, 3]
|
||||
// Radius of curvature: Measured in units of your viewport's diagonal size.
|
||||
static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024]
|
||||
// View dist is the distance from the player to their physical screen, in
|
||||
// units of the viewport's diagonal size. It controls the field of view.
|
||||
static const float geom_view_dist_static = 2.0; // range [0.5, 1024]
|
||||
// Tilt angle in radians (clockwise around up and right vectors):
|
||||
static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi]
|
||||
// Aspect ratio: When the true viewport size is unknown, this value is used
|
||||
// to help convert between the phosphor triad size and count, along with
|
||||
// the mask_resize_viewport_scale constant from user-cgp-constants.h. Set
|
||||
// this equal to Retroarch's display aspect ratio (DAR) for best results;
|
||||
// range [1, geom_max_aspect_ratio from user-cgp-constants.h];
|
||||
// default (256/224)*(54/47) = 1.313069909 (see below)
|
||||
static const float geom_aspect_ratio_static = 1.313069909;
|
||||
// Before getting into overscan, here's some general aspect ratio info:
|
||||
// - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting
|
||||
// - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR
|
||||
// - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping
|
||||
// Geometry processing has to "undo" the screen-space 2D DAR to calculate
|
||||
// 3D view vectors, then reapplies the aspect ratio to the simulated CRT in
|
||||
// uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either:
|
||||
// a.) Enable Retroarch's "Crop Overscan"
|
||||
// b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0)
|
||||
// Real consoles use horizontal black padding in the signal, but emulators
|
||||
// often crop this without cropping the vertical padding; a 256x224 [S]NES
|
||||
// frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not.
|
||||
// The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun:
|
||||
// http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50
|
||||
// http://forums.nesdev.com/viewtopic.php?p=24815#p24815
|
||||
// For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR
|
||||
// without doing a. or b., but horizontal image borders will be tighter
|
||||
// than vertical ones, messing up curvature and overscan. Fixing the
|
||||
// padding first corrects this.
|
||||
// Overscan: Amount to "zoom in" before cropping. You can zoom uniformly
|
||||
// or adjust x/y independently to e.g. readd horizontal padding, as noted
|
||||
// above: Values < 1.0 zoom out; range (0, inf)
|
||||
static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0)
|
||||
// Compute a proper pixel-space to texture-space matrix even without ddx()/
|
||||
// ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering
|
||||
// with strong curvature (static option only for now).
|
||||
static const bool geom_force_correct_tangent_matrix = true;
|
||||
|
||||
// BORDERS:
|
||||
// Rounded border size in texture uv coords:
|
||||
static const float border_size_static = 0.015; // range [0, 0.5]
|
||||
// Border darkness: Moderate values darken the border smoothly, and high
|
||||
// values make the image very dark just inside the border:
|
||||
static const float border_darkness_static = 2.0; // range [0, inf)
|
||||
// Border compression: High numbers compress border transitions, narrowing
|
||||
// the dark border area.
|
||||
static const float border_compress_static = 2.5; // range [1, inf)
|
||||
|
||||
// TODO: Nuke this
|
||||
#define mask_size_xy float2(512, 512)
|
||||
|
||||
#endif // _USER_SETTINGS_H
|
||||
@@ -1,149 +0,0 @@
|
||||
#ifndef _BLOOM_H
|
||||
#define _BLOOM_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
#include "../lib/user-settings.fxh"
|
||||
#include "../lib/derived-settings-and-constants.fxh"
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
#include "../lib/gamma-management.fxh"
|
||||
#include "../lib/downsampling-functions.fxh"
|
||||
#include "../lib/blur-functions.fxh"
|
||||
#include "../lib/bloom-functions.fxh"
|
||||
|
||||
#include "shared-objects.fxh"
|
||||
|
||||
|
||||
void approximateBloomVertPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const float2 delta_uv = blur_radius * float2(0.0, rcp(TEX_BEAMCONVERGENCE_HEIGHT));
|
||||
|
||||
color = float4(opaque_linear_downsample(
|
||||
samplerBeamConvergence, texcoord,
|
||||
uint((bloomapprox_downsizing_factor - 1)/2),
|
||||
delta_uv
|
||||
), 1);
|
||||
}
|
||||
|
||||
void approximateBloomHorizPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const float2 delta_uv = blur_radius * float2(rcp(TEX_BEAMCONVERGENCE_WIDTH), 0.0);
|
||||
|
||||
color = float4(opaque_linear_downsample(
|
||||
samplerBloomApproxVert, texcoord,
|
||||
uint((bloomapprox_downsizing_factor - 1)/2),
|
||||
delta_uv
|
||||
), 1);
|
||||
}
|
||||
|
||||
|
||||
void bloomHorizontalVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float bloom_sigma_runtime : TEXCOORD1
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
|
||||
bloom_sigma_runtime = get_min_sigma_to_blur_triad(calc_triad_size().x, bloom_diff_thresh_);
|
||||
}
|
||||
|
||||
void bloomHorizontalPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float bloom_sigma_runtime : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const float2 bloom_dxdy = float2(rcp(TEX_BLOOMVERTICAL_WIDTH), 0);
|
||||
|
||||
// Blur the vertically blurred brightpass horizontally by 9/17/25/43x:
|
||||
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
|
||||
const float3 blurred_brightpass = tex2DblurNfast(samplerBloomVertical,
|
||||
texcoord, bloom_dxdy, bloom_sigma, get_intermediate_gamma());
|
||||
|
||||
// Sample the masked scanlines. Alpha contains the auto-dim factor:
|
||||
const float3 intensity_dim = tex2D_linearize(samplerMaskedScanlines, texcoord, get_intermediate_gamma()).rgb;
|
||||
const float auto_dim_factor = levels_autodim_temp;
|
||||
const float undim_factor = 1.0/auto_dim_factor;
|
||||
|
||||
// Calculate the mask dimpass, add it to the blurred brightpass, and
|
||||
// undim (from scanline auto-dim) and amplify (from mask dim) the result:
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const float3 brightpass = tex2D_linearize(samplerBrightpass, texcoord, get_intermediate_gamma()).rgb;
|
||||
const float3 dimpass = intensity_dim - brightpass;
|
||||
const float3 phosphor_bloom = (dimpass + blurred_brightpass) *
|
||||
mask_amplify * undim_factor * levels_contrast;
|
||||
|
||||
// Sample the halation texture, and let some light bleed into refractive
|
||||
// diffusion. Conceptually this occurs before the phosphor bloom, but
|
||||
// adding it in earlier passes causes black crush in the diffusion colors.
|
||||
const float3 raw_diffusion_color = tex2D_linearize(samplerBlurHorizontal, texcoord, get_intermediate_gamma()).rgb;
|
||||
const float3 raw_halation_color = dot(raw_diffusion_color, float3(1, 1, 1)) / 3.0;
|
||||
const float3 diffusion_color = levels_contrast * lerp(raw_diffusion_color, raw_halation_color, halation_weight);
|
||||
const float3 final_bloom = lerp(phosphor_bloom, diffusion_color, diffusion_weight);
|
||||
|
||||
// Encode and output the bloomed image:
|
||||
color = encode_output(float4(final_bloom, 1.0), get_intermediate_gamma());
|
||||
}
|
||||
|
||||
|
||||
void bloomVerticalVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float bloom_sigma_runtime : TEXCOORD1
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
|
||||
bloom_sigma_runtime = get_min_sigma_to_blur_triad(calc_triad_size().x, bloom_diff_thresh_);
|
||||
}
|
||||
|
||||
void bloomVerticalPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float bloom_sigma_runtime : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const float2 bloom_dxdy = float2(0, rcp(TEX_BLOOMVERTICAL_HEIGHT));
|
||||
|
||||
// Blur the brightpass horizontally with a 9/17/25/43x blur:
|
||||
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
|
||||
const float3 color3 = tex2DblurNfast(samplerBrightpass, texcoord,
|
||||
bloom_dxdy, bloom_sigma, get_intermediate_gamma());
|
||||
|
||||
// Encode and output the blurred image:
|
||||
color = encode_output(float4(color3, 1.0), get_intermediate_gamma());
|
||||
}
|
||||
|
||||
#endif // _BLOOM_H
|
||||
@@ -1,131 +0,0 @@
|
||||
#ifndef _BLURRING_H
|
||||
#define _BLURRING_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
#include "../lib/gamma-management.fxh"
|
||||
#include "../lib/blur-functions.fxh"
|
||||
|
||||
#include "shared-objects.fxh"
|
||||
|
||||
|
||||
void blurHorizontalVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float2 blur_dxdy : TEXCOORD1
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
|
||||
// Get the uv sample distance between output pixels. Blurs are not generic
|
||||
// Gaussian resizers, and correct blurs require:
|
||||
// 1.) OutputSize == InputSize * 2^m, where m is an integer <= 0.
|
||||
// 2.) mipmap_inputN = "true" for this pass in the preset if m != 0
|
||||
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
|
||||
// Gaussian resizers would upsize using the distance between input texels
|
||||
// (not output pixels), but we avoid this and consistently blur at the
|
||||
// destination size. Otherwise, combining statically calculated weights
|
||||
// with bilinear sample exploitation would result in terrible artifacts.
|
||||
static const float2 output_size = TEX_BLURHORIZONTAL_SIZE;
|
||||
static const float2 dxdy = 1.0 / output_size;
|
||||
// This blur is vertical-only, so zero out the horizontal offset:
|
||||
blur_dxdy = float2(dxdy.x, 0.0);
|
||||
}
|
||||
|
||||
void blurHorizontalPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float2 blur_dxdy : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
static const float3 blur_color = tex2Dblur9fast(samplerBlurVertical, texcoord, blur_dxdy, get_intermediate_gamma());
|
||||
// Encode and output the blurred image:
|
||||
// color = encode_output(float4(blur_color, 1.0), 1.0);
|
||||
color = encode_output(float4(blur_color, 1.0), get_intermediate_gamma());
|
||||
}
|
||||
|
||||
|
||||
void blurVerticalVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float2 blur_dxdy : TEXCOORD1
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
|
||||
// Get the uv sample distance between output pixels. Blurs are not generic
|
||||
// Gaussian resizers, and correct blurs require:
|
||||
// 1.) OutputSize == InputSize * 2^m, where m is an integer <= 0.
|
||||
// 2.) mipmap_inputN = "true" for this pass in the preset if m != 0
|
||||
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
|
||||
// Gaussian resizers would upsize using the distance between input texels
|
||||
// (not output pixels), but we avoid this and consistently blur at the
|
||||
// destination size. Otherwise, combining statically calculated weights
|
||||
// with bilinear sample exploitation would result in terrible artifacts.
|
||||
static const float2 output_size = TEX_BLURVERTICAL_SIZE;
|
||||
static const float2 dxdy = 1.0 / output_size;
|
||||
// This blur is vertical-only, so zero out the horizontal offset:
|
||||
blur_dxdy = float2(0.0, dxdy.y);
|
||||
}
|
||||
|
||||
void blurVerticalPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float2 blur_dxdy : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
static const float3 blur_color = tex2Dblur9fast(samplerBloomApproxHoriz, texcoord, blur_dxdy, get_intermediate_gamma());
|
||||
// Encode and output the blurred image:
|
||||
// color = encode_output(float4(blur_color, 1.0), 1.0);
|
||||
color = encode_output(float4(blur_color, 1.0), get_intermediate_gamma());
|
||||
}
|
||||
|
||||
#endif // _BLURRING_H
|
||||
@@ -1,90 +0,0 @@
|
||||
#ifndef _BRIGHTPASS_H
|
||||
#define _BRIGHTPASS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
#include "../lib/user-settings.fxh"
|
||||
#include "../lib/derived-settings-and-constants.fxh"
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
#include "../lib/gamma-management.fxh"
|
||||
#include "../lib/phosphor-mask-calculations.fxh"
|
||||
#include "../lib/scanline-functions.fxh"
|
||||
#include "../lib/bloom-functions.fxh"
|
||||
#include "../lib/blur-functions.fxh"
|
||||
|
||||
|
||||
void brightpassVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float bloom_sigma_runtime : TEXCOORD1
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
|
||||
bloom_sigma_runtime = get_min_sigma_to_blur_triad(calc_triad_size().x, bloom_diff_thresh_);
|
||||
}
|
||||
|
||||
void brightpassPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float bloom_sigma_runtime : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
// Sample the masked scanlines:
|
||||
const float3 intensity_dim = tex2D_linearize(samplerMaskedScanlines, texcoord, get_intermediate_gamma()).rgb;
|
||||
// Get the full intensity, including auto-undimming, and mask compensation:
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const float3 intensity = intensity_dim * rcp(levels_autodim_temp) * mask_amplify * levels_contrast;
|
||||
|
||||
// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
|
||||
// would look like, so we can estimate how much energy we'll receive from
|
||||
// blooming neighbors:
|
||||
const float3 phosphor_blur_approx = levels_contrast * tex2D_linearize(samplerBloomApproxHoriz, texcoord, get_intermediate_gamma()).rgb;
|
||||
|
||||
// Compute the blur weight for the center texel and the maximum energy we
|
||||
// expect to receive from neighbors:
|
||||
const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime);
|
||||
const float center_weight = get_center_weight(bloom_sigma);
|
||||
const float3 max_area_contribution_approx =
|
||||
max(float3(0.0, 0.0, 0.0), phosphor_blur_approx - center_weight * intensity);
|
||||
// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
|
||||
// because it actually gets better results (on top of being very simple),
|
||||
// but adjust all intensities for the user's desired underestimate factor:
|
||||
const float3 area_contrib_underestimate = bloom_underestimate_levels * max_area_contribution_approx;
|
||||
const float3 intensity_underestimate = bloom_underestimate_levels * intensity;
|
||||
// Calculate the blur_ratio, the ratio of intensity we want to blur:
|
||||
const float3 blur_ratio_temp =
|
||||
((float3(1.0, 1.0, 1.0) - area_contrib_underestimate) /
|
||||
intensity_underestimate - float3(1.0, 1.0, 1.0)) / (center_weight - 1.0);
|
||||
const float3 blur_ratio = saturate(blur_ratio_temp);
|
||||
// Calculate the brightpass based on the auto-dimmed, unamplified, masked
|
||||
// scanlines, encode if necessary, and return!
|
||||
const float3 brightpass = intensity_dim *
|
||||
lerp(blur_ratio, float3(1.0, 1.0, 1.0), bloom_excess);
|
||||
|
||||
color = encode_output(float4(brightpass, 1.0), get_intermediate_gamma());
|
||||
}
|
||||
|
||||
#endif // _BRIGHTPASS_H
|
||||
@@ -1,221 +0,0 @@
|
||||
#ifndef _CONTENT_BOX_H
|
||||
#define _CONTENT_BOX_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2020 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
#include "shared-objects.fxh"
|
||||
|
||||
|
||||
void contentCropVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0
|
||||
) {
|
||||
#if _DX9_ACTIVE
|
||||
texcoord.x = (id == 1 || id == 3) ? content_right : content_left;
|
||||
texcoord.y = (id > 1) ? content_lower : content_upper;
|
||||
|
||||
position.x = (id == 1 || id == 3) ? 1 : -1;
|
||||
position.y = (id > 1) ? -1 : 1;
|
||||
position.zw = 1;
|
||||
#else
|
||||
texcoord.x = (id & 1) ? content_right : content_left;
|
||||
texcoord.y = (id & 2) ? content_lower : content_upper;
|
||||
|
||||
position.x = (id & 1) ? 1 : -1;
|
||||
position.y = (id & 2) ? -1 : 1;
|
||||
position.zw = 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
#if USE_VERTEX_UNCROPPING
|
||||
/*
|
||||
* Using the vertex shader for uncropping can save about 0.1ms in some apps.
|
||||
* However, some apps like SNES9X w/ DX9 don't trigger a refresh of the entire screen,
|
||||
* which in turn causes the ReShade UI to "stick around" after it's closed.
|
||||
*
|
||||
* The slower algorithm forces the entire screen to refresh, which forces the
|
||||
* area outside the content box to be black. I assume most users will prefer
|
||||
* the results of the slower algorithm and won't notice the 0.1ms. Users who
|
||||
* need that 0.1ms can use a preprocessor def to recover that time.
|
||||
*/
|
||||
void contentUncropVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0
|
||||
) {
|
||||
#if _DX9_ACTIVE
|
||||
texcoord.x = id == 1 || id == 3;
|
||||
texcoord.y = id < 2;
|
||||
|
||||
position.x = (id == 1 || id == 3) ? content_scale.x : -content_scale.x;
|
||||
position.y = (id > 1) ? content_scale.y : -content_scale.y;
|
||||
position.zw = 1;
|
||||
#else
|
||||
texcoord.x = id & 1;
|
||||
texcoord.y = !(id & 2);
|
||||
|
||||
position.x = (id & 1) ? content_scale.x : -content_scale.x;
|
||||
position.y = (id & 2) ? content_scale.y : -content_scale.y;
|
||||
position.zw = 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
void uncropContentPixelShader(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
color = tex2D(samplerGeometry, texcoord);
|
||||
}
|
||||
#else
|
||||
void contentUncropVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0
|
||||
) {
|
||||
// TODO: There's probably a better way to code this.
|
||||
// I'll figure it out later.
|
||||
#if _DX9_ACTIVE
|
||||
texcoord.x = id == 1 || id == 3;
|
||||
texcoord.y = id < 2;
|
||||
|
||||
position.x = (id == 1 || id == 3) ? 1 : -1;
|
||||
position.y = (id > 1) ? 1 : -1;
|
||||
position.zw = 1;
|
||||
#else
|
||||
texcoord.x = id & 1;
|
||||
texcoord.y = !(id & 2);
|
||||
|
||||
position.x = (id & 1) ? 1 : -1;
|
||||
position.y = (id & 2) ? 1 : -1;
|
||||
position.zw = 1;
|
||||
#endif
|
||||
}
|
||||
|
||||
void uncropContentPixelShader(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const bool is_in_boundary = float(
|
||||
texcoord.x >= content_left && texcoord.x <= content_right &&
|
||||
texcoord.y >= content_upper && texcoord.y <= content_lower
|
||||
);
|
||||
const float2 texcoord_uncropped = ((texcoord - content_offset) * buffer_size + 0) / content_size;
|
||||
|
||||
const float4 raw_color = tex2D(samplerGeometry, texcoord_uncropped);
|
||||
color = float4(is_in_boundary * raw_color.rgb, raw_color.a);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#if CONTENT_BOX_VISIBLE
|
||||
#ifndef CONTENT_BOX_INSCRIBED
|
||||
#define CONTENT_BOX_INSCRIBED 1
|
||||
#endif
|
||||
|
||||
#ifndef CONTENT_BOX_THICKNESS
|
||||
#define CONTENT_BOX_THICKNESS 5
|
||||
#endif
|
||||
|
||||
#ifndef CONTENT_BOX_COLOR_R
|
||||
#define CONTENT_BOX_COLOR_R 1.0
|
||||
#endif
|
||||
|
||||
#ifndef CONTENT_BOX_COLOR_G
|
||||
#define CONTENT_BOX_COLOR_G 0.0
|
||||
#endif
|
||||
|
||||
#ifndef CONTENT_BOX_COLOR_B
|
||||
#define CONTENT_BOX_COLOR_B 0.0
|
||||
#endif
|
||||
|
||||
static const float vert_line_thickness = float(CONTENT_BOX_THICKNESS) / BUFFER_WIDTH;
|
||||
static const float horiz_line_thickness = float(CONTENT_BOX_THICKNESS) / BUFFER_HEIGHT;
|
||||
|
||||
#if CONTENT_BOX_INSCRIBED
|
||||
// Set the outer borders to the edge of the content
|
||||
static const float left_line_1 = content_left;
|
||||
static const float left_line_2 = left_line_1 + vert_line_thickness;
|
||||
static const float right_line_2 = content_right;
|
||||
static const float right_line_1 = right_line_2 - vert_line_thickness;
|
||||
|
||||
static const float upper_line_1 = content_upper;
|
||||
static const float upper_line_2 = upper_line_1 + horiz_line_thickness;
|
||||
static const float lower_line_2 = content_lower;
|
||||
static const float lower_line_1 = lower_line_2 - horiz_line_thickness;
|
||||
#else
|
||||
// Set the inner borders to the edge of the content
|
||||
static const float left_line_2 = content_left;
|
||||
static const float left_line_1 = left_line_2 - vert_line_thickness;
|
||||
static const float right_line_1 = content_right;
|
||||
static const float right_line_2 = right_line_1 + vert_line_thickness;
|
||||
|
||||
static const float upper_line_2 = content_upper;
|
||||
static const float upper_line_1 = upper_line_2 - horiz_line_thickness;
|
||||
static const float lower_line_1 = content_lower;
|
||||
static const float lower_line_2 = lower_line_1 + horiz_line_thickness;
|
||||
#endif
|
||||
|
||||
|
||||
static const float4 box_color = float4(
|
||||
CONTENT_BOX_COLOR_R,
|
||||
CONTENT_BOX_COLOR_G,
|
||||
CONTENT_BOX_COLOR_B,
|
||||
1.0
|
||||
);
|
||||
|
||||
void contentBoxPixelShader(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
|
||||
const bool is_inside_outerbound = (
|
||||
texcoord.x >= left_line_1 && texcoord.x <= right_line_2 &&
|
||||
texcoord.y >= upper_line_1 && texcoord.y <= lower_line_2
|
||||
);
|
||||
const bool is_outside_innerbound = (
|
||||
texcoord.x <= left_line_2 || texcoord.x >= right_line_1 ||
|
||||
texcoord.y <= upper_line_2 || texcoord.y >= lower_line_1
|
||||
);
|
||||
|
||||
if (is_inside_outerbound && is_outside_innerbound) {
|
||||
color = box_color;
|
||||
}
|
||||
else {
|
||||
color = tex2D(ReShade::BackBuffer, texcoord);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif // CONTENT_BOX_VISIBLE
|
||||
#endif // _CONTENT_BOX_H
|
||||
@@ -1,137 +0,0 @@
|
||||
#ifndef _DEINTERLACE_H
|
||||
#define _DEINTERLACE_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2020 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
#include "../lib/user-settings.fxh"
|
||||
#include "../lib/derived-settings-and-constants.fxh"
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
#include "../lib/gamma-management.fxh"
|
||||
#include "../lib/scanline-functions.fxh"
|
||||
|
||||
|
||||
|
||||
void freezeFrameVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0
|
||||
) {
|
||||
float use_deinterlacing_tex = enable_interlacing && (
|
||||
scanline_deinterlacing_mode == 2 || scanline_deinterlacing_mode == 3
|
||||
);
|
||||
|
||||
texcoord.x = (id == 2) ? use_deinterlacing_tex*2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2, -2) + float2(-1, 1), 0, 1);
|
||||
}
|
||||
|
||||
void freezeFramePS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
color = tex2D(samplerBeamConvergence, texcoord);
|
||||
}
|
||||
|
||||
|
||||
void deinterlaceVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float2 v_step : TEXCOORD1
|
||||
) {
|
||||
freezeFrameVS(id, position, texcoord);
|
||||
|
||||
v_step = float2(0.0, scanline_thickness * rcp(TEX_FREEZEFRAME_HEIGHT));
|
||||
}
|
||||
|
||||
|
||||
void deinterlacePS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float2 v_step : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
// float2 scanline_offset_norm;
|
||||
// float triangle_wave_freq;
|
||||
// bool field_parity;
|
||||
// bool wrong_field;
|
||||
// calc_wrong_field(texcoord, scanline_offset_norm, triangle_wave_freq, field_parity, wrong_field);
|
||||
|
||||
float2 rotated_coord = lerp(texcoord.yx, texcoord, geom_rotation_mode == 0 || geom_rotation_mode == 2);
|
||||
float scale = lerp(CONTENT_WIDTH, CONTENT_HEIGHT, geom_rotation_mode == 0 || geom_rotation_mode == 2);
|
||||
|
||||
InterpolationFieldData interpolation_data = calc_interpolation_field_data(rotated_coord, scale);
|
||||
|
||||
// TODO: add scanline_parity to calc_wrong_field()
|
||||
|
||||
// Weaving
|
||||
// Sample texcoord from this frame and the previous frame
|
||||
// If we're in the correct field, use the current sample
|
||||
// If we're in the wrong field, average the current and prev samples
|
||||
// In this case, we're probably averaging a color with 0 and producing a brightness of 0.5.
|
||||
[branch]
|
||||
if (enable_interlacing && scanline_deinterlacing_mode == 2) {
|
||||
// const float cur_scanline_idx = get_curr_scanline_idx(texcoord.y, content_size.y);
|
||||
// const float wrong_field = curr_line_is_wrong_field(cur_scanline_idx);
|
||||
|
||||
const float4 cur_line_color = tex2D_nograd(samplerBeamConvergence, texcoord);
|
||||
const float4 cur_line_prev_color = tex2D_nograd(samplerFreezeFrame, texcoord);
|
||||
|
||||
const float4 avg_color = (cur_line_color + cur_line_prev_color) / 2.0;
|
||||
|
||||
// Multiply by 1.5, so each pair of scanlines has total brightness 2
|
||||
const float4 raw_out_color = lerp(1.5*cur_line_color, avg_color, interpolation_data.wrong_field);
|
||||
color = encode_output(raw_out_color, deinterlacing_blend_gamma);
|
||||
}
|
||||
// Blended Weaving
|
||||
// Sample texcoord from this frame
|
||||
// From the previous frame, sample the current scanline's sibling
|
||||
// Do this by shifting up or down by a line
|
||||
// If we're in the correct field, use the current sample
|
||||
// If we're in the wrong field, average the current and prev samples
|
||||
// In this case, we're averaging two fully illuminated colors
|
||||
else if (enable_interlacing && scanline_deinterlacing_mode == 3) {
|
||||
const float2 raw_offset = lerp(1, -1, interpolation_data.scanline_parity) * v_step;
|
||||
const float2 curr_offset = lerp(0, raw_offset, interpolation_data.wrong_field);
|
||||
const float2 prev_offset = lerp(raw_offset, 0, interpolation_data.wrong_field);
|
||||
|
||||
const float4 cur_line_color = tex2D_nograd(samplerBeamConvergence, texcoord + curr_offset);
|
||||
const float4 prev_line_color = tex2D_nograd(samplerFreezeFrame, texcoord + prev_offset);
|
||||
|
||||
const float4 avg_color = (cur_line_color + prev_line_color) / 2.0;
|
||||
const float4 raw_out_color = lerp(cur_line_color, avg_color, interpolation_data.wrong_field);
|
||||
color = encode_output(raw_out_color, deinterlacing_blend_gamma);
|
||||
}
|
||||
// No temporal blending
|
||||
else {
|
||||
color = tex2D_nograd(samplerBeamConvergence, texcoord);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // _DEINTERLACE_H
|
||||
@@ -1,347 +0,0 @@
|
||||
#ifndef _ELECTRON_BEAMS_H
|
||||
#define _ELECTRON_BEAMS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
#include "../lib/gamma-management.fxh"
|
||||
#include "../lib/scanline-functions.fxh"
|
||||
|
||||
#include "content-box.fxh"
|
||||
#include "shared-objects.fxh"
|
||||
|
||||
|
||||
void calculateBeamDistsVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0
|
||||
) {
|
||||
const float compute_mask_factor = frame_count % 60 == 0 || overlay_active > 0;
|
||||
|
||||
texcoord.x = (id == 2) ? compute_mask_factor*2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2, -2) + float2(-1, 1), 0, 1);
|
||||
}
|
||||
|
||||
|
||||
void calculateBeamDistsPS(
|
||||
in float4 position : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 beam_strength : SV_Target
|
||||
) {
|
||||
InterpolationFieldData interpolation_data = precalc_interpolation_field_data(texcoord);
|
||||
|
||||
// We have to subtract off the texcoord offset to make sure we're using domain [0, 1]
|
||||
const float color_corrected = texcoord.x - 1.0 / TEX_BEAMDIST_WIDTH;
|
||||
|
||||
// Digital shape
|
||||
// Beam will be perfectly rectangular
|
||||
[branch]
|
||||
if (beam_shape_mode == 0) {
|
||||
// Double the intensity when interlacing to maintain the same apparent brightness
|
||||
const float interlacing_brightness_factor = 1 + float(
|
||||
enable_interlacing &&
|
||||
(scanline_deinterlacing_mode != 2) &&
|
||||
(scanline_deinterlacing_mode != 3)
|
||||
);
|
||||
const float raw_beam_strength = (1 - interpolation_data.scanline_parity * enable_interlacing) * interlacing_brightness_factor * levels_autodim_temp;
|
||||
|
||||
beam_strength = float4(color_corrected * raw_beam_strength, 0, 0, 1);
|
||||
}
|
||||
// Linear shape
|
||||
// Beam intensity will drop off linarly with distance from center
|
||||
// Works better than gaussian with narrow scanlines (about 1-6 pixels wide)
|
||||
// Will only consider contribution from nearest scanline
|
||||
else if (beam_shape_mode == 1) {
|
||||
const float beam_dist_y = triangle_wave(texcoord.y, interpolation_data.triangle_wave_freq);
|
||||
|
||||
const bool scanline_is_wider_than_1 = scanline_thickness > 1;
|
||||
const bool deinterlacing_mode_requires_boost = (
|
||||
enable_interlacing &&
|
||||
(scanline_deinterlacing_mode != 2) &&
|
||||
(scanline_deinterlacing_mode != 3)
|
||||
);
|
||||
|
||||
const float interlacing_brightness_factor = (1 + scanline_is_wider_than_1) * (1 + deinterlacing_mode_requires_boost);
|
||||
// const float raw_beam_strength = (1 - beam_dist_y) * (1 - interpolation_data.scanline_parity * enable_interlacing) * interlacing_brightness_factor * levels_autodim_temp;
|
||||
// const float raw_beam_strength = (1 - beam_dist_y);
|
||||
const float raw_beam_strength = saturate(-beam_dist_y * rcp(linear_beam_thickness) + 1);
|
||||
const float adj_beam_strength = raw_beam_strength * (1 - interpolation_data.scanline_parity * enable_interlacing) * interlacing_brightness_factor * levels_autodim_temp;
|
||||
|
||||
beam_strength = float4(color_corrected * adj_beam_strength, 0, 0, 1);
|
||||
}
|
||||
// Gaussian Shape
|
||||
// Beam will be a distorted Gaussian, dependent on color brightness and hyperparameters
|
||||
// Will only consider contribution from nearest scanline
|
||||
else if (beam_shape_mode == 2) {
|
||||
// Calculate {sigma, shape}_range outside of scanline_contrib so it's only
|
||||
// done once per pixel (not 6 times) with runtime params. Don't reuse the
|
||||
// vertex shader calculations, so static versions can be constant-folded.
|
||||
const float sigma_range = max(gaussian_beam_max_sigma, gaussian_beam_min_sigma) - gaussian_beam_min_sigma;
|
||||
const float shape_range = max(gaussian_beam_max_shape, gaussian_beam_min_shape) - gaussian_beam_min_shape;
|
||||
|
||||
const float beam_dist_factor = 1 + float(enable_interlacing);
|
||||
const float freq_adj = interpolation_data.triangle_wave_freq * rcp(beam_dist_factor);
|
||||
// The conditional 0.25*f offset ensures the interlaced scanlines align with the non-interlaced ones as in the other beam shapes
|
||||
const float frame_offset = enable_interlacing * (!interpolation_data.field_parity * 0.5 + 0.25) * rcp(freq_adj);
|
||||
const float beam_dist_y = triangle_wave((texcoord.y - frame_offset), freq_adj) * rcp(linear_beam_thickness);
|
||||
|
||||
const float interlacing_brightness_factor = 1 + float(
|
||||
!enable_interlacing &&
|
||||
(scanline_thickness > 1)
|
||||
) + float(
|
||||
enable_interlacing &&
|
||||
(scanline_deinterlacing_mode != 2) &&
|
||||
(scanline_deinterlacing_mode != 3)
|
||||
);
|
||||
const float raw_beam_strength = get_gaussian_beam_strength(
|
||||
beam_dist_y, color_corrected,
|
||||
sigma_range, shape_range
|
||||
) * interlacing_brightness_factor * levels_autodim_temp;
|
||||
|
||||
beam_strength = float4(raw_beam_strength, 0, 0, 1);
|
||||
}
|
||||
// Gaussian Shape
|
||||
// Beam will be a distorted Gaussian, dependent on color brightness and hyperparameters
|
||||
// Will consider contributions from current scanline and two neighboring in-field scanlines
|
||||
else {
|
||||
// Calculate {sigma, shape}_range outside of scanline_contrib so it's only
|
||||
// done once per pixel (not 6 times) with runtime params. Don't reuse the
|
||||
// vertex shader calculations, so static versions can be constant-folded.
|
||||
const float sigma_range = max(gaussian_beam_max_sigma, gaussian_beam_min_sigma) - gaussian_beam_min_sigma;
|
||||
const float shape_range = max(gaussian_beam_max_shape, gaussian_beam_min_shape) - gaussian_beam_min_shape;
|
||||
|
||||
const float beam_dist_factor = (1 + float(enable_interlacing));
|
||||
const float freq_adj = interpolation_data.triangle_wave_freq * rcp(beam_dist_factor);
|
||||
// The conditional 0.25*f offset ensures the interlaced scanlines align with the non-interlaced ones as in the other beam shapes
|
||||
const float frame_offset = enable_interlacing * (!interpolation_data.field_parity * 0.5 + 0.25) * rcp(freq_adj);
|
||||
const float curr_beam_dist_y = triangle_wave(texcoord.y - frame_offset, freq_adj) * rcp(linear_beam_thickness);
|
||||
const float upper_beam_dist_y = (sawtooth_incr_wave(texcoord.y - frame_offset, freq_adj)*2 + 1) * rcp(linear_beam_thickness);
|
||||
const float lower_beam_dist_y = 4 * rcp(linear_beam_thickness) - upper_beam_dist_y;
|
||||
|
||||
const float upper_beam_strength = get_gaussian_beam_strength(
|
||||
upper_beam_dist_y, color_corrected,
|
||||
sigma_range, shape_range
|
||||
);
|
||||
const float curr_beam_strength = get_gaussian_beam_strength(
|
||||
curr_beam_dist_y, color_corrected,
|
||||
sigma_range, shape_range
|
||||
);
|
||||
const float lower_beam_strength = get_gaussian_beam_strength(
|
||||
lower_beam_dist_y, color_corrected,
|
||||
sigma_range, shape_range
|
||||
);
|
||||
|
||||
const float interlacing_brightness_factor = 1 + float(
|
||||
!enable_interlacing &&
|
||||
(scanline_thickness > 1)
|
||||
) + float(
|
||||
enable_interlacing &&
|
||||
(scanline_deinterlacing_mode != 2) &&
|
||||
(scanline_deinterlacing_mode != 3)
|
||||
);
|
||||
const float3 raw_beam_strength = float3(curr_beam_strength, upper_beam_strength, lower_beam_strength) * interlacing_brightness_factor * levels_autodim_temp;
|
||||
|
||||
beam_strength = float4(raw_beam_strength, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void simulateEletronBeamsVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float4 runtime_bin_shapes : TEXCOORD1
|
||||
) {
|
||||
#if ENABLE_PREBLUR
|
||||
PostProcessVS(id, position, texcoord);
|
||||
#else
|
||||
// texcoord.x = (id == 0 || id == 2) ? content_left : content_right;
|
||||
// texcoord.y = (id < 2) ? content_lower : content_upper;
|
||||
// position.x = (id == 0 || id == 2) ? -1 : 1;
|
||||
// position.y = (id < 2) ? -1 : 1;
|
||||
// position.zw = 1;
|
||||
contentCropVS(id, position, texcoord);
|
||||
#endif
|
||||
|
||||
bool screen_is_landscape = geom_rotation_mode == 0 || geom_rotation_mode == 2;
|
||||
|
||||
// Mode 0: size of pixel in [0, 1] = pixel_dims / viewport_size
|
||||
// Mode 1: size of pixel in [0, 1] = viewport_size / grid_dims
|
||||
// float2 runtime_pixel_size = (pixel_grid_mode == 0) ? pixel_size * rcp(content_size) : rcp(pixel_grid_resolution);
|
||||
float2 runtime_pixel_size = rcp(content_size);
|
||||
float2 runtime_scanline_shape = lerp(
|
||||
float2(scanline_thickness, 1),
|
||||
float2(1, scanline_thickness),
|
||||
screen_is_landscape
|
||||
) * rcp(content_size);
|
||||
|
||||
runtime_bin_shapes = float4(runtime_pixel_size, runtime_scanline_shape);
|
||||
}
|
||||
|
||||
void simulateEletronBeamsPS(
|
||||
in float4 position : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float4 runtime_bin_shapes : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
bool screen_is_landscape = geom_rotation_mode == 0 || geom_rotation_mode == 2;
|
||||
float2 rotated_coord = lerp(texcoord.yx, texcoord, screen_is_landscape);
|
||||
float scale = lerp(CONTENT_WIDTH, CONTENT_HEIGHT, screen_is_landscape);
|
||||
|
||||
// InterpolationFieldData interpolation_data = precalc_interpolation_field_data(rotated_coord);
|
||||
|
||||
// // We have to subtract off the texcoord offset to make sure we're using domain [0, 1]
|
||||
// const float color_corrected = rotated_coord.x - 1.0 / scale;
|
||||
|
||||
|
||||
InterpolationFieldData interpolation_data = calc_interpolation_field_data(rotated_coord, scale);
|
||||
const float ypos = (rotated_coord.y * interpolation_data.triangle_wave_freq + interpolation_data.field_parity) * 0.5;
|
||||
|
||||
float2 texcoord_scanlined = round_coord(texcoord, 0, runtime_bin_shapes.zw);
|
||||
|
||||
// Sample from the neighboring scanline when in the wrong field
|
||||
[branch]
|
||||
if (interpolation_data.wrong_field && screen_is_landscape) {
|
||||
const float coord_moved_up = texcoord_scanlined.y <= texcoord.y;
|
||||
const float direction = lerp(-1, 1, coord_moved_up);
|
||||
texcoord_scanlined.y += direction * scanline_thickness * rcp(content_size.y);
|
||||
}
|
||||
else if (interpolation_data.wrong_field) {
|
||||
const float coord_moved_up = texcoord_scanlined.x <= texcoord.x;
|
||||
const float direction = lerp(-1, 1, coord_moved_up);
|
||||
texcoord_scanlined.x += direction * scanline_thickness * rcp(content_size.x);
|
||||
}
|
||||
|
||||
// Now we apply pixellation and cropping
|
||||
// float2 texcoord_pixellated = round_coord(
|
||||
// texcoord_scanlined,
|
||||
// pixel_grid_offset * rcp(content_size),
|
||||
// runtime_bin_shapes.xy
|
||||
// );
|
||||
float2 texcoord_pixellated = texcoord_scanlined;
|
||||
|
||||
const float2 texcoord_uncropped = texcoord_pixellated;
|
||||
#if ENABLE_PREBLUR
|
||||
// If the pre-blur pass ran, then it's already handled cropping.
|
||||
// const float2 texcoord_uncropped = texcoord_pixellated;
|
||||
#define source_sampler samplerPreblurHoriz
|
||||
#else
|
||||
// const float2 texcoord_uncropped = texcoord_pixellated * content_scale + content_offset;
|
||||
#define source_sampler ReShade::BackBuffer
|
||||
#endif
|
||||
|
||||
[branch]
|
||||
if (beam_shape_mode < 3) {
|
||||
const float4 scanline_color = tex2Dlod_linearize(
|
||||
source_sampler,
|
||||
texcoord_uncropped,
|
||||
get_input_gamma()
|
||||
);
|
||||
|
||||
const float beam_strength_r = tex2D_nograd(samplerBeamDist, float2(scanline_color.r, ypos)).x;
|
||||
const float beam_strength_g = tex2D_nograd(samplerBeamDist, float2(scanline_color.g, ypos)).x;
|
||||
const float beam_strength_b = tex2D_nograd(samplerBeamDist, float2(scanline_color.b, ypos)).x;
|
||||
const float4 beam_strength = float4(beam_strength_r, beam_strength_g, beam_strength_b, 1);
|
||||
|
||||
color = beam_strength;
|
||||
}
|
||||
else {
|
||||
const float2 offset = float2(0, scanline_thickness) * (1 + enable_interlacing) * rcp(content_size);
|
||||
|
||||
const float4 curr_scanline_color = tex2Dlod_linearize(
|
||||
source_sampler,
|
||||
texcoord_uncropped,
|
||||
get_input_gamma()
|
||||
);
|
||||
const float4 upper_scanline_color = tex2Dlod_linearize(
|
||||
source_sampler,
|
||||
texcoord_uncropped - offset,
|
||||
get_input_gamma()
|
||||
);
|
||||
const float4 lower_scanline_color = tex2Dlod_linearize(
|
||||
source_sampler,
|
||||
texcoord_uncropped + offset,
|
||||
get_input_gamma()
|
||||
);
|
||||
|
||||
const float curr_beam_strength_r = tex2D_nograd(samplerBeamDist, float2(curr_scanline_color.r, ypos)).x;
|
||||
const float curr_beam_strength_g = tex2D_nograd(samplerBeamDist, float2(curr_scanline_color.g, ypos)).x;
|
||||
const float curr_beam_strength_b = tex2D_nograd(samplerBeamDist, float2(curr_scanline_color.b, ypos)).x;
|
||||
|
||||
const float upper_beam_strength_r = tex2D_nograd(samplerBeamDist, float2(upper_scanline_color.r, ypos)).y;
|
||||
const float upper_beam_strength_g = tex2D_nograd(samplerBeamDist, float2(upper_scanline_color.g, ypos)).y;
|
||||
const float upper_beam_strength_b = tex2D_nograd(samplerBeamDist, float2(upper_scanline_color.b, ypos)).y;
|
||||
|
||||
const float lower_beam_strength_r = tex2D_nograd(samplerBeamDist, float2(lower_scanline_color.r, ypos)).z;
|
||||
const float lower_beam_strength_g = tex2D_nograd(samplerBeamDist, float2(lower_scanline_color.g, ypos)).z;
|
||||
const float lower_beam_strength_b = tex2D_nograd(samplerBeamDist, float2(lower_scanline_color.b, ypos)).z;
|
||||
|
||||
color = float4(
|
||||
curr_beam_strength_r + upper_beam_strength_r + lower_beam_strength_r,
|
||||
curr_beam_strength_g + upper_beam_strength_g + lower_beam_strength_g,
|
||||
curr_beam_strength_b + upper_beam_strength_b + lower_beam_strength_b,
|
||||
1
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void beamConvergenceVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float run_convergence : TEXCOORD1
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
const uint3 x_flag = convergence_offset_x != 0;
|
||||
const uint3 y_flag = convergence_offset_y != 0;
|
||||
run_convergence = dot(x_flag, 1) + dot(y_flag, 1);
|
||||
}
|
||||
|
||||
void beamConvergencePS(
|
||||
in float4 position : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float run_convergence : TEXCOORD1,
|
||||
|
||||
out float4 color : SV_TARGET
|
||||
) {
|
||||
// [branch]
|
||||
if (!run_convergence) {
|
||||
color = tex2D(samplerElectronBeams, texcoord - float2(0, scanline_offset * rcp(content_size.y)));
|
||||
}
|
||||
else {
|
||||
const float3 offset_sample = sample_rgb_scanline(
|
||||
samplerElectronBeams, texcoord - float2(0, scanline_offset * rcp(content_size.y)),
|
||||
TEX_ELECTRONBEAMS_SIZE, rcp(TEX_ELECTRONBEAMS_SIZE)
|
||||
);
|
||||
|
||||
color = float4(offset_sample, 1);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // _ELECTRON_BEAMS_H
|
||||
@@ -1,220 +0,0 @@
|
||||
#ifndef _GEOMETRY_AA_LAST_PASS_H
|
||||
#define _GEOMETRY_AA_LAST_PASS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
#include "../lib/user-settings.fxh"
|
||||
#include "../lib/derived-settings-and-constants.fxh"
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
#include "../lib/gamma-management.fxh"
|
||||
#include "../lib/tex2Dantialias.fxh"
|
||||
#include "../lib/geometry-functions.fxh"
|
||||
|
||||
// Disabled in the ReShade port because I don't know a good way to make these
|
||||
// static AND global AND defined with sin(), cos(), or pow().
|
||||
|
||||
// #if !_RUNTIME_GEOMETRY_TILT
|
||||
// // Create a local-to-global rotation matrix for the CRT's coordinate frame
|
||||
// // and its global-to-local inverse. See the vertex shader for details.
|
||||
// // It's faster to compute these statically if possible.
|
||||
// static const float2 sin_tilt = sin(geom_tilt_angle_static);
|
||||
// static const float2 cos_tilt = cos(geom_tilt_angle_static);
|
||||
// static const float3x3 geom_local_to_global_static = float3x3(
|
||||
// cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
|
||||
// 0.0, cos_tilt.y, -sin_tilt.y,
|
||||
// -sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
|
||||
// static const float3x3 geom_global_to_local_static = float3x3(
|
||||
// cos_tilt.x, 0.0, -sin_tilt.x,
|
||||
// sin_tilt.y*sin_tilt.x, cos_tilt.y, sin_tilt.y*cos_tilt.x,
|
||||
// cos_tilt.y*sin_tilt.x, -sin_tilt.y, cos_tilt.y*cos_tilt.x);
|
||||
// #endif
|
||||
|
||||
float2x2 mul_scale(float2 scale, float2x2 mtrx)
|
||||
{
|
||||
float4 temp_matrix = float4(mtrx[0][0], mtrx[0][1], mtrx[1][0], mtrx[1][1]) * scale.xxyy;
|
||||
return float2x2(temp_matrix.x, temp_matrix.y, temp_matrix.z, temp_matrix.w);
|
||||
}
|
||||
|
||||
|
||||
void geometryVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float2 output_size_inv : TEXCOORD1,
|
||||
out float4 geom_aspect_and_overscan : TEXCOORD2,
|
||||
out float3 eye_pos_local : TEXCOORD3,
|
||||
out float3 global_to_local_row0 : TEXCOORD4,
|
||||
out float3 global_to_local_row1 : TEXCOORD5,
|
||||
out float3 global_to_local_row2 : TEXCOORD6
|
||||
) {
|
||||
PostProcessVS(id, position, texcoord);
|
||||
|
||||
output_size_inv = 1.0 / content_size;
|
||||
|
||||
// Get aspect/overscan vectors from scalar parameters (likely uniforms):
|
||||
const float viewport_aspect_ratio = output_size_inv.y / output_size_inv.x;
|
||||
const float2 geom_aspect = get_aspect_vector(viewport_aspect_ratio);
|
||||
const float2 geom_overscan = get_geom_overscan_vector();
|
||||
geom_aspect_and_overscan = float4(geom_aspect, geom_overscan);
|
||||
|
||||
#if _RUNTIME_GEOMETRY_TILT
|
||||
// Create a local-to-global rotation matrix for the CRT's coordinate
|
||||
// frame and its global-to-local inverse. Rotate around the x axis
|
||||
// first (pitch) and then the y axis (yaw) with yucky Euler angles.
|
||||
// Positive angles go clockwise around the right-vec and up-vec.
|
||||
// Runtime shader parameters prevent us from computing these globally,
|
||||
// but we can still combine the pitch/yaw matrices by hand to cut a
|
||||
// few instructions. Note that cg matrices fill row1 first, then row2,
|
||||
// etc. (row-major order).
|
||||
const float2 geom_tilt_angle = get_geom_tilt_angle_vector();
|
||||
const float2 sin_tilt = sin(geom_tilt_angle);
|
||||
const float2 cos_tilt = cos(geom_tilt_angle);
|
||||
// Conceptual breakdown:
|
||||
static const float3x3 rot_x_matrix = float3x3(
|
||||
1.0, 0.0, 0.0,
|
||||
0.0, cos_tilt.y, -sin_tilt.y,
|
||||
0.0, sin_tilt.y, cos_tilt.y);
|
||||
static const float3x3 rot_y_matrix = float3x3(
|
||||
cos_tilt.x, 0.0, sin_tilt.x,
|
||||
0.0, 1.0, 0.0,
|
||||
-sin_tilt.x, 0.0, cos_tilt.x);
|
||||
static const float3x3 local_to_global =
|
||||
mul(rot_y_matrix, rot_x_matrix);
|
||||
/* static const float3x3 global_to_local =
|
||||
transpose(local_to_global);
|
||||
const float3x3 local_to_global = float3x3(
|
||||
cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
|
||||
0.0, cos_tilt.y, sin_tilt.y,
|
||||
sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
|
||||
*/ // This is a pure rotation, so transpose = inverse:
|
||||
const float3x3 global_to_local = transpose(local_to_global);
|
||||
// Decompose the matrix into 3 float3's for output:
|
||||
global_to_local_row0 = float3(global_to_local[0][0], global_to_local[0][1], global_to_local[0][2]);//._m00_m01_m02);
|
||||
global_to_local_row1 = float3(global_to_local[1][0], global_to_local[1][1], global_to_local[1][2]);//._m10_m11_m12);
|
||||
global_to_local_row2 = float3(global_to_local[2][0], global_to_local[2][1], global_to_local[2][2]);//._m20_m21_m22);
|
||||
#else
|
||||
static const float3x3 global_to_local = geom_global_to_local_static;
|
||||
static const float3x3 local_to_global = geom_local_to_global_static;
|
||||
#endif
|
||||
|
||||
// Get an optimal eye position based on geom_view_dist, viewport_aspect,
|
||||
// and CRT radius/rotation:
|
||||
#if _RUNTIME_GEOMETRY_MODE
|
||||
const float geom_mode = geom_mode_runtime;
|
||||
#else
|
||||
static const float geom_mode = geom_mode_static;
|
||||
#endif
|
||||
const float3 eye_pos_global = get_ideal_global_eye_pos(local_to_global, geom_aspect, geom_mode);
|
||||
eye_pos_local = mul(global_to_local, eye_pos_global);
|
||||
}
|
||||
|
||||
void geometryPS(
|
||||
in float4 position : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float2 output_size_inv : TEXCOORD1,
|
||||
in float4 geom_aspect_and_overscan : TEXCOORD2,
|
||||
in float3 eye_pos_local : TEXCOORD3,
|
||||
in float3 global_to_local_row0 : TEXCOORD4,
|
||||
in float3 global_to_local_row1 : TEXCOORD5,
|
||||
in float3 global_to_local_row2 : TEXCOORD6,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
// Localize some parameters:
|
||||
const float2 geom_aspect = geom_aspect_and_overscan.xy;
|
||||
const float2 geom_overscan = geom_aspect_and_overscan.zw;
|
||||
#if _RUNTIME_GEOMETRY_TILT
|
||||
const float3x3 global_to_local = float3x3(global_to_local_row0,
|
||||
global_to_local_row1, global_to_local_row2);
|
||||
#else
|
||||
static const float3x3 global_to_local = geom_global_to_local_static;
|
||||
#endif
|
||||
#if _RUNTIME_GEOMETRY_MODE
|
||||
const float geom_mode = geom_mode_runtime;
|
||||
#else
|
||||
static const float geom_mode = geom_mode_static;
|
||||
#endif
|
||||
|
||||
// Get flat and curved texture coords for the current fragment point sample
|
||||
// and a pixel_to_tangent_video_uv matrix for transforming pixel offsets:
|
||||
// video_uv = relative position in video frame, mapped to [0.0, 1.0] range
|
||||
// tex_uv = relative position in padded texture, mapped to [0.0, 1.0] range
|
||||
const float2 flat_video_uv = texcoord;
|
||||
float2x2 pixel_to_video_uv;
|
||||
float2 video_uv_no_geom_overscan;
|
||||
if(geom_mode > 0.5)
|
||||
{
|
||||
video_uv_no_geom_overscan =
|
||||
get_curved_video_uv_coords_and_tangent_matrix(flat_video_uv,
|
||||
eye_pos_local, output_size_inv, geom_aspect,
|
||||
geom_mode, global_to_local, pixel_to_video_uv);
|
||||
}
|
||||
else
|
||||
{
|
||||
video_uv_no_geom_overscan = flat_video_uv;
|
||||
pixel_to_video_uv = float2x2(
|
||||
output_size_inv.x, 0.0, 0.0, output_size_inv.y);
|
||||
}
|
||||
// Correct for overscan here (not in curvature code):
|
||||
const float2 video_uv =
|
||||
(video_uv_no_geom_overscan - float2(0.5, 0.5))/geom_overscan + float2(0.5, 0.5);
|
||||
const float2 tex_uv = video_uv;
|
||||
|
||||
// Get a matrix transforming pixel vectors to tex_uv vectors:
|
||||
const float2x2 pixel_to_tex_uv =
|
||||
mul_scale(1.0 / geom_overscan, pixel_to_video_uv);
|
||||
|
||||
// Sample! Skip antialiasing if antialias_level < 0.5 or both of these hold:
|
||||
// 1.) Geometry/curvature isn't used
|
||||
// 2.) Overscan == float2(1.0, 1.0)
|
||||
// Skipping AA is sharper, but it's only faster with dynamic branches.
|
||||
const float2 abs_aa_r_offset = abs(get_aa_subpixel_r_offset());
|
||||
// this next check seems to always return true, even when it shouldn't so disabling it for now
|
||||
const bool need_subpixel_aa = false;//abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
|
||||
float3 raw_color;
|
||||
|
||||
if(antialias_level > 0.5 && (geom_mode > 0.5 || any(bool2((geom_overscan.x != 1.0), (geom_overscan.y != 1.0)))))
|
||||
{
|
||||
// Sample the input with antialiasing (due to sharp phosphors, etc.):
|
||||
raw_color = tex2Daa(samplerBloomHorizontal, tex_uv, pixel_to_tex_uv, float(frame_count), get_intermediate_gamma());
|
||||
}
|
||||
else if(antialias_level > 0.5 && need_subpixel_aa)
|
||||
{
|
||||
// Sample at each subpixel location:
|
||||
raw_color = tex2Daa_subpixel_weights_only(
|
||||
samplerBloomHorizontal, tex_uv, pixel_to_tex_uv, get_intermediate_gamma());
|
||||
}
|
||||
else
|
||||
{
|
||||
raw_color = tex2D_linearize(samplerBloomHorizontal, tex_uv, get_intermediate_gamma()).rgb;
|
||||
}
|
||||
|
||||
// Dim borders and output the final result:
|
||||
const float border_dim_factor = get_border_dim_factor(video_uv, geom_aspect);
|
||||
const float3 final_color = raw_color * border_dim_factor;
|
||||
|
||||
color = encode_output(float4(final_color, 1.0), get_output_gamma());
|
||||
}
|
||||
|
||||
#endif // _GEOMETRY_AA_LAST_PASS_H
|
||||
@@ -1,74 +0,0 @@
|
||||
#ifndef _INPUT_BLURRING_H
|
||||
#define _INPUT_BLURRING_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2022 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
// Theoretically this could go in blurring.fxh
|
||||
// But that file has a bunch of GPL stuff in it.
|
||||
// Keeping it separate makes it easier to communicate that this portion is
|
||||
// available under the MIT license.
|
||||
|
||||
#include "../lib/downsampling-functions.fxh"
|
||||
|
||||
#include "content-box.fxh"
|
||||
#include "shared-objects.fxh"
|
||||
|
||||
|
||||
void preblurVertPS(
|
||||
in const float4 pos : SV_Position,
|
||||
in const float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const float2 texcoord_uncropped = texcoord;
|
||||
|
||||
const float2 max_delta_uv = float2(0.0, rcp(content_size.y)) * preblur_effect_radius;
|
||||
const float2 delta_uv = max_delta_uv * rcp(max(preblur_sampling_radius.y, 1));
|
||||
|
||||
color = float4(opaque_linear_downsample(
|
||||
ReShade::BackBuffer,
|
||||
texcoord_uncropped,
|
||||
preblur_sampling_radius.y,
|
||||
delta_uv
|
||||
), 1);
|
||||
}
|
||||
|
||||
void preblurHorizPS(
|
||||
in const float4 pos : SV_Position,
|
||||
in const float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
const float2 max_delta_uv = float2(rcp(content_size.x), 0.0) * preblur_effect_radius;
|
||||
const float2 delta_uv = max_delta_uv * rcp(max(preblur_sampling_radius.x, 1));
|
||||
|
||||
color = float4(opaque_linear_downsample(
|
||||
samplerPreblurVert,
|
||||
texcoord,
|
||||
preblur_sampling_radius.x,
|
||||
delta_uv
|
||||
), 1);
|
||||
}
|
||||
|
||||
#endif // _INPUT_BLURRING_H
|
||||
@@ -1,211 +0,0 @@
|
||||
#ifndef _PHOSPHOR_MASK_H
|
||||
#define _PHOSPHOR_MASK_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2022 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
#include "../lib/phosphor-mask-calculations.fxh"
|
||||
|
||||
#include "shared-objects.fxh"
|
||||
|
||||
|
||||
// Split into 64 segments that overlap a little bit
|
||||
static const float num_segments = 64;
|
||||
static const float segment_offset = 0.015625; // 1/64
|
||||
static const float segment_width = 0.0234375; // 1/128
|
||||
|
||||
void generatePhosphorMaskVS(
|
||||
in uint id : SV_VertexID,
|
||||
|
||||
out float4 position : SV_Position,
|
||||
out float2 texcoord : TEXCOORD0,
|
||||
out float2 viewport_frequency_factor: TEXCOORD1,
|
||||
out float2 mask_pq_x : TEXCOORD2,
|
||||
out float2 mask_pq_y : TEXCOORD3
|
||||
) {
|
||||
const float screen_segment_idx = frame_count % num_segments;
|
||||
const float left_coord = lerp(segment_offset * screen_segment_idx, 0, overlay_active > 0);
|
||||
const float right_coord = lerp(left_coord + segment_width, 1, overlay_active > 0);
|
||||
const float pos_center = 2 * (left_coord + 0.5 * segment_width - 0.5);
|
||||
const float pos_left = lerp(pos_center - segment_width, -1, overlay_active > 0);
|
||||
const float pos_right = lerp(pos_center + segment_width, 1, overlay_active > 0);
|
||||
|
||||
#if _DX9_ACTIVE
|
||||
texcoord.x = (id == 1 || id == 3) ? right_coord : left_coord;
|
||||
texcoord.y = (id > 1) ? 1 : 0;
|
||||
|
||||
position.x = (id == 1 || id == 3) ? pos_right : pos_left;
|
||||
position.y = (id > 1) ? -1 : 1;
|
||||
position.zw = 1;
|
||||
#else
|
||||
texcoord.x = (id & 1) ? right_coord : left_coord;
|
||||
texcoord.y = (id & 2) ? 1 : 0;
|
||||
|
||||
position.x = (id & 1) ? pos_right : pos_left;
|
||||
position.y = (id & 2) ? -1 : 1;
|
||||
position.zw = 1;
|
||||
#endif
|
||||
|
||||
viewport_frequency_factor = calc_phosphor_viewport_frequency_factor();
|
||||
|
||||
// We don't alter these based on screen rotation because they're independent of screen dimensions.
|
||||
float edge_norm_tx;
|
||||
float edge_norm_ty;
|
||||
[flatten]
|
||||
switch (mask_type) {
|
||||
case 0:
|
||||
edge_norm_tx = grille_edge_norm_t;
|
||||
break;
|
||||
case 1:
|
||||
edge_norm_tx = slot_edge_norm_tx;
|
||||
edge_norm_ty = slot_edge_norm_ty;
|
||||
break;
|
||||
case 2:
|
||||
edge_norm_tx = shadow_edge_norm_tx;
|
||||
edge_norm_ty = shadow_edge_norm_ty;
|
||||
break;
|
||||
case 3:
|
||||
edge_norm_tx = smallgrille_edge_norm_t;
|
||||
break;
|
||||
case 4:
|
||||
edge_norm_tx = smallslot_edge_norm_tx;
|
||||
edge_norm_ty = smallslot_edge_norm_ty;
|
||||
break;
|
||||
default:
|
||||
edge_norm_tx = smallshadow_edge_norm_tx;
|
||||
edge_norm_ty = smallshadow_edge_norm_ty;
|
||||
break;
|
||||
}
|
||||
|
||||
const float2 thickness_scaled = linearize_phosphor_thickness_param(phosphor_thickness);
|
||||
const float mask_p_x = exp(-calculate_phosphor_p_value(edge_norm_tx, thickness_scaled.x, phosphor_sharpness.x));
|
||||
const float mask_p_y = exp(-calculate_phosphor_p_value(edge_norm_ty, thickness_scaled.y, phosphor_sharpness.y));
|
||||
mask_pq_x = float2(mask_p_x, phosphor_sharpness.x);
|
||||
mask_pq_y = float2(mask_p_y, phosphor_sharpness.y);
|
||||
}
|
||||
|
||||
void generatePhosphorMaskPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
in float2 viewport_frequency_factor: TEXCOORD1,
|
||||
in float2 mask_pq_x : TEXCOORD2,
|
||||
in float2 mask_pq_y : TEXCOORD3,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
[branch]
|
||||
if (geom_rotation_mode == 1 || geom_rotation_mode == 3) {
|
||||
texcoord = texcoord.yx;
|
||||
viewport_frequency_factor = viewport_frequency_factor.yx;
|
||||
}
|
||||
|
||||
float3 phosphor_color;
|
||||
[branch]
|
||||
if (mask_type == 0) {
|
||||
phosphor_color = get_phosphor_intensity_grille(
|
||||
texcoord,
|
||||
viewport_frequency_factor,
|
||||
mask_pq_x
|
||||
);
|
||||
}
|
||||
else if (mask_type == 1) {
|
||||
phosphor_color = get_phosphor_intensity_slot(
|
||||
texcoord,
|
||||
viewport_frequency_factor,
|
||||
mask_pq_x,
|
||||
mask_pq_y
|
||||
);
|
||||
}
|
||||
else if (mask_type == 2) {
|
||||
phosphor_color = get_phosphor_intensity_shadow(
|
||||
texcoord,
|
||||
viewport_frequency_factor,
|
||||
float2(mask_pq_x.y, mask_pq_y.y)
|
||||
);
|
||||
}
|
||||
else if (mask_type == 3) {
|
||||
phosphor_color = get_phosphor_intensity_grille_small(
|
||||
texcoord,
|
||||
viewport_frequency_factor,
|
||||
mask_pq_x
|
||||
);
|
||||
}
|
||||
else if (mask_type == 4) {
|
||||
phosphor_color = get_phosphor_intensity_slot_small(
|
||||
texcoord,
|
||||
viewport_frequency_factor,
|
||||
mask_pq_x,
|
||||
mask_pq_y
|
||||
);
|
||||
}
|
||||
else {
|
||||
phosphor_color = get_phosphor_intensity_shadow_small(
|
||||
texcoord,
|
||||
viewport_frequency_factor,
|
||||
mask_pq_x,
|
||||
mask_pq_y
|
||||
);
|
||||
}
|
||||
|
||||
color = float4(phosphor_color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
void applyComputedPhosphorMaskPS(
|
||||
in float4 pos : SV_Position,
|
||||
in float2 texcoord : TEXCOORD0,
|
||||
|
||||
out float4 color : SV_Target
|
||||
) {
|
||||
bool use_deinterlacing_tex = enable_interlacing && (
|
||||
scanline_deinterlacing_mode == 2 || scanline_deinterlacing_mode == 3
|
||||
);
|
||||
|
||||
float3 scanline_color_dim;
|
||||
[branch]
|
||||
if (use_deinterlacing_tex) scanline_color_dim = tex2D(samplerDeinterlace, texcoord).rgb;
|
||||
else scanline_color_dim = tex2D(samplerBeamConvergence, texcoord).rgb;
|
||||
|
||||
const float3 phosphor_color = tex2D(samplerPhosphorMask, texcoord).rgb;
|
||||
|
||||
// Sample the halation texture (auto-dim to match the scanlines), and
|
||||
// account for both horizontal and vertical convergence offsets, given
|
||||
// in units of texels horizontally and same-field scanlines vertically:
|
||||
const float3 halation_color = tex2D_linearize(samplerBlurHorizontal, texcoord, get_intermediate_gamma()).rgb;
|
||||
|
||||
// Apply halation: Halation models electrons flying around under the glass
|
||||
// and hitting the wrong phosphors (of any color). It desaturates, so
|
||||
// average the halation electrons to a scalar. Reduce the local scanline
|
||||
// intensity accordingly to conserve energy.
|
||||
const float halation_intensity_dim_scalar = dot(halation_color, float3(1, 1, 1)) / 3.0;
|
||||
const float3 halation_intensity_dim = halation_intensity_dim_scalar;
|
||||
const float3 electron_intensity_dim = lerp(scanline_color_dim, halation_intensity_dim, halation_weight);
|
||||
|
||||
// Apply the phosphor mask:
|
||||
const float3 phosphor_emission_dim = electron_intensity_dim * phosphor_color;
|
||||
|
||||
color = float4(phosphor_emission_dim, 1.0);
|
||||
}
|
||||
|
||||
#endif // _PHOSPHOR_MASK_H
|
||||
@@ -1,370 +0,0 @@
|
||||
#ifndef _SHARED_OBJECTS_H
|
||||
#define _SHARED_OBJECTS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
|
||||
// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
#include "../lib/helper-functions-and-macros.fxh"
|
||||
#include "../lib/derived-settings-and-constants.fxh"
|
||||
#include "../lib/bind-shader-params.fxh"
|
||||
|
||||
|
||||
// Yes, the WIDTH/HEIGHT/SIZE defines are kinda weird.
|
||||
// Yes, we have to have them or something similar. This is for D3D11 which
|
||||
// returns (0, 0) when you call tex2Dsize() on the pass's render target.
|
||||
|
||||
|
||||
// Pass 0 Buffer (cropPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is in interlacingPass
|
||||
// electronBeamPass -> beamConvergencePass
|
||||
// deinterlacePass -> phosphorMaskPass
|
||||
// brightpassPass -> bloomHorizontalPass
|
||||
// #define TEX_CROP_WIDTH content_size.x
|
||||
// #define TEX_CROP_HEIGHT content_size.y
|
||||
// #define TEX_CROP_SIZE int2(TEX_CROP_WIDTH, TEX_CROP_HEIGHT)
|
||||
// texture2D texCrop {
|
||||
// Width = TEX_CROP_WIDTH;
|
||||
// Height = TEX_CROP_HEIGHT;
|
||||
|
||||
// Format = RGBA16;
|
||||
// };
|
||||
// sampler2D samplerCrop { Texture = texCrop; };
|
||||
|
||||
|
||||
// Pass 1 Buffer (interlacingPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is in electronBeamPass
|
||||
// beamConvergencPass -> freezeFramePass
|
||||
// phosphorMaskPass -> bloomHorizontalPass
|
||||
// #define TEX_INTERLACED_WIDTH content_size.x
|
||||
// #define TEX_INTERLACED_HEIGHT content_size.y
|
||||
// #define TEX_INTERLACED_SIZE int2(TEX_INTERLACED_WIDTH, TEX_INTERLACED_HEIGHT)
|
||||
// texture2D texInterlaced {
|
||||
// Width = TEX_INTERLACED_WIDTH;
|
||||
// Height = TEX_INTERLACED_HEIGHT;
|
||||
|
||||
// Format = RGBA16;
|
||||
// };
|
||||
// sampler2D samplerInterlaced { Texture = texInterlaced; };
|
||||
|
||||
// Pass 2 Buffer (electronBeamPass)
|
||||
// Last usage is in beamConvergencePass
|
||||
|
||||
|
||||
#define TEX_PREBLUR_VERT_WIDTH content_size.x
|
||||
#define TEX_PREBLUR_VERT_HEIGHT content_size.y
|
||||
static const uint2 TEX_PREBLUR_SIZE = uint2(TEX_PREBLUR_VERT_WIDTH, TEX_PREBLUR_VERT_HEIGHT);
|
||||
texture2D texPreblurVert < pooled = true; > {
|
||||
Width = TEX_PREBLUR_VERT_WIDTH;
|
||||
Height = TEX_PREBLUR_VERT_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerPreblurVert { Texture = texPreblurVert; };
|
||||
|
||||
#define TEX_PREBLUR_HORIZ_WIDTH content_size.x
|
||||
#define TEX_PREBLUR_HORIZ_HEIGHT content_size.y
|
||||
static const uint2 TEX_PREBLUR_SIZE = uint2(TEX_PREBLUR_HORIZ_WIDTH, TEX_PREBLUR_HORIZ_HEIGHT);
|
||||
texture2D texPreblurHoriz < pooled = true; > {
|
||||
Width = TEX_PREBLUR_HORIZ_WIDTH;
|
||||
Height = TEX_PREBLUR_HORIZ_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerPreblurHoriz { Texture = texPreblurHoriz; };
|
||||
|
||||
|
||||
#define TEX_BEAMDIST_WIDTH num_beamdist_color_samples
|
||||
#define TEX_BEAMDIST_HEIGHT num_beamdist_dist_samples
|
||||
#define TEX_BEAMDIST_SIZE int2(TEX_BEAMDIST_WIDTH, TEX_BEAMDIST_HEIGHT)
|
||||
texture2D texBeamDist < pooled = false; > {
|
||||
Width = TEX_BEAMDIST_WIDTH;
|
||||
Height = TEX_BEAMDIST_HEIGHT;
|
||||
|
||||
|
||||
Format = RGB10A2;
|
||||
};
|
||||
sampler2D samplerBeamDist {
|
||||
Texture = texBeamDist;
|
||||
AddressV = WRAP;
|
||||
};
|
||||
|
||||
|
||||
// Pass 2 Buffer (electronBeamPass)
|
||||
// Last usage is in beamConvergencePass
|
||||
#define TEX_ELECTRONBEAMS_WIDTH content_size.x
|
||||
#define TEX_ELECTRONBEAMS_HEIGHT content_size.y
|
||||
#define TEX_ELECTRONBEAMS_SIZE int2(TEX_ELECTRONBEAMS_WIDTH, TEX_ELECTRONBEAMS_HEIGHT)
|
||||
texture2D texElectronBeams < pooled = true; > {
|
||||
Width = TEX_ELECTRONBEAMS_WIDTH;
|
||||
Height = TEX_ELECTRONBEAMS_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerElectronBeams {
|
||||
Texture = texElectronBeams;
|
||||
|
||||
AddressU = BORDER;
|
||||
AddressV = BORDER;
|
||||
};
|
||||
// #define texElectronBeams texCrop
|
||||
// #define samplerElectronBeams samplerCrop
|
||||
|
||||
|
||||
// Pass 3 Buffer (beamConvergencPass)
|
||||
// Last usage is freezeFramePass
|
||||
#define TEX_BEAMCONVERGENCE_WIDTH content_size.x
|
||||
#define TEX_BEAMCONVERGENCE_HEIGHT content_size.y
|
||||
#define TEX_BEAMCONVERGENCE_SIZE int2(TEX_BEAMCONVERGENCE_WIDTH, TEX_BEAMCONVERGENCE_HEIGHT)
|
||||
texture2D texBeamConvergence < pooled = true; > {
|
||||
Width = TEX_BEAMCONVERGENCE_WIDTH;
|
||||
Height = TEX_BEAMCONVERGENCE_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBeamConvergence { Texture = texBeamConvergence; };
|
||||
// #define texBeamConvergence texInterlaced
|
||||
// #define samplerBeamConvergence samplerInterlaced
|
||||
|
||||
|
||||
/*
|
||||
// Pass 4 Buffer (bloomApproxPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is in brightpassPass
|
||||
#define TEX_BLOOMAPPROX_WIDTH 320
|
||||
#define TEX_BLOOMAPPROX_HEIGHT 240
|
||||
#define TEX_BLOOMAPPROX_SIZE int2(TEX_BLOOMAPPROX_WIDTH, TEX_BLOOMAPPROX_HEIGHT)
|
||||
texture2D texBloomApprox {
|
||||
Width = TEX_BLOOMAPPROX_WIDTH;
|
||||
Height = TEX_BLOOMAPPROX_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBloomApprox { Texture = texBloomApprox; };
|
||||
*/
|
||||
|
||||
// Pass 4a Buffer (bloomApproxVerticalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is in brightpassPass
|
||||
#define TEX_BLOOMAPPROXVERT_WIDTH content_size.x
|
||||
// #define TEX_BLOOMAPPROXVERT_HEIGHT 240
|
||||
#define TEX_BLOOMAPPROXVERT_HEIGHT int(content_size.y / bloomapprox_downsizing_factor)
|
||||
#define TEX_BLOOMAPPROXVERT_SIZE int2(TEX_BLOOMAPPROXVERT_WIDTH, TEX_BLOOMAPPROXVERT_HEIGHT)
|
||||
texture2D texBloomApproxVert < pooled = true; > {
|
||||
Width = TEX_BLOOMAPPROXVERT_WIDTH;
|
||||
Height = TEX_BLOOMAPPROXVERT_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBloomApproxVert { Texture = texBloomApproxVert; };
|
||||
|
||||
// Pass 4b Buffer (bloomApproxHorizontalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is in brightpassPass
|
||||
// #define TEX_BLOOMAPPROXHORIZ_WIDTH 320
|
||||
// #define TEX_BLOOMAPPROXHORIZ_HEIGHT 240
|
||||
#define TEX_BLOOMAPPROXHORIZ_WIDTH int(content_size.x / bloomapprox_downsizing_factor)
|
||||
#define TEX_BLOOMAPPROXHORIZ_HEIGHT TEX_BLOOMAPPROXVERT_HEIGHT
|
||||
#define TEX_BLOOMAPPROXHORIZ_SIZE int2(TEX_BLOOMAPPROXHORIZ_WIDTH, TEX_BLOOMAPPROXHORIZ_HEIGHT)
|
||||
texture2D texBloomApproxHoriz < pooled = true; > {
|
||||
Width = TEX_BLOOMAPPROXHORIZ_WIDTH;
|
||||
Height = TEX_BLOOMAPPROXHORIZ_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBloomApproxHoriz { Texture = texBloomApproxHoriz; };
|
||||
|
||||
// Pass 5 Buffer (blurVerticalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is blurHorizontalPass
|
||||
#define TEX_BLURVERTICAL_WIDTH TEX_BLOOMAPPROXHORIZ_WIDTH
|
||||
#define TEX_BLURVERTICAL_HEIGHT TEX_BLOOMAPPROXHORIZ_HEIGHT
|
||||
#define TEX_BLURVERTICAL_SIZE int2(TEX_BLURVERTICAL_WIDTH, TEX_BLURVERTICAL_HEIGHT)
|
||||
texture2D texBlurVertical < pooled = true; > {
|
||||
Width = TEX_BLURVERTICAL_WIDTH;
|
||||
Height = TEX_BLURVERTICAL_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBlurVertical { Texture = texBlurVertical; };
|
||||
|
||||
|
||||
// Pass 6 Buffer (blurHorizontalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is bloomHorizontalPass
|
||||
#define TEX_BLURHORIZONTAL_WIDTH TEX_BLOOMAPPROXHORIZ_WIDTH
|
||||
#define TEX_BLURHORIZONTAL_HEIGHT TEX_BLOOMAPPROXHORIZ_HEIGHT
|
||||
#define TEX_BLURHORIZONTAL_SIZE int2(TEX_BLURHORIZONTAL_WIDTH, TEX_BLURHORIZONTAL_HEIGHT)
|
||||
texture2D texBlurHorizontal < pooled = true; > {
|
||||
Width = TEX_BLURHORIZONTAL_WIDTH;
|
||||
Height = TEX_BLURHORIZONTAL_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBlurHorizontal { Texture = texBlurHorizontal; };
|
||||
|
||||
|
||||
// Pass 7 (deinterlacePass)
|
||||
// Last usage is phosphorMaskPass
|
||||
#define TEX_DEINTERLACE_WIDTH content_size.x
|
||||
#define TEX_DEINTERLACE_HEIGHT content_size.y
|
||||
#define TEX_DEINTERLACE_SIZE int2(TEX_DEINTERLACE_WIDTH, TEX_DEINTERLACE_HEIGHT)
|
||||
#if _DX9_ACTIVE == 0
|
||||
texture2D texDeinterlace < pooled = true; > {
|
||||
Width = TEX_DEINTERLACE_WIDTH;
|
||||
Height = TEX_DEINTERLACE_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerDeinterlace { Texture = texDeinterlace; };
|
||||
#else
|
||||
#define texDeinterlace texElectronBeams
|
||||
#define samplerDeinterlace samplerElectronBeams
|
||||
#endif
|
||||
|
||||
// Pass 8 (freezeFramePass)
|
||||
// Do not condition this on __RENDERER__. It will not work if another
|
||||
// pass corrupts it.
|
||||
#define TEX_FREEZEFRAME_WIDTH content_size.x
|
||||
#define TEX_FREEZEFRAME_HEIGHT content_size.y
|
||||
#define TEX_FREEZEFRAME_SIZE int2(TEX_FREEZEFRAME_WIDTH, TEX_FREEZEFRAME_HEIGHT
|
||||
texture2D texFreezeFrame < pooled = false; > {
|
||||
Width = TEX_FREEZEFRAME_WIDTH;
|
||||
Height = TEX_FREEZEFRAME_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerFreezeFrame { Texture = texFreezeFrame; };
|
||||
|
||||
|
||||
// Pass 10 Mask Texture (phosphorMaskResizeHorizontalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
#define TEX_PHOSPHORMASK_WIDTH content_size.x
|
||||
#define TEX_PHOSPHORMASK_HEIGHT content_size.y
|
||||
#define TEX_PHOSPHORMASKL_SIZE int2(TEX_PHOSPHORMASK_WIDTH, TEX_PHOSPHORMASK_HEIGHT)
|
||||
texture2D texPhosphorMask < pooled = false; > {
|
||||
Width = TEX_PHOSPHORMASK_WIDTH;
|
||||
Height = TEX_PHOSPHORMASK_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerPhosphorMask { Texture = texPhosphorMask; };
|
||||
|
||||
|
||||
// Pass 11 Buffer (phosphorMaskPass)
|
||||
// Last usage is bloomHorizontalPass
|
||||
#define TEX_MASKEDSCANLINES_WIDTH content_size.x
|
||||
#define TEX_MASKEDSCANLINES_HEIGHT content_size.y
|
||||
#define TEX_MASKEDSCANLINES_SIZE int2(TEX_MASKEDSCANLINES_WIDTH, TEX_MASKEDSCANLINES_HEIGHT)
|
||||
|
||||
#if _DX9_ACTIVE == 0
|
||||
texture2D texMaskedScanlines < pooled = true; > {
|
||||
Width = TEX_MASKEDSCANLINES_WIDTH;
|
||||
Height = TEX_MASKEDSCANLINES_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerMaskedScanlines { Texture = texMaskedScanlines; };
|
||||
#else
|
||||
#define texMaskedScanlines texBeamConvergence
|
||||
#define samplerMaskedScanlines samplerBeamConvergence
|
||||
#endif
|
||||
|
||||
|
||||
// Pass 12 Buffer (brightpassPass)
|
||||
// Last usage is bloomHorizontalPass
|
||||
#define TEX_BRIGHTPASS_WIDTH content_size.x
|
||||
#define TEX_BRIGHTPASS_HEIGHT content_size.y
|
||||
#define TEX_BRIGHTPASS_SIZE int2(TEX_BRIGHTPASS_WIDTH, TEX_BRIGHTPASS_HEIGHT)
|
||||
|
||||
#if _DX9_ACTIVE == 0
|
||||
texture2D texBrightpass < pooled = true; > {
|
||||
Width = TEX_BRIGHTPASS_WIDTH;
|
||||
Height = TEX_BRIGHTPASS_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBrightpass { Texture = texBrightpass; };
|
||||
#else
|
||||
#define texBrightpass texElectronBeams
|
||||
#define samplerBrightpass samplerElectronBeams
|
||||
#endif
|
||||
|
||||
|
||||
// Pass 13 Buffer (bloomVerticalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is bloomHorizontalPass
|
||||
#define TEX_BLOOMVERTICAL_WIDTH content_size.x
|
||||
#define TEX_BLOOMVERTICAL_HEIGHT content_size.y
|
||||
#define TEX_BLOOMVERTICAL_SIZE int2(TEX_BLOOMVERTICAL_WIDTH, TEX_BLOOMVERTICAL_HEIGHT)
|
||||
texture2D texBloomVertical < pooled = true; > {
|
||||
Width = TEX_BLOOMVERTICAL_WIDTH;
|
||||
Height = TEX_BLOOMVERTICAL_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBloomVertical { Texture = texBloomVertical; };
|
||||
|
||||
|
||||
// Pass 14 Buffer (bloomHorizontalPass)
|
||||
// Cannot be conditioned on __RENDERER__ b/c there are no
|
||||
// available buffers of the same size
|
||||
// Last usage is geometryPass
|
||||
#define TEX_BLOOMHORIZONTAL_WIDTH content_size.x
|
||||
#define TEX_BLOOMHORIZONTAL_HEIGHT content_size.y
|
||||
#define TEX_BLOOMHORIZONTAL_SIZE int2(TEX_BLOOMHORIZONTAL_WIDTH, TEX_BLOOMHORIZONTAL_HEIGHT)
|
||||
texture2D texBloomHorizontal < pooled = true; > {
|
||||
Width = TEX_BLOOMHORIZONTAL_WIDTH;
|
||||
Height = TEX_BLOOMHORIZONTAL_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerBloomHorizontal { Texture = texBloomHorizontal; };
|
||||
|
||||
|
||||
// Pass 15 Buffer (geometryPass)
|
||||
// Last usage is uncropPass
|
||||
#define TEX_GEOMETRY_WIDTH content_size.x
|
||||
#define TEX_GEOMETRY_HEIGHT content_size.y
|
||||
#define TEX_GEOMETRY_SIZE int2(TEX_GEOMETRY_WIDTH, TEX_GEOMETRY_HEIGHT)
|
||||
|
||||
#if _DX9_ACTIVE == 0
|
||||
texture2D texGeometry < pooled = true; > {
|
||||
Width = TEX_GEOMETRY_WIDTH;
|
||||
Height = TEX_GEOMETRY_HEIGHT;
|
||||
|
||||
Format = RGBA16;
|
||||
};
|
||||
sampler2D samplerGeometry { Texture = texGeometry; };
|
||||
#else
|
||||
#define texGeometry texElectronBeams
|
||||
#define samplerGeometry samplerElectronBeams
|
||||
#endif
|
||||
|
||||
#endif // _SHARED_OBJECTS_H
|
||||
@@ -1,44 +0,0 @@
|
||||
#ifndef _VERSION_NUMBER_H
|
||||
#define _VERSION_NUMBER_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2022 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
#define MAJOR_VERSION 2
|
||||
#define MINOR_VERSION 1
|
||||
#define PATCH_VERSION 0
|
||||
|
||||
// Yes, both sibling preprocessor functions are necessary.
|
||||
// Don't "simplify" this, or the substitution won't work.
|
||||
#define BUILD_DOT_VERSION_(mav, miv, pav) #mav "." #miv "." #pav
|
||||
#define BUILD_DOT_VERSION(mav, miv, pav) BUILD_DOT_VERSION_(mav, miv, pav)
|
||||
#define DOT_VERSION_STR BUILD_DOT_VERSION(MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION)
|
||||
|
||||
// Again, yes, both sibling preprocessor functions are necessary.
|
||||
// Don't "simplify" this, or the substitution won't work.
|
||||
#define BUILD_UNDERSCORE_VERSION_(prefix, mav, miv, pav) prefix ## _ ## mav ## _ ## miv ## _ ## pav
|
||||
#define BUILD_UNDERSCORE_VERSION(p, mav, miv, pav) BUILD_UNDERSCORE_VERSION_(p, mav, miv, pav)
|
||||
#define APPEND_VERSION_SUFFIX(prefix) BUILD_UNDERSCORE_VERSION(prefix, MAJOR_VERSION, MINOR_VERSION, PATCH_VERSION)
|
||||
|
||||
|
||||
#endif // _VERSION_NUMBER_H
|
||||
@@ -1,797 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
|
||||
/*
|
||||
CRT-Consumer
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
uniform float PRE_SCALE <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Pre-Scale Sharpening";
|
||||
> = 1.5;
|
||||
|
||||
uniform float blurx <
|
||||
ui_type = "drag";
|
||||
ui_min = -4.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Convergence X";
|
||||
> = 0.25;
|
||||
|
||||
uniform float blury <
|
||||
ui_type = "drag";
|
||||
ui_min = -4.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Convergence Y";
|
||||
> = -0.1;
|
||||
|
||||
uniform float warpx <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.12;
|
||||
ui_step = 0.01;
|
||||
ui_label = " Curvature X";
|
||||
> = 0.03;
|
||||
|
||||
uniform float warpy <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.12;
|
||||
ui_step = 0.01;
|
||||
ui_label = " Curvature Y";
|
||||
> = 0.04;
|
||||
|
||||
uniform float corner <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.10;
|
||||
ui_step = 0.01;
|
||||
ui_label = " Corner size";
|
||||
> = 0.03;
|
||||
|
||||
uniform float smoothness <
|
||||
ui_type = "drag";
|
||||
ui_min = 100.0;
|
||||
ui_max = 600.0;
|
||||
ui_step = 5.0;
|
||||
ui_label = " Border Smoothness";
|
||||
> = 400.0;
|
||||
|
||||
uniform bool inter <
|
||||
ui_type = "radio";
|
||||
ui_label = "Interlacing Toggle";
|
||||
> = true;
|
||||
|
||||
uniform float Downscale <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 8.0;
|
||||
ui_step = 1.;
|
||||
ui_label = "Interlacing Downscale Scanlines";
|
||||
> = 2.0;
|
||||
|
||||
uniform float scanlow <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 15.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Beam low";
|
||||
> = 6.0;
|
||||
|
||||
uniform float scanhigh <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 15.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Beam high";
|
||||
> = 8.0;
|
||||
|
||||
uniform float beamlow <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.5;
|
||||
ui_max = 2.5;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Scanlines dark";
|
||||
> = 1.45;
|
||||
|
||||
uniform float beamhigh <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.5;
|
||||
ui_max = 2.5;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Scanlines bright";
|
||||
> = 1.05;
|
||||
|
||||
uniform float preserve <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Protect White On Masks";
|
||||
> = 0.98;
|
||||
|
||||
uniform float brightboost1 <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Bright boost dark pixels";
|
||||
> = 1.25;
|
||||
|
||||
uniform float brightboost2 <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Bright boost bright pixels";
|
||||
> = 1.0;
|
||||
|
||||
uniform float glow <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 6.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Glow pixels per axis";
|
||||
> = 3.0;
|
||||
|
||||
uniform float quality <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.25;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Glow quality";
|
||||
> = 1.0;
|
||||
|
||||
uniform float glow_str <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0001;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Glow intensity";
|
||||
> = 0.3;
|
||||
|
||||
uniform float nois <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 32.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Add Noise";
|
||||
> = 0.0;
|
||||
|
||||
uniform float postbr <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.5;
|
||||
ui_step = 0.02;
|
||||
ui_label = "Post Brightness";
|
||||
> = 1.0;
|
||||
|
||||
uniform float palette_fix <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Palette Fixes. Sega, PUAE Atari ST dark colors";
|
||||
> = 0.0;
|
||||
|
||||
uniform float Shadowmask <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 8.0;
|
||||
ui_step = 1.;
|
||||
ui_label = "Mask Type";
|
||||
> = 0.0;
|
||||
|
||||
uniform float masksize <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Mask Size";
|
||||
> = 1.0;
|
||||
|
||||
uniform float MaskDark <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Mask dark";
|
||||
> = 0.2;
|
||||
|
||||
uniform float MaskLight <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Mask light";
|
||||
> = 1.5;
|
||||
|
||||
uniform float slotmask <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Slot Mask Strength";
|
||||
> = 0.0;
|
||||
|
||||
uniform float slotwidth <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 6.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "Slot Mask Width";
|
||||
> = 2.0;
|
||||
|
||||
uniform float double_slot <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Slot Mask Height: 2x1 or 4x1";
|
||||
> = 1.0;
|
||||
|
||||
uniform float slotms <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Slot Mask Size";
|
||||
> = 1.0;
|
||||
|
||||
uniform float GAMMA_OUT <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Gamma Out";
|
||||
> = 2.25;
|
||||
|
||||
uniform float sat <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Saturation";
|
||||
> = 1.0;
|
||||
|
||||
uniform float contrast <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.00;
|
||||
ui_max = 2.00;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Contrast, 1.0:Off";
|
||||
> = 1.0;
|
||||
|
||||
uniform float WP <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 5.;
|
||||
ui_label = "Color Temperature %";
|
||||
> = 0.0;
|
||||
|
||||
uniform float rg <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Red-Green Tint";
|
||||
> = 0.0;
|
||||
|
||||
uniform float rb <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Red-Blue Tint";
|
||||
> = 0.0;
|
||||
|
||||
uniform float gr <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Green-Red Tint";
|
||||
> = 0.0;
|
||||
|
||||
uniform float gb <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Green-Blue Tint";
|
||||
> = 0.0;
|
||||
|
||||
uniform float br <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Blue-Red Tint";
|
||||
> = 0.0;
|
||||
|
||||
uniform float bg <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Blue-Green Tint";
|
||||
> = 0.0;
|
||||
|
||||
uniform bool vignette <
|
||||
ui_type = "radio";
|
||||
ui_label = "Vignette On/Off";
|
||||
> = false;
|
||||
|
||||
uniform float vpower <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Vignette Power";
|
||||
> = 0.15;
|
||||
|
||||
uniform float vstr <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 50.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Vignette strength";
|
||||
> = 40.0;
|
||||
|
||||
uniform bool alloff <
|
||||
ui_type = "radio";
|
||||
ui_label = "Switch off shader";
|
||||
> = false;
|
||||
|
||||
|
||||
uniform float FrameCount < source = "framecount"; >;
|
||||
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
uniform float ViewportX < source = "viewportx"; >;
|
||||
uniform float ViewportY < source = "viewporty"; >;
|
||||
uniform float ViewportWidth < source = "viewportwidth"; >;
|
||||
uniform float ViewportHeight < source = "viewportheight"; >;
|
||||
uniform float2 ViewportOffset < source = "viewportoffset"; >;
|
||||
uniform float BufferWidth < source = "bufferwidth"; >;
|
||||
uniform float BufferHeight < source = "bufferheight"; >;
|
||||
uniform float NativeWidth < source = "nativewidth"; >;
|
||||
uniform float NativeHeight < source = "nativeheight"; >;
|
||||
uniform float InternalWidth < source = "internalwidth"; >;
|
||||
uniform float InternalHeight < source = "internalheight"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
|
||||
|
||||
#define iTime (float(FrameCount)/2.0)
|
||||
#define iTimer (float(FrameCount)/60.0)
|
||||
|
||||
#define SourceSize (float4(1.0/NormalizedNativePixelSize,NormalizedNativePixelSize))
|
||||
#define OutputSize (ViewportSize*BufferToViewportRatio)
|
||||
|
||||
float2 Warp(float2 pos)
|
||||
{
|
||||
pos = pos * 2.0 - 1.0;
|
||||
pos *= float2(1.0 + (pos.y * pos.y) * warpx, 1.0 + (pos.x * pos.x) * warpy);
|
||||
return pos * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
float sw(float y, float l)
|
||||
{
|
||||
float beam = lerp(scanlow, scanhigh, y);
|
||||
float scan = lerp(beamlow, beamhigh, l);
|
||||
float ex = y * scan;
|
||||
return exp2(-beam * ex * ex);
|
||||
}
|
||||
|
||||
float3 mask(float2 x, float3 col, float l)
|
||||
{
|
||||
x = floor(x / masksize);
|
||||
|
||||
if (Shadowmask == 0.0)
|
||||
{
|
||||
float m = frac(x.x * 0.4999);
|
||||
if (m < 0.4999) return float3(1.0, MaskDark, 1.0);
|
||||
else return float3(MaskDark, 1.0, MaskDark);
|
||||
}
|
||||
|
||||
else if (Shadowmask == 1.0)
|
||||
{
|
||||
float3 Mask = float3(MaskDark, MaskDark, MaskDark);
|
||||
float line = MaskLight;
|
||||
float odd = 0.0;
|
||||
|
||||
if (frac(x.x / 6.0) < 0.5) odd = 1.0;
|
||||
if (frac((x.y + odd) / 2.0) < 0.5) line = MaskDark;
|
||||
|
||||
float m = frac(x.x / 3.0);
|
||||
if (m < 0.333) Mask.b = MaskLight;
|
||||
else if (m < 0.666) Mask.g = MaskLight;
|
||||
else Mask.r = MaskLight;
|
||||
|
||||
Mask *= line;
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (Shadowmask == 2.0)
|
||||
{
|
||||
float m = frac(x.x*0.3333);
|
||||
if (m < 0.3333) return float3(MaskDark, MaskDark, MaskLight);
|
||||
if (m < 0.6666) return float3(MaskDark, MaskLight, MaskDark);
|
||||
else return float3(MaskLight, MaskDark, MaskDark);
|
||||
}
|
||||
|
||||
if (Shadowmask == 3.0)
|
||||
{
|
||||
float m = frac(x.x * 0.5);
|
||||
if (m < 0.5) return float3(1.0, 1.0, 1.0);
|
||||
else return float3(MaskDark, MaskDark, MaskDark);
|
||||
}
|
||||
|
||||
else if (Shadowmask == 4.0)
|
||||
{
|
||||
float3 Mask = float3(col.rgb);
|
||||
float line = MaskLight;
|
||||
float odd = 0.0;
|
||||
|
||||
if (frac(x.x / 4.0) < 0.5) odd = 1.0;
|
||||
if (frac((x.y + odd) / 2.0) < 0.5) line = MaskDark;
|
||||
|
||||
float m = frac(x.x / 2.0);
|
||||
if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; }
|
||||
else Mask.g = 1.0;
|
||||
|
||||
Mask *= line;
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (Shadowmask == 5.0)
|
||||
{
|
||||
float3 Mask = float3(1.0, 1.0, 1.0);
|
||||
|
||||
if (frac(x.x / 4.0) < 0.5)
|
||||
{
|
||||
if (frac(x.y / 3.0) < 0.666)
|
||||
{
|
||||
if (frac(x.x / 2.0) < 0.5) Mask = float3(1.0, MaskDark, 1.0);
|
||||
else Mask = float3(MaskDark, 1.0, MaskDark);
|
||||
}
|
||||
else Mask *= l;
|
||||
}
|
||||
else if (frac(x.x / 4.0) >= 0.5)
|
||||
{
|
||||
if (frac(x.y / 3.0) > 0.333)
|
||||
{
|
||||
if (frac(x.x / 2.0) < 0.5) Mask = float3(1.0, MaskDark, 1.0);
|
||||
else Mask = float3(MaskDark, 1.0, MaskDark);
|
||||
}
|
||||
else Mask *= l;
|
||||
}
|
||||
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (Shadowmask == 6.0)
|
||||
{
|
||||
float3 Mask = float3(MaskDark, MaskDark, MaskDark);
|
||||
if (frac(x.x / 6.0) < 0.5)
|
||||
{
|
||||
if (frac(x.y / 4.0) < 0.75)
|
||||
{
|
||||
if (frac(x.x / 3.0) < 0.3333) Mask.r = MaskLight;
|
||||
else if (frac(x.x / 3.0) < 0.6666) Mask.g = MaskLight;
|
||||
else Mask.b = MaskLight;
|
||||
}
|
||||
else Mask * l * 0.9;
|
||||
}
|
||||
else if (frac(x.x / 6.0) >= 0.5)
|
||||
{
|
||||
if (frac(x.y / 4.0) >= 0.5 || frac(x.y / 4.0) < 0.25)
|
||||
{
|
||||
if (frac(x.x / 3.0) < 0.3333) Mask.r = MaskLight;
|
||||
else if (frac(x.x / 3.0) < 0.6666) Mask.g = MaskLight;
|
||||
else Mask.b = MaskLight;
|
||||
}
|
||||
else Mask * l * 0.9;
|
||||
}
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else if (Shadowmask == 7.0)
|
||||
{
|
||||
float m = frac(x.x * 0.3333);
|
||||
|
||||
if (m < 0.3333) return float3(MaskDark, MaskLight, MaskLight * col.b); //Cyan
|
||||
if (m < 0.6666) return float3(MaskLight * col.r, MaskDark, MaskLight); //Magenta
|
||||
else return float3(MaskLight, MaskLight * col.g, MaskDark); //Yellow
|
||||
}
|
||||
|
||||
else if (Shadowmask == 8.0)
|
||||
{
|
||||
float3 Mask = float3(MaskDark, MaskDark, MaskDark);
|
||||
|
||||
float bright = MaskLight;
|
||||
float left = 0.0;
|
||||
if (frac(x.x / 6.0) < 0.5) left = 1.0;
|
||||
|
||||
float m = frac(x.x / 3.0);
|
||||
if (m < 0.333) Mask.b = 0.9;
|
||||
else if (m < 0.666) Mask.g = 0.9;
|
||||
else Mask.r = 0.9;
|
||||
|
||||
if ((x.y % 2.0) == 1.0 && left == 1.0 || (x.y % 2.0) == 0.0 && left == 0.0)
|
||||
Mask *= bright;
|
||||
|
||||
return Mask;
|
||||
}
|
||||
|
||||
else return float3(1.0, 1.0, 1.0);
|
||||
}
|
||||
|
||||
float SlotMask(float2 pos, float3 c)
|
||||
{
|
||||
if (slotmask == 0.0) return 1.0;
|
||||
|
||||
pos = floor(pos / slotms);
|
||||
float mx = pow(max(max(c.r, c.g), c.b), 1.33);
|
||||
float mlen = slotwidth * 2.0;
|
||||
float px = frac(pos.x / mlen);
|
||||
float py = floor(frac(pos.y / (2.0 * double_slot)) * 2.0 * double_slot);
|
||||
float slot_dark = lerp(1.0 - slotmask, 1.0 - 0.80 * slotmask, mx);
|
||||
float slot = 1.0 + 0.7 * slotmask * (1.0 - mx);
|
||||
|
||||
if (py == 0.0 && px < 0.5) slot = slot_dark;
|
||||
else if (py == double_slot && px >= 0.5) slot = slot_dark;
|
||||
|
||||
return slot;
|
||||
}
|
||||
|
||||
float4x4 contrastMatrix(float contrast)
|
||||
{
|
||||
float t = (1.0 - contrast) / 2.0;
|
||||
|
||||
return float4x4(contrast, 0, 0, 0,
|
||||
0, contrast, 0, 0,
|
||||
0, 0, contrast, 0,
|
||||
t, t, t, 1);
|
||||
}
|
||||
|
||||
float3x3 vign(float l, float2 tex)
|
||||
{
|
||||
float2 vpos = tex;
|
||||
vpos *= 1.0 - vpos.xy;
|
||||
|
||||
float vig = vpos.x * vpos.y * vstr;
|
||||
vig = min(pow(vig, vpower), 1.0);
|
||||
if (vignette == false) vig = 1.0;
|
||||
|
||||
return float3x3(vig, 0, 0,
|
||||
0, vig, 0,
|
||||
0, 0, vig);
|
||||
}
|
||||
|
||||
float3 saturation(float3 textureColor)
|
||||
{
|
||||
float luminance = length(textureColor.rgb) * 0.5775;
|
||||
|
||||
float3 luminanceWeighting = float3(0.4, 0.5, 0.1);
|
||||
if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb)
|
||||
+ (luminanceWeighting.rgb * luminanceWeighting.rgb);
|
||||
|
||||
luminance = dot(textureColor.rgb, luminanceWeighting);
|
||||
float3 greyScaleColor = float3(luminance, luminance, luminance);
|
||||
|
||||
float3 res = float3(lerp(greyScaleColor, textureColor.rgb, sat));
|
||||
return res;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
float3 glow0 (float2 texcoord, float3 col)
|
||||
{
|
||||
|
||||
// the more quality, the smaller the offset and better quality, less visible glow too
|
||||
float2 size = SourceSize.zw/quality;
|
||||
|
||||
float3 c01;
|
||||
float3 sum = float3(0.0, 0.0, 0.0);
|
||||
|
||||
// glow = pixels per axis, the more the slower!
|
||||
|
||||
for (float x = -glow; x <= glow; x = x+1.0)
|
||||
{
|
||||
|
||||
// multiply texture, the more far away the less pronounced
|
||||
float factor = 1.0/glow;
|
||||
for (float y = -glow; y <= glow; y = y+1.0)
|
||||
{
|
||||
|
||||
float2 offset = float2(x, y) * size;
|
||||
|
||||
c01 = tex2D(sBackBuffer, texcoord + offset).rgb*factor; c01 = c01*c01;
|
||||
|
||||
sum += c01;
|
||||
}
|
||||
}
|
||||
|
||||
return (glow_str * sum / (glow * glow )) ;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
float noise(float2 co)
|
||||
{
|
||||
return frac(sin(iTimer * dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
|
||||
}
|
||||
|
||||
float corner0(float2 coord)
|
||||
{
|
||||
coord = (coord - float2(0.5, 0.5)) * 1.0 + float2(0.5, 0.5);
|
||||
coord = min(coord, float2(1.0, 1.0) - coord) * float2(1.0, SourceSize.y / SourceSize.x);
|
||||
|
||||
float2 cdist = float2(corner, corner);
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
|
||||
return clamp((cdist.x - dist) * smoothness, 0.0, 1.0);
|
||||
}
|
||||
|
||||
static const float3x3 D65_to_XYZ = float3x3(
|
||||
0.4306190, 0.2220379, 0.0201853,
|
||||
0.3415419, 0.7066384, 0.1295504,
|
||||
0.1783091, 0.0713236, 0.9390944);
|
||||
|
||||
static const float3x3 XYZ_to_D65 = float3x3(
|
||||
3.0628971, -0.9692660, 0.0678775,
|
||||
-1.3931791, 1.8760108, -0.2288548,
|
||||
-0.4757517, 0.0415560, 1.0693490);
|
||||
|
||||
static const float3x3 D50_to_XYZ = float3x3(
|
||||
0.4552773, 0.2323025, 0.0145457,
|
||||
0.3675500, 0.7077956, 0.1049154,
|
||||
0.1413926, 0.0599019, 0.7057489);
|
||||
|
||||
static const float3x3 XYZ_to_D50 = float3x3(
|
||||
2.9603944, -0.9787684, 0.0844874,
|
||||
-1.4678519, 1.9161415, -0.2545973,
|
||||
-0.4685105, 0.0334540, 1.4216174);
|
||||
|
||||
|
||||
float4 PS_CRT_CONSUMER(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float2 pos = Warp(vTexCoord.xy);
|
||||
float2 tex_size = SourceSize.xy;
|
||||
|
||||
float2 pC4 = (pos + 0.5/tex_size);
|
||||
float2 fp = frac(pos * tex_size);
|
||||
if (inter == false && tex_size.y > 400.0){ fp.y = frac(pos.y * tex_size.y*1.0/Downscale);}
|
||||
|
||||
float4 res = float4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
if (alloff == true)
|
||||
res = tex2D(sBackBuffer, pC4);
|
||||
else
|
||||
{
|
||||
|
||||
float2 texel = pos * tex_size;
|
||||
float2 texel_floored = floor(texel);
|
||||
|
||||
float scale = PRE_SCALE;
|
||||
float region_range = 0.5 - 0.5 / scale;
|
||||
|
||||
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
|
||||
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
|
||||
|
||||
float2 center_dist = fp - 0.5;
|
||||
|
||||
float2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
|
||||
|
||||
float2 mod_texel = texel_floored + fpp;
|
||||
float2 coords = mod_texel / SourceSize.xy;
|
||||
|
||||
float3 sample1 = tex2D(sBackBuffer, float2(coords.x + blurx*SourceSize.z, coords.y - blury*SourceSize.w)).rgb;
|
||||
float3 sample2 = tex2D(sBackBuffer, coords).rgb;
|
||||
float3 sample3 = tex2D(sBackBuffer, float2(coords.x - blurx*SourceSize.z, coords.y + blury*SourceSize.w )).rgb;
|
||||
|
||||
float3 color = float3(sample1.r * 0.5 + sample2.r * 0.5,
|
||||
sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
|
||||
sample2.b * 0.5 + sample3.b * 0.5);
|
||||
if (palette_fix != 0.0)
|
||||
{
|
||||
if (palette_fix == 1.0) color = color* 1.0667;
|
||||
else if (palette_fix == 2.0) color = color * 2.0;
|
||||
}
|
||||
|
||||
//COLOR TEMPERATURE FROM GUEST.R-DR.VENOM
|
||||
if (WP != 0.0)
|
||||
{
|
||||
float3 warmer = mul(color, D50_to_XYZ);
|
||||
warmer = mul(warmer, XYZ_to_D65);
|
||||
|
||||
float3 cooler = mul(color, D65_to_XYZ);
|
||||
cooler = mul(cooler, XYZ_to_D50);
|
||||
|
||||
float m = abs(WP) / 100.0;
|
||||
float3 comp = (WP < 0.0) ? cooler : warmer;
|
||||
comp = clamp(comp, 0.0, 1.0);
|
||||
|
||||
color = float3(lerp(color, comp, m));
|
||||
}
|
||||
|
||||
float3x3 hue = float3x3 (1., rg, rb, //red tint
|
||||
gr, 1., gb, //green tint
|
||||
br, bg, 1.); //blue tint
|
||||
|
||||
color = mul(color, hue);
|
||||
|
||||
color = (2.0*pow(color,float3(2.8, 2.8, 2.8))) - pow(color,float3(3.6, 3.6, 3.6));
|
||||
|
||||
float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
|
||||
|
||||
float f = frac(fp.y -0.5);
|
||||
|
||||
if (inter == true && tex_size.y > 400.0) color = color;
|
||||
else
|
||||
{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
|
||||
|
||||
float lum1 = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
|
||||
|
||||
|
||||
color *= lerp(mask((vTexCoord * OutputSize.xy), color,lum1), float3(1.0, 1.0, 1.0), lum1*preserve);
|
||||
|
||||
|
||||
if (slotmask != 0.0) color *= SlotMask((vTexCoord * OutputSize.xy) * 1.0001, color);
|
||||
|
||||
color *= lerp(brightboost1, brightboost2, max(max(color.r, color.g), color.b));
|
||||
|
||||
|
||||
|
||||
color = pow(color,float3(1.0 / GAMMA_OUT, 1.0 / GAMMA_OUT, 1.0 / GAMMA_OUT));
|
||||
if (glow_str != 0.0) color += glow0(coords,color);
|
||||
|
||||
if (sat != 1.0) color = saturation(color);
|
||||
if (corner != 0.0) color *= corner0(pC4);
|
||||
if (nois != 0.0) color *= 1.0 + noise(coords * 2.0) / nois;
|
||||
|
||||
color *= lerp(1.0, postbr, lum);
|
||||
res = float4(color, 1.0);
|
||||
if (contrast != 1.0) res = mul(res, contrastMatrix(contrast));
|
||||
if (inter == true && SourceSize.y > 400.0 && frac(iTime) < 0.5) res = res * 0.95;
|
||||
res.rgb = mul(res.rgb, vign(lum, vTexCoord));
|
||||
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
|
||||
technique CRT_CONSUMER
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_CRT_CONSUMER;
|
||||
}
|
||||
}
|
||||
@@ -1,545 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
|
||||
// DariusG presents
|
||||
|
||||
// 'crt-Cyclon'
|
||||
|
||||
// Why? Because it's speedy!
|
||||
|
||||
// A super-fast shader based on the magnificent crt-Geom, optimized for full speed
|
||||
// on a Xiaomi Note 3 Pro cellphone (around 170(?) gflops gpu or so)
|
||||
|
||||
// This shader uses parts from:
|
||||
// crt-Geom (scanlines)
|
||||
// Quillez (main filter)
|
||||
// Grade (some primaries)
|
||||
// Dogway's inverse Gamma
|
||||
// Masks-slot-color handling, tricks etc are mine.
|
||||
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or (at your option)
|
||||
// any later version.
|
||||
|
||||
|
||||
|
||||
uniform float SCANLINE <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.2;
|
||||
ui_max = 0.6;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Scanline Weight";
|
||||
> = 0.3;
|
||||
|
||||
uniform bool INTERLACE <
|
||||
ui_type = "radio";
|
||||
ui_label = "Interlacing On/Off";
|
||||
> = 1.0;
|
||||
|
||||
uniform float bogus_msk <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.0;
|
||||
ui_step = 0.0;
|
||||
ui_label = " [ MASK SETTINGS ] ";
|
||||
> = 0.0;
|
||||
|
||||
uniform float M_TYPE <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Mask Type: -1:None, 0:CGWG, 1:RGB";
|
||||
> = 1.0;
|
||||
|
||||
uniform float MSIZE <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Mask Size";
|
||||
> = 1.0;
|
||||
|
||||
uniform bool SLOT <
|
||||
ui_type = "radio";
|
||||
ui_label = "Slot Mask On/Off";
|
||||
> = 1.0;
|
||||
|
||||
uniform float SLOTW <
|
||||
ui_type = "drag";
|
||||
ui_min = 2.0;
|
||||
ui_max = 3.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Slot Mask Width";
|
||||
> = 3.0;
|
||||
|
||||
uniform float BGR <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Subpixels BGR/RGB";
|
||||
> = 0.0;
|
||||
|
||||
uniform float Maskl <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Mask Brightness Dark";
|
||||
> = 0.3;
|
||||
|
||||
uniform float Maskh <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Mask Brightness Bright";
|
||||
> = 0.75;
|
||||
|
||||
uniform float bogus_geom <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.0;
|
||||
ui_step = 0.0;
|
||||
ui_label = " [ GEOMETRY SETTINGS ] ";
|
||||
> = 0.0;
|
||||
|
||||
uniform bool bzl <
|
||||
ui_type = "radio";
|
||||
ui_label = "Bezel On/Off";
|
||||
> = 1.0;
|
||||
|
||||
uniform float ambient <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Ambient Light";
|
||||
> = 0.40;
|
||||
|
||||
uniform float zoomx <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Zoom Image X";
|
||||
> = 0.0;
|
||||
|
||||
uniform float zoomy <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Zoom Image Y";
|
||||
> = 0.0;
|
||||
|
||||
uniform float centerx <
|
||||
ui_type = "drag";
|
||||
ui_min = -5.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Image Center X";
|
||||
> = 0.0;
|
||||
|
||||
uniform float centery <
|
||||
ui_type = "drag";
|
||||
ui_min = -5.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Image Center Y";
|
||||
> = 0.0;
|
||||
|
||||
uniform float WARPX <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.00;
|
||||
ui_max = 0.25;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Curvature Horizontal";
|
||||
> = 0.02;
|
||||
|
||||
uniform float WARPY <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.00;
|
||||
ui_max = 0.25;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Curvature Vertical";
|
||||
> = 0.01;
|
||||
|
||||
uniform bool vig <
|
||||
ui_type = "radio";
|
||||
ui_label = "Vignette On/Off";
|
||||
> = 1.0;
|
||||
|
||||
uniform float bogus_col <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.0;
|
||||
ui_step = 0.0;
|
||||
ui_label = " [ COLOR SETTINGS ] ";
|
||||
> = 0.0;
|
||||
|
||||
uniform float BR_DEP <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.333;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Scan/Mask Brightness Dependence";
|
||||
> = 0.2;
|
||||
|
||||
uniform float c_space <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 3.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Color Space: sRGB,PAL,NTSC-U,NTSC-J";
|
||||
> = 0.0;
|
||||
|
||||
uniform float EXT_GAMMA <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "External Gamma In (Glow etc)";
|
||||
> = 0.0;
|
||||
|
||||
uniform float SATURATION <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Saturation";
|
||||
> = 1.0;
|
||||
|
||||
uniform float BRIGHTNESS_ <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Brightness, Sega fix:1.06";
|
||||
> = 1.0;
|
||||
|
||||
uniform float BLACK <
|
||||
ui_type = "drag";
|
||||
ui_min = -0.20;
|
||||
ui_max = 0.20;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Black Level";
|
||||
> = 0.0;
|
||||
|
||||
uniform float RG <
|
||||
ui_type = "drag";
|
||||
ui_min = -0.25;
|
||||
ui_max = 0.25;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Green <-to-> Red Hue";
|
||||
> = 0.0;
|
||||
|
||||
uniform float RB <
|
||||
ui_type = "drag";
|
||||
ui_min = -0.25;
|
||||
ui_max = 0.25;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Blue <-to-> Red Hue";
|
||||
> = 0.0;
|
||||
|
||||
uniform float GB <
|
||||
ui_type = "drag";
|
||||
ui_min = -0.25;
|
||||
ui_max = 0.25;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Blue <-to-> Green Hue";
|
||||
> = 0.0;
|
||||
|
||||
uniform float bogus_con <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.0;
|
||||
ui_step = 0.0;
|
||||
ui_label = " [ CONVERGENCE SETTINGS ] ";
|
||||
> = 0.0;
|
||||
|
||||
uniform float C_STR <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.5;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Convergence Overall Strength";
|
||||
> = 0.0;
|
||||
|
||||
uniform float CONV_R <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Convergence Red X-Axis";
|
||||
> = 0.0;
|
||||
|
||||
uniform float CONV_G <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Convergence Green X-axis";
|
||||
> = 0.0;
|
||||
|
||||
uniform float CONV_B <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Convergence Blue X-Axis";
|
||||
> = 0.0;
|
||||
|
||||
uniform float POTATO <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Potato Boost(Simple Gamma, adjust Mask)";
|
||||
> = 0.0;
|
||||
|
||||
|
||||
#define blck ((1.0)/(1.0-BLACK))
|
||||
#define pi 3.1415926535897932384626433
|
||||
|
||||
uniform float2 BufferViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 InternalPixelSize < source = "internal_pixel_size"; >;
|
||||
uniform float2 NativePixelSize < source = "native_pixel_size"; >;
|
||||
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float UpscaleMultiplier < source = "upscale_multiplier"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
uniform int FrameCount < source = "framecount"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;MipFilter=LINEAR;};
|
||||
|
||||
texture tBezel < source = "crt-cyclon/bezel.png"; >
|
||||
{
|
||||
Width = BUFFER_WIDTH;
|
||||
Height = BUFFER_HEIGHT;
|
||||
MipLevels = 1;
|
||||
};
|
||||
|
||||
sampler sBezel { Texture = tBezel; AddressU = BORDER; AddressV = BORDER; MinFilter = LINEAR; MagFilter = LINEAR;};
|
||||
|
||||
float3 Mask(float2 pos, float CGWG)
|
||||
{
|
||||
float3 mask = float3(CGWG,CGWG,CGWG);
|
||||
|
||||
|
||||
if (M_TYPE == 0.0){
|
||||
|
||||
if (POTATO == 1.0) { float pot = (1.0-CGWG)*sin(pos.x*pi)+CGWG; return float3(pot,pot,pot); }
|
||||
else{
|
||||
float m = frac(pos.x*0.5);
|
||||
|
||||
if (m<0.5) mask.rb = float2(1.0,1.0);
|
||||
else mask.g = 1.0;
|
||||
|
||||
return mask;
|
||||
}
|
||||
}
|
||||
|
||||
if (M_TYPE == 1.0){
|
||||
|
||||
if (POTATO == 1.0) { float pot = (1.0-CGWG)*sin(pos.x*pi*0.6667)+CGWG; return float3(pot,pot,pot );}
|
||||
else{
|
||||
float m = frac(pos.x*0.3333);
|
||||
|
||||
if (m<0.3333) mask.rgb = (BGR == 0.0) ? float3(mask.r, mask.g, 1.0) : float3(1.0, mask.g, mask.b);
|
||||
else if (m<0.6666) mask.g = 1.0;
|
||||
else mask.rgb = (BGR == 0.0) ? float3(1.0, mask.g, mask.b) : float3(mask.r, mask.g, 1.0);
|
||||
return mask;
|
||||
}
|
||||
}
|
||||
else return float3(1.0,1.0,1.0);
|
||||
|
||||
}
|
||||
|
||||
float scanlineWeights(float distance, float3 color, float x)
|
||||
{
|
||||
// "wid" controls the width of the scanline beam, for each RGB
|
||||
// channel The "weights" lines basically specify the formula
|
||||
// that gives you the profile of the beam, i.e. the intensity as
|
||||
// a function of distance from the vertical center of the
|
||||
// scanline. In this case, it is gaussian if width=2, and
|
||||
// becomes nongaussian for larger widths. Ideally this should
|
||||
// be normalized so that the integral across the beam is
|
||||
// independent of its width. That is, for a narrower beam
|
||||
// "weights" should have a higher peak at the center of the
|
||||
// scanline than for a wider beam.
|
||||
float wid = SCANLINE + 0.15 * dot(color, float3(0.25-0.8*x, 0.25-0.8*x, 0.25-0.8*x)); //0.8 vignette strength
|
||||
float weights = distance / wid;
|
||||
return 0.4 * exp(-weights * weights ) / wid;
|
||||
}
|
||||
|
||||
#define pwr float3(1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2,1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2,1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2)
|
||||
// Returns gamma corrected output, compensated for scanline+mask embedded gamma
|
||||
float3 inv_gamma(float3 col, float3 power)
|
||||
{
|
||||
float3 cir = col-1.0;
|
||||
cir *= cir;
|
||||
col = lerp(sqrt(col),sqrt(1.0-cir),power);
|
||||
return col;
|
||||
}
|
||||
|
||||
// standard 6500k
|
||||
static const float3x3 PAL = float3x3(
|
||||
1.0740 , -0.0574 , -0.0119 ,
|
||||
0.0384 , 0.9699 , -0.0059 ,
|
||||
-0.0079 , 0.0204 , 0.9884 );
|
||||
|
||||
// standard 6500k
|
||||
static const float3x3 NTSC = float3x3(
|
||||
0.9318 , 0.0412 , 0.0217 ,
|
||||
0.0135 , 0.9711 , 0.0148 ,
|
||||
0.0055 , -0.0143 , 1.0085 );
|
||||
|
||||
// standard 8500k
|
||||
static const float3x3 NTSC_J = float3x3(
|
||||
0.9501 , -0.0431 , 0.0857 ,
|
||||
0.0265 , 0.9278 , 0.0432 ,
|
||||
0.0011 , -0.0206 , 1.3153 );
|
||||
|
||||
float3 slot(float2 pos)
|
||||
{
|
||||
float h = frac(pos.x/SLOTW);
|
||||
float v = frac(pos.y);
|
||||
|
||||
float odd;
|
||||
if (v<0.5) odd = 0.0; else odd = 1.0;
|
||||
|
||||
if (odd == 0.0)
|
||||
{if (h<0.5) return float3(0.5,0.5,0.5); else return float3(1.5,1.5,1.5);}
|
||||
|
||||
else if (odd == 1.0)
|
||||
{if (h<0.5) return float3(1.5,1.5,1.5); else return float3(0.5,0.5,0.5);}
|
||||
}
|
||||
|
||||
float2 Warp(float2 pos)
|
||||
{
|
||||
pos = pos*2.0-1.0;
|
||||
pos *= float2(1.0+pos.y*pos.y*WARPX, 1.0+pos.x*pos.x*WARPY);
|
||||
pos = pos*0.5+0.5;
|
||||
|
||||
return pos;
|
||||
}
|
||||
|
||||
uniform float2 BufferHeight < source = "bufferheight"; >;
|
||||
|
||||
float4 CRT_CYCLON_PS(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 SourceSize = float4(1.0 / NormalizedNativePixelSize, NormalizedNativePixelSize);
|
||||
float2 OutputSize = ViewportSize;
|
||||
|
||||
float2 scale = BufferViewportRatio.xy;
|
||||
float2 warpcoords = (vTexCoord-float2(0.5,0.5)) * BufferViewportRatio + float2(0.5,0.5);
|
||||
|
||||
// Hue matrix inside main() to avoid GLES error
|
||||
float3x3 hue = float3x3(
|
||||
1.0, -RG, -RB,
|
||||
RG, 1.0, -GB,
|
||||
RB, GB, 1.0
|
||||
);
|
||||
// zoom in and center screen for bezel
|
||||
float2 pos = Warp((vTexCoord*float2(1.0-zoomx,1.0-zoomy)-float2(centerx,centery)/100.0));
|
||||
float4 bez = float4(0.0,0.0,0.0,0.0);
|
||||
// if (bzl == 1.0) bez = tex2D(sBezel,vTexCoord*SourceSize.xy/OriginalSize.xy*0.97+float2(0.015,0.015));
|
||||
// if (bzl == 1.0) bez = tex2D(sBezel,vTexCoord*scale*0.97+float2(0.015,0.015));
|
||||
if (bzl == true) bez = tex2D(sBezel,warpcoords*0.97+float2(0.015,0.015)); // This fix Bezel to adjust to Game's aspect ratio.
|
||||
|
||||
bez.rgb = lerp(bez.rgb, float3(ambient,ambient,ambient),0.5);
|
||||
|
||||
float2 bpos = pos;
|
||||
float2 ps = SourceSize.zw;
|
||||
float2 dx = float2(ps.x,0.0);
|
||||
// Quilez
|
||||
float2 ogl2 = pos*SourceSize.xy;
|
||||
float2 i = floor(pos*SourceSize.xy) + 0.5;
|
||||
float f = ogl2.y - i.y;
|
||||
pos.y = (i.y + 4.0*f*f*f)*ps.y; // smooth
|
||||
pos.x = lerp(pos.x, i.x*ps.x, 0.2);
|
||||
|
||||
// Convergence
|
||||
float3 res0 = tex2D(sBackBuffer,pos).rgb;
|
||||
float resr = tex2D(sBackBuffer,pos + dx*CONV_R).r;
|
||||
float resb = tex2D(sBackBuffer,pos + dx*CONV_B).b;
|
||||
float resg = tex2D(sBackBuffer,pos + dx*CONV_G).g;
|
||||
|
||||
float3 res = float3( res0.r*(1.0-C_STR) + resr*C_STR,
|
||||
res0.g*(1.0-C_STR) + resg*C_STR,
|
||||
res0.b*(1.0-C_STR) + resb*C_STR
|
||||
);
|
||||
// Vignette
|
||||
float x = 0.0;
|
||||
if (vig == true){
|
||||
x = vTexCoord.x*scale.x-0.5;
|
||||
// x = vTexCoord.x-0.5;
|
||||
x = x*x;}
|
||||
|
||||
float l = dot(float3(BR_DEP,BR_DEP,BR_DEP),res);
|
||||
|
||||
// Color Spaces
|
||||
if(EXT_GAMMA != 1.0) res *= res;
|
||||
if (c_space != 0.0) {
|
||||
if (c_space == 1.0) res = mul(PAL,res);
|
||||
if (c_space == 2.0) res = mul(NTSC,res);
|
||||
if (c_space == 3.0) res = mul(NTSC_J,res);
|
||||
// Apply CRT-like luminances
|
||||
res /= float3(0.24,0.69,0.07);
|
||||
res *= float3(0.29,0.6,0.11);
|
||||
res = clamp(res,0.0,1.0);
|
||||
}
|
||||
float s = frac(bpos.y*SourceSize.y-0.5);
|
||||
// handle interlacing
|
||||
if (SourceSize.y > 400.0)
|
||||
{
|
||||
s = frac(bpos.y*SourceSize.y/2.0-0.5);
|
||||
// if (INTERLACE == 1.0) s = mod(float(FrameCount),2.0) < 1.0 ? s: s+0.5;
|
||||
if (INTERLACE == true) s = (float(FrameCount) % 2.0) < 1.0 ? s: s+0.5;
|
||||
}
|
||||
// Calculate CRT-Geom scanlines weight and apply
|
||||
float weight = scanlineWeights(s, res, x);
|
||||
float weight2 = scanlineWeights(1.0-s, res, x);
|
||||
res *= weight + weight2;
|
||||
|
||||
// Masks
|
||||
float2 xy = vTexCoord*OutputSize.xy*scale/MSIZE;
|
||||
// float2 xy = vTexCoord*OutputSize.xy/MSIZE;
|
||||
float CGWG = lerp(Maskl, Maskh, l);
|
||||
res *= Mask(xy, CGWG);
|
||||
// Apply slot mask on top of Trinitron-like mask
|
||||
if (SLOT == true) res *= lerp(slot(xy/2.0),float3(1.0,1.0,1.0),CGWG);
|
||||
|
||||
if (POTATO == 0.0) res = inv_gamma(res,pwr);
|
||||
else {res = sqrt(res); res *= lerp(1.3,1.1,l);}
|
||||
|
||||
// Saturation
|
||||
float lum = dot(float3(0.29,0.60,0.11),res);
|
||||
res = lerp(float3(lum,lum,lum),res,SATURATION);
|
||||
|
||||
// Brightness, Hue and Black Level
|
||||
res *= BRIGHTNESS_;
|
||||
res = mul(hue,res);
|
||||
res -= float3(BLACK,BLACK,BLACK);
|
||||
res *= blck;
|
||||
// Apply bezel code, adapted from New-Pixie
|
||||
if (bzl == true)
|
||||
res.rgb = lerp(res.rgb, lerp(max(res.rgb, 0.0), pow( abs(bez.rgb), float3( 1.4,1.4,1.4 ) ), bez.w * bez.w), float3( 1.0,1.0,1.0 ) );
|
||||
|
||||
|
||||
return float4(res, 1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
technique CRT_CYCLON
|
||||
{
|
||||
pass PS_CRT_CYCLON
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = CRT_CYCLON_PS;
|
||||
}
|
||||
}
|
||||
@@ -1,150 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
zfast_crt_geo - A simple, fast CRT shader.
|
||||
|
||||
Copyright (C) 2017 Greg Hogan (SoltanGris42)
|
||||
Copyright (C) 2023 Jose Linares (Dogway)
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
|
||||
Notes: This shader does scaling with a weighted linear filter
|
||||
based on the algorithm by Iñigo Quilez here:
|
||||
https://iquilezles.org/articles/texture/
|
||||
but modified to be somewhat sharper. Then a scanline effect that varies
|
||||
based on pixel brightness is applied along with a monochrome aperture mask.
|
||||
This shader runs at ~60fps on the Chromecast HD (10GFlops) on a 1080p display.
|
||||
(https://forums.libretro.com/t/android-googletv-compatible-shaders-nitpicky)
|
||||
|
||||
Dogway: I modified zfast_crt.glsl shader to include screen curvature,
|
||||
vignetting, round corners and phosphor*temperature. Horizontal pixel is left out
|
||||
from the Quilez' algo (read above) to provide a more S-Video like horizontal blur.
|
||||
The scanlines and mask are also now performed in the recommended linear light.
|
||||
For this to run smoothly on GPU deprived platforms like the Chromecast and
|
||||
older consoles, I had to remove several parameters and hardcode them into the shader.
|
||||
Another POV is to run the shader on handhelds like the Switch or SteamDeck so they consume less battery.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
uniform float SCANLINE_WEIGHT <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 15.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "Scanline Amount";
|
||||
> = 7.0;
|
||||
|
||||
uniform float MASK_DARK <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Mask Effect Amount";
|
||||
> = 0.5;
|
||||
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float BufferWidth < source = "bufferwidth"; >;
|
||||
uniform float BufferHeight < source = "bufferheight"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
|
||||
struct ST_VertexOut
|
||||
{
|
||||
float2 invDims : TEXCOORD1;
|
||||
};
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_CRT_Geo_zFast(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
vVARS.invDims = NormalizedNativePixelSize;
|
||||
}
|
||||
|
||||
|
||||
#define MSCL (BufferHeight > 1499.0 ? 0.3333 : 0.5)
|
||||
// This compensates the scanline+mask embedded gamma from the beam dynamics
|
||||
#define pwr ((1.0/((-0.0325*SCANLINE_WEIGHT+1.0)*(-0.311*MASK_DARK+1.0))-1.2).xxx)
|
||||
|
||||
|
||||
|
||||
// NTSC-J (D93) -> Rec709 D65 Joint Matrix (with D93 simulation)
|
||||
// This is compensated for a linearization hack (RGB*RGB and then sqrt())
|
||||
static const float3x3 P22D93 = float3x3(
|
||||
1.00000, 0.00000, -0.06173,
|
||||
0.07111, 0.96887, -0.01136,
|
||||
0.00000, 0.08197, 1.07280);
|
||||
|
||||
|
||||
// Returns gamma corrected output, compensated for scanline+mask embedded gamma
|
||||
float3 inv_gamma(float3 col, float3 power)
|
||||
{
|
||||
float3 cir = col-1.0;
|
||||
cir *= cir;
|
||||
col = lerp(sqrt(col),sqrt(1.0-cir),power);
|
||||
return col;
|
||||
}
|
||||
|
||||
float2 Warp(float2 pos)
|
||||
{
|
||||
pos = pos*2.0-1.0;
|
||||
pos *= float2(1.0 + (pos.y*pos.y)*0.0276, 1.0 + (pos.x*pos.x)*0.0414);
|
||||
return pos*0.5 + 0.5;
|
||||
}
|
||||
|
||||
|
||||
float4 PS_CRT_Geo_zFast(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0, in ST_VertexOut vVARS) : SV_Target
|
||||
{
|
||||
float2 pos = vTexCoord;
|
||||
float2 xy = Warp(pos);
|
||||
|
||||
float2 corn = min(xy,1.0-xy); // This is used to mask the rounded
|
||||
corn.x = 0.0001/corn.x; // corners later on
|
||||
|
||||
pos *= (1.0 - pos.xy);
|
||||
float vig = pos.x * pos.y * 46.0;
|
||||
vig = min(sqrt(vig), 1.0);
|
||||
|
||||
|
||||
// Of all the pixels that are mapped onto the texel we are
|
||||
// currently rendering, which pixel are we currently rendering?
|
||||
float ratio_scale = xy.y / NormalizedNativePixelSize.y - 0.5;
|
||||
// Snap to the center of the underlying texel.
|
||||
float i = floor(ratio_scale) + 0.5;
|
||||
|
||||
// This is just like "Quilez Scaling" but sharper
|
||||
float f = ratio_scale - i;
|
||||
float Y = f*f;
|
||||
float p = (i + 4.0*Y*f)*vVARS.invDims.y;
|
||||
|
||||
float whichmask = floor(vTexCoord.x*BufferWidth)*(-MSCL);
|
||||
float mask = 1.0 + float(frac(whichmask) < MSCL)*(-MASK_DARK);
|
||||
float3 colour = tex2D(sBackBuffer, float2(xy.x,p)).rgb;
|
||||
|
||||
colour = max(mul(P22D93 * vig, colour*colour), 0.0.xxx);
|
||||
|
||||
float scanLineWeight = (1.5 - SCANLINE_WEIGHT*(Y - Y*Y));
|
||||
|
||||
if (corn.y <= corn.x || corn.x < 0.0001 )
|
||||
colour = 0.0.xxx;
|
||||
|
||||
return float4(inv_gamma(colour.rgb*lerp(scanLineWeight*mask, 1.0, colour.r*0.26667+colour.g*0.26667+colour.b*0.26667),pwr),1.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
technique CRT_Geo_zFast
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_CRT_Geo_zFast;
|
||||
PixelShader = PS_CRT_Geo_zFast;
|
||||
}
|
||||
}
|
||||
@@ -1,654 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
CRT-interlaced
|
||||
|
||||
Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
(cgwg gave their consent to have the original version of this shader
|
||||
distributed under the GPL in this message:
|
||||
|
||||
http://board.byuu.org/viewtopic.php?p=26075#p26075
|
||||
|
||||
"Feel free to distribute my shaders under the GPL. After all, the
|
||||
barrel distortion code was taken from the Curvature shader, which is
|
||||
under the GPL."
|
||||
)
|
||||
This shader variant is pre-configured with screen curvature
|
||||
*/
|
||||
|
||||
|
||||
uniform float CRTgamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "CRTGeom Target Gamma";
|
||||
> = 2.4;
|
||||
|
||||
uniform float monitorgamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "CRTGeom Monitor Gamma";
|
||||
> = 2.2;
|
||||
|
||||
uniform float d <
|
||||
ui_type = "drag";
|
||||
ui_category = "Curvature";
|
||||
ui_min = 0.1;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "CRTGeom Distance";
|
||||
> = 1.5;
|
||||
|
||||
uniform bool CURVATURE <
|
||||
ui_category = "Curvature";
|
||||
ui_type = "radio";
|
||||
ui_label = "CRTGeom Curvature Toggle";
|
||||
> = true;
|
||||
|
||||
uniform bool invert_aspect <
|
||||
ui_type = "radio";
|
||||
ui_category = "Curvature";
|
||||
ui_label = "CRTGeom Curvature Aspect Inversion";
|
||||
> = false;
|
||||
|
||||
uniform float R <
|
||||
ui_type = "drag";
|
||||
ui_category = "Curvature";
|
||||
ui_min = 0.1;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "CRTGeom Curvature Radius";
|
||||
> = 2.0;
|
||||
|
||||
uniform float cornersize <
|
||||
ui_type = "drag";
|
||||
ui_category = "Curvature";
|
||||
ui_min = 0.001;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "CRTGeom Corner Size";
|
||||
> = 0.03;
|
||||
|
||||
uniform float cornersmooth <
|
||||
ui_type = "drag";
|
||||
ui_category = "Curvature";
|
||||
ui_min = 80.0;
|
||||
ui_max = 2000.0;
|
||||
ui_step = 100.0;
|
||||
ui_label = "CRTGeom Corner Smoothness";
|
||||
> = 1000.0;
|
||||
|
||||
uniform float x_tilt <
|
||||
ui_type = "drag";
|
||||
ui_category = "Curvature";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "CRTGeom Horizontal Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float y_tilt <
|
||||
ui_type = "drag";
|
||||
ui_category = "Curvature";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "CRTGeom Vertical Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float overscan_x <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "CRTGeom Horiz. Overscan %";
|
||||
> = 100.0;
|
||||
|
||||
uniform float overscan_y <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "CRTGeom Vert. Overscan %";
|
||||
> = 100.0;
|
||||
|
||||
uniform float centerx <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Image Center X";
|
||||
> = 0.00;
|
||||
|
||||
uniform float centery <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Image Center Y";
|
||||
> = 0.00;
|
||||
|
||||
uniform float DOTMASK <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "CRTGeom Dot Mask Strength";
|
||||
> = 0.3;
|
||||
|
||||
uniform float SHARPER <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 3.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "CRTGeom Sharpness";
|
||||
> = 1.0;
|
||||
|
||||
uniform float scanline_weight <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 0.5;
|
||||
ui_step = 0.05;
|
||||
ui_label = "CRTGeom Scanline Weight";
|
||||
> = 0.3;
|
||||
|
||||
uniform bool vertical_scanlines <
|
||||
ui_type = "radio";
|
||||
ui_label = "CRTGeom Vertical Scanlines";
|
||||
> = false;
|
||||
|
||||
uniform float lum <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "CRTGeom Luminance";
|
||||
> = 0.0;
|
||||
|
||||
uniform float interlace_detect <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "CRTGeom Interlacing Simulation";
|
||||
> = 1.0;
|
||||
|
||||
|
||||
|
||||
uniform float FrameCount < source = "framecount"; >;
|
||||
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 InternalPixelSize < source = "internal_pixel_size"; >;
|
||||
uniform float2 NativePixelSize < source = "native_pixel_size"; >;
|
||||
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float UpscaleMultiplier < source = "upscale_multiplier"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
uniform float ViewportWidth < source = "viewportwidth"; >;
|
||||
uniform float ViewportHeight < source = "viewportheight"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
|
||||
|
||||
// Comment the next line to disable interpolation in linear gamma (and
|
||||
// gain speed).
|
||||
#define LINEAR_PROCESSING
|
||||
|
||||
// Enable 3x oversampling of the beam profile; improves moire effect caused by scanlines+curvature
|
||||
#define OVERSAMPLE
|
||||
|
||||
// Use the older, purely gaussian beam profile; uncomment for speed
|
||||
//#define USEGAUSSIAN
|
||||
|
||||
// Macros.
|
||||
#define FIX(c) max(abs(c), 1e-5);
|
||||
#define PI 3.141592653589
|
||||
|
||||
#ifdef LINEAR_PROCESSING
|
||||
# define TEX2D(c) pow(tex2D(sBackBuffer, (c)), float4(CRTgamma,CRTgamma,CRTgamma,CRTgamma))
|
||||
#else
|
||||
# define TEX2D(c) tex2D(sBackBuffer, (c))
|
||||
#endif
|
||||
|
||||
// aspect ratio
|
||||
#define aspect (invert_aspect==true?float2(ViewportHeight/ViewportWidth,1.0):float2(1.0,ViewportHeight/ViewportWidth))
|
||||
#define overscan (float2(1.01,1.01));
|
||||
|
||||
|
||||
struct ST_VertexOut
|
||||
{
|
||||
float2 sinangle : TEXCOORD1;
|
||||
float2 cosangle : TEXCOORD2;
|
||||
float3 stretch : TEXCOORD3;
|
||||
float2 ilfac : TEXCOORD4;
|
||||
float2 one : TEXCOORD5;
|
||||
float mod_factor : TEXCOORD6;
|
||||
float2 TextureSize : TEXCOORD7;
|
||||
};
|
||||
|
||||
|
||||
float vs_intersect(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float A = dot(xy,xy) + d*d;
|
||||
float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
|
||||
float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
|
||||
|
||||
return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
|
||||
}
|
||||
|
||||
float2 vs_bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float c = vs_intersect(xy, sinangle, cosangle);
|
||||
float2 point = (float2(c, c)*xy - float2(-R, -R)*sinangle) / float2(R, R);
|
||||
float2 poc = point/cosangle;
|
||||
|
||||
float2 tang = sinangle/cosangle;
|
||||
float A = dot(tang, tang) + 1.0;
|
||||
float B = -2.0*dot(poc, tang);
|
||||
float C = dot(poc, poc) - 1.0;
|
||||
|
||||
float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||
float2 uv = (point - a*sinangle)/cosangle;
|
||||
float r = FIX(R*acos(a));
|
||||
|
||||
return uv*r/sin(r/R);
|
||||
}
|
||||
|
||||
float2 vs_fwtrans(float2 uv, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float r = FIX(sqrt(dot(uv,uv)));
|
||||
uv *= sin(r/R)/r;
|
||||
float x = 1.0-cos(r/R);
|
||||
float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
|
||||
|
||||
return d*(uv*cosangle-x*sinangle)/D;
|
||||
}
|
||||
|
||||
float3 vs_maxscale(float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float2 c = vs_bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y), sinangle, cosangle);
|
||||
float2 a = float2(0.5,0.5)*aspect;
|
||||
|
||||
float2 lo = float2(vs_fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
|
||||
vs_fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
float2 hi = float2(vs_fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
|
||||
vs_fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
|
||||
}
|
||||
|
||||
// Code snippet borrowed from crt-cyclon. (credits to DariusG)
|
||||
float2 Warp(float2 pos)
|
||||
{
|
||||
pos = pos*2.0 - 1.0;
|
||||
pos *= float2(1.0 + pos.y*pos.y*0, 1.0 + pos.x*pos.x*0);
|
||||
pos = pos*0.5 + 0.5;
|
||||
|
||||
return pos;
|
||||
}
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_CRT_Geom(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
// center screen
|
||||
texcoord = Warp(texcoord - float2(centerx,centery)/100.0);
|
||||
|
||||
float2 SourceSize = 1.0/NormalizedNativePixelSize;
|
||||
float2 OutputSize = ViewportSize*BufferToViewportRatio;
|
||||
|
||||
// Precalculate a bunch of useful values we'll need in the fragment
|
||||
// shader.
|
||||
vVARS.sinangle = sin(float2(x_tilt, y_tilt));
|
||||
vVARS.cosangle = cos(float2(x_tilt, y_tilt));
|
||||
vVARS.stretch = vs_maxscale(vVARS.sinangle, vVARS.cosangle);
|
||||
|
||||
if(vertical_scanlines == false)
|
||||
{
|
||||
vVARS.TextureSize = float2(SHARPER * SourceSize.x, SourceSize.y);
|
||||
|
||||
vVARS.ilfac = float2(1.0, clamp(floor(SourceSize.y/(interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0));
|
||||
|
||||
// The size of one texel, in texture-coordinates.
|
||||
vVARS.one = vVARS.ilfac / vVARS.TextureSize;
|
||||
|
||||
// Resulting X pixel-coordinate of the pixel we're drawing.
|
||||
vVARS.mod_factor = texcoord.x * SourceSize.x * OutputSize.x / SourceSize.x;
|
||||
}else{
|
||||
vVARS.TextureSize = float2(SourceSize.x, SHARPER * SourceSize.y);
|
||||
|
||||
vVARS.ilfac = float2(clamp(floor(SourceSize.x/(interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0), 1.0);
|
||||
|
||||
// The size of one texel, in texture-coordinates.
|
||||
vVARS.one = vVARS.ilfac / vVARS.TextureSize;
|
||||
|
||||
// Resulting X pixel-coordinate of the pixel we're drawing.
|
||||
vVARS.mod_factor = texcoord.y * SourceSize.y * OutputSize.y / SourceSize.y;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
float intersect(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float A = dot(xy,xy) + d*d;
|
||||
float B, C;
|
||||
|
||||
if(vertical_scanlines == false)
|
||||
{
|
||||
B = 2.0*(R*(dot(xy,sinangle) - d*cosangle.x*cosangle.y) - d*d);
|
||||
C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
|
||||
}else{
|
||||
B = 2.0*(R*(dot(xy,sinangle) - d*cosangle.y*cosangle.x) - d*d);
|
||||
C = d*d + 2.0*R*d*cosangle.y*cosangle.x;
|
||||
}
|
||||
|
||||
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||
}
|
||||
|
||||
float2 bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float c = intersect(xy, sinangle, cosangle);
|
||||
float2 point = (float2(c, c)*xy - float2(-R, -R)*sinangle) / float2(R, R);
|
||||
float2 poc = point/cosangle;
|
||||
float2 tang = sinangle/cosangle;
|
||||
|
||||
float A = dot(tang, tang) + 1.0;
|
||||
float B = -2.0*dot(poc, tang);
|
||||
float C = dot(poc, poc) - 1.0;
|
||||
|
||||
float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
|
||||
float2 uv = (point - a*sinangle) / cosangle;
|
||||
float r = FIX(R*acos(a));
|
||||
|
||||
return uv*r/sin(r/R);
|
||||
}
|
||||
|
||||
float2 fwtrans(float2 uv, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float r = FIX(sqrt(dot(uv, uv)));
|
||||
uv *= sin(r/R)/r;
|
||||
float x = 1.0 - cos(r/R);
|
||||
float D;
|
||||
|
||||
if(vertical_scanlines == false)
|
||||
D = d/R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
|
||||
else
|
||||
D = d/R + x*cosangle.y*cosangle.x + dot(uv,sinangle);
|
||||
|
||||
return d*(uv*cosangle - x*sinangle)/D;
|
||||
}
|
||||
|
||||
float3 maxscale(float2 sinangle, float2 cosangle)
|
||||
{
|
||||
if(vertical_scanlines == false)
|
||||
{
|
||||
float2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y), sinangle, cosangle);
|
||||
float2 a = float2(0.5, 0.5)*aspect;
|
||||
|
||||
float2 lo = float2(fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
|
||||
float2 hi = float2(fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
|
||||
}else{
|
||||
float2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.y*cosangle.x), sinangle, cosangle);
|
||||
float2 a = float2(0.5, 0.5)*aspect;
|
||||
|
||||
float2 lo = float2(fwtrans(float2(-a.y, c.x), sinangle, cosangle).y,
|
||||
fwtrans(float2( c.y, -a.x), sinangle, cosangle).x)/aspect;
|
||||
float2 hi = float2(fwtrans(float2(+a.y, c.x), sinangle, cosangle).y,
|
||||
fwtrans(float2( c.y, +a.x), sinangle, cosangle).x)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.y-lo.y, hi.x-lo.x));
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the influence of a scanline on the current pixel.
|
||||
//
|
||||
// 'distance' is the distance in texture coordinates from the current
|
||||
// pixel to the scanline in question.
|
||||
// 'color' is the colour of the scanline at the horizontal location of
|
||||
// the current pixel.
|
||||
float4 scanlineWeights(float distance, float4 color)
|
||||
{
|
||||
// "wid" controls the width of the scanline beam, for each RGB
|
||||
// channel The "weights" lines basically specify the formula
|
||||
// that gives you the profile of the beam, i.e. the intensity as
|
||||
// a function of distance from the vertical center of the
|
||||
// scanline. In this case, it is gaussian if width=2, and
|
||||
// becomes nongaussian for larger widths. Ideally this should
|
||||
// be normalized so that the integral across the beam is
|
||||
// independent of its width. That is, for a narrower beam
|
||||
// "weights" should have a higher peak at the center of the
|
||||
// scanline than for a wider beam.
|
||||
#ifdef USEGAUSSIAN
|
||||
float4 wid = 0.3 + 0.1 * pow(color, float4(3.0, 3.0, 3.0, 3.0));
|
||||
float dsw = distance / scanline_weight;
|
||||
float4 weights = float4(dsw, dsw, dsw, dsw);
|
||||
|
||||
return (lum + 0.4) * exp(-weights * weights) / wid;
|
||||
#else
|
||||
float4 wid = 2.0 + 2.0 * pow(color, float4(4.0, 4.0, 4.0, 4.0));
|
||||
float dsw = distance / scanline_weight;
|
||||
float4 weights = float4(dsw, dsw, dsw, dsw);
|
||||
|
||||
return (lum + 1.4) * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
|
||||
#endif
|
||||
}
|
||||
|
||||
float2 transform(float2 coord, float2 sinangle, float2 cosangle, float3 stretch)
|
||||
{
|
||||
coord = (coord - float2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
|
||||
|
||||
return (bkwtrans(coord, sinangle, cosangle) /
|
||||
float2(overscan_x / 100.0, overscan_y / 100.0)/aspect + float2(0.5, 0.5));
|
||||
}
|
||||
|
||||
float corner(float2 coord)
|
||||
{
|
||||
coord = min(coord, float2(1.0, 1.0) - coord) * aspect;
|
||||
float2 cdist = float2(cornersize, cornersize);
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
|
||||
if(vertical_scanlines == false)
|
||||
return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0);
|
||||
else
|
||||
return clamp((cdist.y - dist)*cornersmooth, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float fwidth(float value){
|
||||
return abs(ddx(value)) + abs(ddy(value));
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 PS_CRT_Geom(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
|
||||
{
|
||||
// Here's a helpful diagram to keep in mind while trying to
|
||||
// understand the code:
|
||||
//
|
||||
// | | | | |
|
||||
// -------------------------------
|
||||
// | | | | |
|
||||
// | 01 | 11 | 21 | 31 | <-- current scanline
|
||||
// | | @ | | |
|
||||
// -------------------------------
|
||||
// | | | | |
|
||||
// | 02 | 12 | 22 | 32 | <-- next scanline
|
||||
// | | | | |
|
||||
// -------------------------------
|
||||
// | | | | |
|
||||
//
|
||||
// Each character-cell represents a pixel on the output
|
||||
// surface, "@" represents the current pixel (always somewhere
|
||||
// in the bottom half of the current scan-line, or the top-half
|
||||
// of the next scanline). The grid of lines represents the
|
||||
// edges of the texels of the underlying texture.
|
||||
|
||||
// Texture coordinates of the texel containing the active pixel.
|
||||
float2 xy;
|
||||
|
||||
if (CURVATURE == true)
|
||||
xy = transform(vTexCoord, vVARS.sinangle, vVARS.cosangle, vVARS.stretch);
|
||||
else
|
||||
xy = vTexCoord;
|
||||
|
||||
float cval = corner((xy-float2(0.5,0.5)) * BufferToViewportRatio + float2(0.5,0.5));
|
||||
|
||||
// Of all the pixels that are mapped onto the texel we are
|
||||
// currently rendering, which pixel are we currently rendering?
|
||||
float2 ilvec;
|
||||
if(vertical_scanlines == false)
|
||||
ilvec = float2(0.0, vVARS.ilfac.y * interlace_detect > 1.5 ? (float(FrameCount) % 2.0) : 0.0);
|
||||
else
|
||||
ilvec = float2(vVARS.ilfac.x * interlace_detect > 1.5 ? (float(FrameCount) % 2.0) : 0.0, 0.0);
|
||||
|
||||
float2 ratio_scale = (xy * vVARS.TextureSize - float2(0.5, 0.5) + ilvec) / vVARS.ilfac;
|
||||
float2 uv_ratio = frac(ratio_scale);
|
||||
|
||||
// Snap to the center of the underlying texel.
|
||||
xy = (floor(ratio_scale)*vVARS.ilfac + float2(0.5, 0.5) - ilvec) / vVARS.TextureSize;
|
||||
|
||||
// Calculate Lanczos scaling coefficients describing the effect
|
||||
// of various neighbour texels in a scanline on the current
|
||||
// pixel.
|
||||
float4 coeffs;
|
||||
if(vertical_scanlines == false)
|
||||
coeffs = PI * float4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
|
||||
else
|
||||
coeffs = PI * float4(1.0 + uv_ratio.y, uv_ratio.y, 1.0 - uv_ratio.y, 2.0 - uv_ratio.y);
|
||||
|
||||
// Prevent division by zero.
|
||||
coeffs = FIX(coeffs);
|
||||
|
||||
// Lanczos2 kernel.
|
||||
coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
|
||||
|
||||
// Normalize.
|
||||
coeffs /= dot(coeffs, float4(1.0, 1.0, 1.0, 1.0));
|
||||
|
||||
// Calculate the effective colour of the current and next
|
||||
// scanlines at the horizontal location of the current pixel,
|
||||
// using the Lanczos coefficients above.
|
||||
float4 col, col2;
|
||||
if(vertical_scanlines == false)
|
||||
{
|
||||
col = clamp(
|
||||
mul(coeffs, float4x4(
|
||||
TEX2D(xy + float2(-vVARS.one.x, 0.0)),
|
||||
TEX2D(xy),
|
||||
TEX2D(xy + float2(vVARS.one.x, 0.0)),
|
||||
TEX2D(xy + float2(2.0 * vVARS.one.x, 0.0))
|
||||
)),
|
||||
0.0, 1.0
|
||||
);
|
||||
col2 = clamp(
|
||||
mul(coeffs, float4x4(
|
||||
TEX2D(xy + float2(-vVARS.one.x, vVARS.one.y)),
|
||||
TEX2D(xy + float2(0.0, vVARS.one.y)),
|
||||
TEX2D(xy + vVARS.one),
|
||||
TEX2D(xy + float2(2.0 * vVARS.one.x, vVARS.one.y))
|
||||
)),
|
||||
0.0, 1.0
|
||||
);
|
||||
}else{
|
||||
col = clamp(
|
||||
mul(coeffs, float4x4(
|
||||
TEX2D(xy + float2(0.0, -vVARS.one.y)),
|
||||
TEX2D(xy),
|
||||
TEX2D(xy + float2(0.0, vVARS.one.y)),
|
||||
TEX2D(xy + float2(0.0, 2.0 * vVARS.one.y))
|
||||
)),
|
||||
0.0, 1.0
|
||||
);
|
||||
col2 = clamp(
|
||||
mul(coeffs, float4x4(
|
||||
TEX2D(xy + float2(vVARS.one.x, -vVARS.one.y)),
|
||||
TEX2D(xy + float2(vVARS.one.x, 0.0)),
|
||||
TEX2D(xy + vVARS.one),
|
||||
TEX2D(xy + float2(vVARS.one.x, 2.0 * vVARS.one.y))
|
||||
)),
|
||||
0.0, 1.0
|
||||
);
|
||||
}
|
||||
|
||||
#ifndef LINEAR_PROCESSING
|
||||
col = pow(col , float4(CRTgamma, CRTgamma, CRTgamma, CRTgamma));
|
||||
col2 = pow(col2, float4(CRTgamma, CRTgamma, CRTgamma, CRTgamma));
|
||||
#endif
|
||||
|
||||
// Calculate the influence of the current and next scanlines on
|
||||
// the current pixel.
|
||||
float4 weights, weights2;
|
||||
if(vertical_scanlines == false)
|
||||
{
|
||||
weights = scanlineWeights(uv_ratio.y, col);
|
||||
weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
|
||||
|
||||
#ifdef OVERSAMPLE
|
||||
float filter = fwidth(ratio_scale.y);
|
||||
uv_ratio.y = uv_ratio.y + 1.0/3.0*filter;
|
||||
weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
|
||||
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
|
||||
uv_ratio.y = uv_ratio.y - 2.0/3.0*filter;
|
||||
weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
|
||||
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
|
||||
#endif
|
||||
}else{
|
||||
weights = scanlineWeights(uv_ratio.x, col);
|
||||
weights2 = scanlineWeights(1.0 - uv_ratio.x, col2);
|
||||
|
||||
#ifdef OVERSAMPLE
|
||||
float filter = fwidth(ratio_scale.x);
|
||||
uv_ratio.x = uv_ratio.x + 1.0/3.0*filter;
|
||||
weights = (weights + scanlineWeights(uv_ratio.x, col))/3.0;
|
||||
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2))/3.0;
|
||||
uv_ratio.x = uv_ratio.x - 2.0/3.0*filter;
|
||||
weights = weights + scanlineWeights(abs(uv_ratio.x), col)/3.0;
|
||||
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2)/3.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 mul_res = (col * weights + col2 * weights2).rgb;
|
||||
mul_res *= float3(cval, cval, cval);
|
||||
|
||||
// dot-mask emulation:
|
||||
// Output pixels are alternately tinted green and magenta.
|
||||
float3 dotMaskWeights = lerp(
|
||||
float3(1.0, 1.0 - DOTMASK, 1.0),
|
||||
float3(1.0 - DOTMASK, 1.0, 1.0 - DOTMASK),
|
||||
floor((vVARS.mod_factor % 2.0))
|
||||
);
|
||||
|
||||
mul_res *= dotMaskWeights;
|
||||
|
||||
// Convert the image gamma for display on our output device.
|
||||
mul_res = pow(mul_res, float3(1.0 / monitorgamma, 1.0 / monitorgamma, 1.0 / monitorgamma));
|
||||
|
||||
return float4(mul_res, 1.0);
|
||||
}
|
||||
|
||||
|
||||
technique CRT_Geom
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_CRT_Geom;
|
||||
PixelShader = PS_CRT_Geom;
|
||||
}
|
||||
}
|
||||
@@ -1,521 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
// Ported to Duckstation (ReShade specs) by Hyllian (2024).
|
||||
|
||||
// Set shader params for all passes here:
|
||||
|
||||
uniform float crt_gamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.025;
|
||||
ui_label = "Simulated CRT Gamma";
|
||||
ui_category = "Display Settings";
|
||||
> = 2.5;
|
||||
|
||||
uniform float lcd_gamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.025;
|
||||
ui_label = "Your Display Gamma";
|
||||
ui_category = "Display Settings";
|
||||
> = 2.2;
|
||||
|
||||
uniform float levels_contrast <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.015625;
|
||||
ui_label = "Contrast";
|
||||
ui_category = "Display Settings";
|
||||
> = 1.0;
|
||||
|
||||
uniform float halation_weight <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Halation Weight";
|
||||
ui_category = "Effects";
|
||||
> = 0.0;
|
||||
|
||||
uniform float diffusion_weight <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Diffusion Weight";
|
||||
ui_category = "Effects";
|
||||
> = 0.075;
|
||||
|
||||
uniform float bloom_underestimate_levels <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Bloom - Underestimate Levels";
|
||||
ui_category = "Effects";
|
||||
> = 0.8;
|
||||
|
||||
uniform float bloom_excess <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Bloom - Excess";
|
||||
ui_category = "Effects";
|
||||
> = 0.0;
|
||||
|
||||
uniform float beam_min_sigma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.005;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Min Sigma";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 0.02;
|
||||
|
||||
uniform float beam_max_sigma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.005;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Max Sigma";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 0.3;
|
||||
|
||||
uniform float beam_spot_power <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.01;
|
||||
ui_max = 16.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Spot Power";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 0.33;
|
||||
|
||||
uniform float beam_min_shape <
|
||||
ui_type = "drag";
|
||||
ui_min = 2.0;
|
||||
ui_max = 32.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Min Shape";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 2.0;
|
||||
|
||||
uniform float beam_max_shape <
|
||||
ui_type = "drag";
|
||||
ui_min = 2.0;
|
||||
ui_max = 32.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Max Shape";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 4.0;
|
||||
|
||||
uniform float beam_shape_power <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.01;
|
||||
ui_max = 16.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Shape Power";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 0.25;
|
||||
|
||||
uniform int beam_horiz_filter <
|
||||
ui_type = "combo";
|
||||
ui_items = "Quilez\0Gaussian\0Lanczos\0";
|
||||
ui_label = "Horizontal Filter";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 0;
|
||||
|
||||
uniform float beam_horiz_sigma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 0.67;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Horizontal Sigma";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 0.35;
|
||||
|
||||
uniform float beam_horiz_linear_rgb_weight <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Horiz Linear RGB Weight";
|
||||
ui_category = "Beam Dynamics";
|
||||
> = 1.0;
|
||||
|
||||
uniform float convergence_offset_x_r <
|
||||
ui_type = "drag";
|
||||
ui_min = -4.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Offset X Red";
|
||||
ui_category = "Convergence";
|
||||
> = 0.0;
|
||||
|
||||
uniform float convergence_offset_x_g <
|
||||
ui_type = "drag";
|
||||
ui_min = -4.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Offset X Green";
|
||||
ui_category = "Convergence";
|
||||
> = 0.0;
|
||||
|
||||
uniform float convergence_offset_x_b <
|
||||
ui_type = "drag";
|
||||
ui_min = -4.0;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Offset X Blue";
|
||||
ui_category = "Convergence";
|
||||
> = 0.0;
|
||||
|
||||
uniform float convergence_offset_y_r <
|
||||
ui_type = "drag";
|
||||
ui_min = -2.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Offset Y Red";
|
||||
ui_category = "Convergence";
|
||||
> = 0.0;
|
||||
|
||||
uniform float convergence_offset_y_g <
|
||||
ui_type = "drag";
|
||||
ui_min = -2.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Offset Y Green";
|
||||
ui_category = "Convergence";
|
||||
> = 0.0;
|
||||
|
||||
uniform float convergence_offset_y_b <
|
||||
ui_type = "drag";
|
||||
ui_min = -2.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Offset Y Blue";
|
||||
ui_category = "Convergence";
|
||||
> = 0.0;
|
||||
|
||||
uniform int mask_type <
|
||||
ui_type = "combo";
|
||||
ui_items = "Aperture Grille\0Slot Mask\0Shadow Mask\0";
|
||||
ui_label = "Type";
|
||||
ui_category = "Mask";
|
||||
> = 0;
|
||||
|
||||
uniform float mask_sample_mode_desired <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 2.0;
|
||||
ui_step = 1.;
|
||||
ui_label = "Sample Mode";
|
||||
ui_category = "Mask";
|
||||
> = 0.0;
|
||||
|
||||
uniform float mask_specify_num_triads <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Specify Number of Triads";
|
||||
ui_category = "Mask";
|
||||
> = 0.0;
|
||||
|
||||
uniform float mask_triad_size_desired <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 18.0;
|
||||
ui_step = 0.125;
|
||||
ui_label = "Triad Size Desired";
|
||||
ui_category = "Mask";
|
||||
> = 3.0;
|
||||
|
||||
uniform float mask_num_triads_desired <
|
||||
ui_type = "drag";
|
||||
ui_min = 342.0;
|
||||
ui_max = 1920.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Number of Triads Desired";
|
||||
ui_category = "Mask";
|
||||
> = 480.0;
|
||||
|
||||
uniform bool interlace_detect <
|
||||
ui_type = "radio";
|
||||
ui_label = "Enable Interlacing Detection";
|
||||
ui_category = "Interlacing";
|
||||
> = true;
|
||||
|
||||
uniform bool interlace_bff <
|
||||
ui_type = "radio";
|
||||
ui_label = "Bottom Field First";
|
||||
ui_category = "Interlacing";
|
||||
> = false;
|
||||
|
||||
uniform bool interlace_1080i <
|
||||
ui_type = "radio";
|
||||
ui_label = "Detect 1080i";
|
||||
ui_category = "Interlacing";
|
||||
> = false;
|
||||
|
||||
|
||||
uniform float FrameCount < source = "framecount"; >;
|
||||
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 InternalPixelSize < source = "internal_pixel_size"; >;
|
||||
uniform float2 NativePixelSize < source = "native_pixel_size"; >;
|
||||
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float UpscaleMultiplier < source = "upscale_multiplier"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
uniform float ViewportWidth < source = "viewportwidth"; >;
|
||||
uniform float ViewportHeight < source = "viewportheight"; >;
|
||||
|
||||
#include "../misc/include/geom.fxh"
|
||||
|
||||
#define VIEWPORT_SIZE (ViewportSize*BufferToViewportRatio)
|
||||
#define TEXTURE_SIZE (1.0/NormalizedNativePixelSize)
|
||||
|
||||
#define ORIG_LINEARIZED_texture_size TEXTURE_SIZE
|
||||
#define VERTICAL_SCANLINES_texture_size TEXTURE_SIZE
|
||||
#define BLOOM_APPROX_texture_size TEXTURE_SIZE
|
||||
#define BLUR9FAST_VERTICAL_texture_size TEXTURE_SIZE
|
||||
#define HALATION_BLUR_texture_size TEXTURE_SIZE
|
||||
#define MASK_RESIZE_VERT_texture_size TEXTURE_SIZE
|
||||
#define MASK_RESIZE_texture_size float2(64.0,0.0625*((VIEWPORT_SIZE).y))
|
||||
#define MASKED_SCANLINES_texture_size (0.0625*VIEWPORT_SIZE)
|
||||
#define BRIGHTPASS_texture_size VIEWPORT_SIZE
|
||||
#define BLOOM_VERTICAL_texture_size VIEWPORT_SIZE
|
||||
#define BLOOM_HORIZONTAL_texture_size VIEWPORT_SIZE
|
||||
|
||||
#define ORIG_LINEARIZED_video_size ORIG_LINEARIZED_texture_size
|
||||
#define VERTICAL_SCANLINES_video_size VERTICAL_SCANLINES_texture_size
|
||||
#define BLOOM_APPROX_video_size BLOOM_APPROX_texture_size
|
||||
#define BLUR9FAST_VERTICAL_video_size BLUR9FAST_VERTICAL_texture_size
|
||||
#define HALATION_BLUR_video_size HALATION_BLUR_texture_size
|
||||
#define MASK_RESIZE_VERT_video_size MASK_RESIZE_VERT_texture_size
|
||||
#define MASK_RESIZE_video_size MASK_RESIZE_texture_size
|
||||
#define MASKED_SCANLINES_video_size MASKED_SCANLINES_texture_size
|
||||
#define BRIGHTPASS_video_size BRIGHTPASS_texture_size
|
||||
#define BLOOM_VERTICAL_video_size BLOOM_VERTICAL_texture_size
|
||||
#define BLOOM_HORIZONTAL_video_size BLOOM_HORIZONTAL_texture_size
|
||||
|
||||
#define video_size texture_size
|
||||
|
||||
|
||||
texture2D tmask_grille_texture_small < source = "crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;};
|
||||
texture2D tmask_slot_texture_small < source = "crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;};
|
||||
texture2D tmask_shadow_texture_small < source = "crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;};
|
||||
|
||||
texture2D tmask_grille_texture_large < source = "crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"; > {Width=512.0;Height=512.0;MipLevels=4;};
|
||||
texture2D tmask_slot_texture_large < source = "crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"; > {Width=512.0;Height=512.0;MipLevels=4;};
|
||||
texture2D tmask_shadow_texture_large < source = "crt-royale/TileableLinearShadowMaskEDP.png"; > {Width=512.0;Height=512.0;MipLevels=4;};
|
||||
|
||||
sampler2D mask_grille_texture_small { Texture = tmask_grille_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
|
||||
sampler2D mask_slot_texture_small { Texture = tmask_slot_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
|
||||
sampler2D mask_shadow_texture_small { Texture = tmask_shadow_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
|
||||
|
||||
sampler2D mask_grille_texture_large { Texture = tmask_grille_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
|
||||
sampler2D mask_slot_texture_large { Texture = tmask_slot_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
|
||||
sampler2D mask_shadow_texture_large { Texture = tmask_shadow_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
|
||||
|
||||
|
||||
#ifndef DEBUG_PASSES
|
||||
#define DEBUG_PASSES 11
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
texture2D tORIG_LINEARIZED{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D ORIG_LINEARIZED{Texture=tORIG_LINEARIZED;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
|
||||
#if (DEBUG_PASSES > 1)
|
||||
texture2D tVERTICAL_SCANLINES{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D VERTICAL_SCANLINES{Texture=tVERTICAL_SCANLINES;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 2)
|
||||
texture2D tBLOOM_APPROX{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D BLOOM_APPROX{Texture=tBLOOM_APPROX;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
|
||||
#if (DEBUG_PASSES > 3)
|
||||
// Need checking if it's really necessary to rendertarget.
|
||||
texture2D tBLUR9FAST_VERTICAL{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D BLUR9FAST_VERTICAL{Texture=tBLUR9FAST_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 4)
|
||||
|
||||
texture2D tHALATION_BLUR{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D HALATION_BLUR{Texture=tHALATION_BLUR;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 5)
|
||||
|
||||
texture2D tMASK_RESIZE_VERTICAL{Width=64.0;Height=BUFFER_HEIGHT*0.0625;Format=RGBA8;};
|
||||
sampler2D MASK_RESIZE_VERTICAL{Texture=tMASK_RESIZE_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 6)
|
||||
|
||||
texture2D tMASK_RESIZE{Width=BUFFER_WIDTH*0.0625;Height=BUFFER_HEIGHT*0.0625;Format=RGBA8;};
|
||||
sampler2D MASK_RESIZE{Texture=tMASK_RESIZE;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 7)
|
||||
|
||||
texture2D tMASKED_SCANLINES{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D MASKED_SCANLINES{Texture=tMASKED_SCANLINES;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 8)
|
||||
|
||||
texture2D tBRIGHTPASS{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D BRIGHTPASS{Texture=tBRIGHTPASS;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
|
||||
#if (DEBUG_PASSES > 9)
|
||||
texture2D tBLOOM_VERTICAL{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
|
||||
sampler2D BLOOM_VERTICAL{Texture=tBLOOM_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#include "crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.fxh"
|
||||
|
||||
#if (DEBUG_PASSES > 1)
|
||||
#include "crt-royale/src/crt-royale-scanlines-vertical-interlacing.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 2)
|
||||
#include "crt-royale/src/crt-royale-bloom-approx.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 3)
|
||||
#include "crt-royale/src/blur9fast-vertical.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 4)
|
||||
#include "crt-royale/src/blur9fast-horizontal.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 5)
|
||||
#include "crt-royale/src/crt-royale-mask-resize-vertical.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 6)
|
||||
#include "crt-royale/src/crt-royale-mask-resize-horizontal.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 7)
|
||||
#include "crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 8)
|
||||
#include "crt-royale/src/crt-royale-brightpass.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 9)
|
||||
#include "crt-royale/src/crt-royale-bloom-vertical.fxh"
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 10)
|
||||
#include "crt-royale/src/crt-royale-bloom-horizontal-reconstitute.fxh"
|
||||
#endif
|
||||
|
||||
|
||||
technique CRT_Royale
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Linearize;
|
||||
PixelShader = PS_Linearize;
|
||||
RenderTarget = tORIG_LINEARIZED;
|
||||
}
|
||||
#if (DEBUG_PASSES > 1)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Scanlines_Vertical_Interlacing;
|
||||
PixelShader = PS_Scanlines_Vertical_Interlacing;
|
||||
RenderTarget = tVERTICAL_SCANLINES;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 2)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Bloom_Approx;
|
||||
PixelShader = PS_Bloom_Approx;
|
||||
RenderTarget = tBLOOM_APPROX;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 3)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Blur9Fast_Vertical;
|
||||
PixelShader = PS_Blur9Fast_Vertical;
|
||||
RenderTarget = tBLUR9FAST_VERTICAL;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 4)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Blur9Fast_Horizontal;
|
||||
PixelShader = PS_Blur9Fast_Horizontal;
|
||||
RenderTarget = tHALATION_BLUR;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 5)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Mask_Resize_Vertical;
|
||||
PixelShader = PS_Mask_Resize_Vertical;
|
||||
RenderTarget = tMASK_RESIZE_VERTICAL;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 6)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Mask_Resize_Horizontal;
|
||||
PixelShader = PS_Mask_Resize_Horizontal;
|
||||
RenderTarget = tMASK_RESIZE;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 7)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Scanlines_Horizontal_Apply_Mask;
|
||||
PixelShader = PS_Scanlines_Horizontal_Apply_Mask;
|
||||
RenderTarget = tMASKED_SCANLINES;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 8)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Brightpass;
|
||||
PixelShader = PS_Brightpass;
|
||||
RenderTarget = tBRIGHTPASS;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 9)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Bloom_Vertical;
|
||||
PixelShader = PS_Bloom_Vertical;
|
||||
RenderTarget = tBLOOM_VERTICAL;
|
||||
}
|
||||
#endif
|
||||
#if (DEBUG_PASSES > 10)
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Bloom_Horizontal;
|
||||
PixelShader = PS_Bloom_Horizontal;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -1,280 +0,0 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Lesser General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
@@ -1,249 +0,0 @@
|
||||
#ifndef BIND_SHADER_PARAMS_H
|
||||
#define BIND_SHADER_PARAMS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "helper-functions-and-macros.fxh"
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
|
||||
// Override some parameters for gamma-management.h and tex2Dantialias.h:
|
||||
#define OVERRIDE_DEVICE_GAMMA
|
||||
static const float gba_gamma = 3.5; // Irrelevant but necessary to define.
|
||||
#define ANTIALIAS_OVERRIDE_BASICS
|
||||
#define ANTIALIAS_OVERRIDE_PARAMETERS
|
||||
|
||||
// Disable runtime shader params if the user doesn't explicitly want them.
|
||||
// Static constants will be defined in place of uniforms of the same name.
|
||||
#ifndef RUNTIME_SHADER_PARAMS_ENABLE
|
||||
#undef PARAMETER_UNIFORM
|
||||
#endif
|
||||
|
||||
// Bind option names to shader parameter uniforms or static constants.
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform float crt_gamma;
|
||||
uniform float lcd_gamma;
|
||||
uniform float levels_contrast;
|
||||
uniform float halation_weight;
|
||||
uniform float diffusion_weight;
|
||||
uniform float bloom_underestimate_levels;
|
||||
uniform float bloom_excess;
|
||||
uniform float beam_min_sigma;
|
||||
uniform float beam_max_sigma;
|
||||
uniform float beam_spot_power;
|
||||
uniform float beam_min_shape;
|
||||
uniform float beam_max_shape;
|
||||
uniform float beam_shape_power;
|
||||
uniform float beam_horiz_sigma;
|
||||
#ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
uniform float beam_horiz_filter;
|
||||
uniform float beam_horiz_linear_rgb_weight;
|
||||
#else
|
||||
static const float beam_horiz_filter = clamp(beam_horiz_filter_static, 0.0, 2.0);
|
||||
static const float beam_horiz_linear_rgb_weight = clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
|
||||
#endif
|
||||
uniform float convergence_offset_x_r;
|
||||
uniform float convergence_offset_x_g;
|
||||
uniform float convergence_offset_x_b;
|
||||
uniform float convergence_offset_y_r;
|
||||
uniform float convergence_offset_y_g;
|
||||
uniform float convergence_offset_y_b;
|
||||
#ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
uniform float mask_type;
|
||||
#else
|
||||
static const float mask_type = clamp(mask_type_static, 0.0, 2.0);
|
||||
#endif
|
||||
uniform float mask_sample_mode_desired;
|
||||
uniform float mask_specify_num_triads;
|
||||
uniform float mask_triad_size_desired;
|
||||
uniform float mask_num_triads_desired;
|
||||
uniform float aa_subpixel_r_offset_x_runtime;
|
||||
uniform float aa_subpixel_r_offset_y_runtime;
|
||||
#ifdef RUNTIME_ANTIALIAS_WEIGHTS
|
||||
uniform float aa_cubic_c;
|
||||
uniform float aa_gauss_sigma;
|
||||
#else
|
||||
static const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
|
||||
static const float aa_gauss_sigma = max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
|
||||
#endif
|
||||
uniform float geom_mode_runtime;
|
||||
uniform float geom_radius;
|
||||
uniform float geom_view_dist;
|
||||
uniform float geom_tilt_angle_x;
|
||||
uniform float geom_tilt_angle_y;
|
||||
uniform float geom_aspect_ratio_x;
|
||||
uniform float geom_aspect_ratio_y;
|
||||
uniform float geom_overscan_x;
|
||||
uniform float geom_overscan_y;
|
||||
uniform float border_size;
|
||||
uniform float border_darkness;
|
||||
uniform float border_compress;
|
||||
uniform float interlace_bff;
|
||||
uniform float interlace_1080i;
|
||||
#else
|
||||
// Use constants from user-settings.h, and limit ranges appropriately:
|
||||
/* static const float crt_gamma = macro_max(0.0, crt_gamma_static);
|
||||
static const float lcd_gamma = macro_max(0.0, lcd_gamma_static);
|
||||
static const float levels_contrast = macro_clamp(levels_contrast_static, 0.0, 4.0);
|
||||
static const float halation_weight = macro_clamp(halation_weight_static, 0.0, 1.0);
|
||||
static const float diffusion_weight = macro_clamp(diffusion_weight_static, 0.0, 1.0);
|
||||
static const float bloom_underestimate_levels = macro_max(FIX_ZERO(0.0), bloom_underestimate_levels_static);
|
||||
static const float bloom_excess = macro_clamp(bloom_excess_static, 0.0, 1.0);
|
||||
static const float beam_min_sigma = macro_max(FIX_ZERO(0.0), beam_min_sigma_static);
|
||||
static const float beam_max_sigma = macro_max(beam_min_sigma, beam_max_sigma_static);
|
||||
static const float beam_spot_power = macro_max(beam_spot_power_static, 0.0);
|
||||
static const float beam_min_shape = macro_max(2.0, beam_min_shape_static);
|
||||
static const float beam_max_shape = macro_max(beam_min_shape, beam_max_shape_static);
|
||||
static const float beam_shape_power = macro_max(0.0, beam_shape_power_static);
|
||||
static const float beam_horiz_filter = macro_clamp(beam_horiz_filter_static, 0.0, 2.0);
|
||||
static const float beam_horiz_sigma = macro_max(FIX_ZERO(0.0), beam_horiz_sigma_static);
|
||||
static const float beam_horiz_linear_rgb_weight = macro_clamp(beam_horiz_linear_rgb_weight_static, 0.0, 1.0);
|
||||
*/ // Unpack static vector elements to match scalar uniforms:
|
||||
/* static const float convergence_offset_x_r = macro_clamp(convergence_offsets_r_static.x, -4.0, 4.0);
|
||||
static const float convergence_offset_x_g = macro_clamp(convergence_offsets_g_static.x, -4.0, 4.0);
|
||||
static const float convergence_offset_x_b = macro_clamp(convergence_offsets_b_static.x, -4.0, 4.0);
|
||||
static const float convergence_offset_y_r = macro_clamp(convergence_offsets_r_static.y, -4.0, 4.0);
|
||||
static const float convergence_offset_y_g = macro_clamp(convergence_offsets_g_static.y, -4.0, 4.0);
|
||||
static const float convergence_offset_y_b = macro_clamp(convergence_offsets_b_static.y, -4.0, 4.0);
|
||||
static const float mask_type = macro_clamp(mask_type_static, 0.0, 2.0);
|
||||
static const float mask_sample_mode_desired = macro_clamp(mask_sample_mode_static, 0.0, 2.0);
|
||||
static const float mask_specify_num_triads = macro_clamp(mask_specify_num_triads_static, 0.0, 1.0);
|
||||
static const float mask_triad_size_desired = macro_clamp(mask_triad_size_desired_static, 1.0, 18.0);
|
||||
static const float mask_num_triads_desired = macro_clamp(mask_num_triads_desired_static, 342.0, 1920.0);
|
||||
static const float aa_subpixel_r_offset_x_runtime = macro_clamp(aa_subpixel_r_offset_static.x, -0.5, 0.5);
|
||||
static const float aa_subpixel_r_offset_y_runtime = macro_clamp(aa_subpixel_r_offset_static.y, -0.5, 0.5);
|
||||
static const float aa_cubic_c = aa_cubic_c_static; // Clamp to [0, 4]?
|
||||
static const float aa_gauss_sigma = macro_max(FIX_ZERO(0.0), aa_gauss_sigma_static); // Clamp to [FIXZERO(0), 1]?
|
||||
static const float geom_mode_runtime = macro_clamp(geom_mode_static, 0.0, 3.0);
|
||||
static const float geom_radius = macro_max(1.0/(2.0*pi), geom_radius_static); // Clamp to [1/(2*pi), 1024]?
|
||||
static const float geom_view_dist = macro_max(0.5, geom_view_dist_static); // Clamp to [0.5, 1024]?
|
||||
static const float geom_tilt_angle_x = macro_clamp(geom_tilt_angle_static.x, -pi, pi);
|
||||
static const float geom_tilt_angle_y = macro_clamp(geom_tilt_angle_static.y, -pi, pi);
|
||||
static const float geom_aspect_ratio_x = geom_aspect_ratio_static; // Force >= 1?
|
||||
static const float geom_aspect_ratio_y = 1.0;
|
||||
static const float geom_overscan_x = macro_max(FIX_ZERO(0.0), geom_overscan_static.x);
|
||||
static const float geom_overscan_y = macro_max(FIX_ZERO(0.0), geom_overscan_static.y);
|
||||
static const float border_size = macro_clamp(border_size_static, 0.0, 0.5); // 0.5 reaches to image center
|
||||
static const float border_darkness = macro_max(0.0, border_darkness_static);
|
||||
static const float border_compress = macro_max(1.0, border_compress_static); // < 1.0 darkens whole image
|
||||
static const float interlace_bff = float(interlace_bff_static);
|
||||
static const float interlace_1080i = float(interlace_1080i_static);
|
||||
*/
|
||||
#endif
|
||||
|
||||
/*
|
||||
// Provide accessors for vector constants that pack scalar uniforms:
|
||||
float2 get_aspect_vector(const float geom_aspect_ratio)
|
||||
{
|
||||
// Get an aspect ratio vector. Enforce geom_max_aspect_ratio, and prevent
|
||||
// the absolute scale from affecting the uv-mapping for curvature:
|
||||
const float geom_clamped_aspect_ratio =
|
||||
min(geom_aspect_ratio, geom_max_aspect_ratio);
|
||||
const float2 geom_aspect =
|
||||
normalize(float2(geom_clamped_aspect_ratio, 1.0));
|
||||
return geom_aspect;
|
||||
}
|
||||
|
||||
float2 get_geom_overscan_vector()
|
||||
{
|
||||
return float2(geom_overscan_x, geom_overscan_y);
|
||||
}
|
||||
|
||||
float2 get_geom_tilt_angle_vector()
|
||||
{
|
||||
return float2(geom_tilt_angle_x, geom_tilt_angle_y);
|
||||
}
|
||||
*/
|
||||
float3 get_convergence_offsets_x_vector()
|
||||
{
|
||||
return float3(convergence_offset_x_r, convergence_offset_x_g,
|
||||
convergence_offset_x_b);
|
||||
}
|
||||
|
||||
float3 get_convergence_offsets_y_vector()
|
||||
{
|
||||
return float3(convergence_offset_y_r, convergence_offset_y_g,
|
||||
convergence_offset_y_b);
|
||||
}
|
||||
|
||||
float2 get_convergence_offsets_r_vector()
|
||||
{
|
||||
return float2(convergence_offset_x_r, convergence_offset_y_r);
|
||||
}
|
||||
|
||||
float2 get_convergence_offsets_g_vector()
|
||||
{
|
||||
return float2(convergence_offset_x_g, convergence_offset_y_g);
|
||||
}
|
||||
|
||||
float2 get_convergence_offsets_b_vector()
|
||||
{
|
||||
return float2(convergence_offset_x_b, convergence_offset_y_b);
|
||||
}
|
||||
/*
|
||||
float2 get_aa_subpixel_r_offset()
|
||||
{
|
||||
#ifdef RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
// WARNING: THIS IS EXTREMELY EXPENSIVE.
|
||||
return float2(aa_subpixel_r_offset_x_runtime,
|
||||
aa_subpixel_r_offset_y_runtime);
|
||||
#else
|
||||
return aa_subpixel_r_offset_static;
|
||||
#endif
|
||||
#else
|
||||
return aa_subpixel_r_offset_static;
|
||||
#endif
|
||||
}
|
||||
*/
|
||||
// Provide accessors settings which still need "cooking:"
|
||||
float get_mask_amplify()
|
||||
{
|
||||
static const float mask_grille_amplify = 1.0/mask_grille_avg_color;
|
||||
static const float mask_slot_amplify = 1.0/mask_slot_avg_color;
|
||||
static const float mask_shadow_amplify = 1.0/mask_shadow_avg_color;
|
||||
return mask_type < 0.5 ? mask_grille_amplify :
|
||||
mask_type < 1.5 ? mask_slot_amplify :
|
||||
mask_shadow_amplify;
|
||||
}
|
||||
|
||||
float get_mask_sample_mode()
|
||||
{
|
||||
#ifdef RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
return mask_sample_mode_desired;
|
||||
#else
|
||||
return clamp(mask_sample_mode_desired, 1.0, 2.0);
|
||||
#endif
|
||||
#else
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
return mask_sample_mode_static;
|
||||
#else
|
||||
return clamp(mask_sample_mode_static, 1.0, 2.0);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
#endif // BIND_SHADER_PARAMS_H
|
||||
|
||||
|
||||
@@ -1,317 +0,0 @@
|
||||
#ifndef BLOOM_FUNCTIONS_H
|
||||
#define BLOOM_FUNCTIONS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// These utility functions and constants help several passes determine the
|
||||
// size and center texel weight of the phosphor bloom in a uniform manner.
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// We need to calculate the correct blur sigma using some .cgp constants:
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
#include "blur-functions.fxh"
|
||||
|
||||
|
||||
/////////////////////////////// BLOOM CONSTANTS //////////////////////////////
|
||||
|
||||
// Compute constants with manual inlines of the functions below:
|
||||
static const float bloom_diff_thresh = 1.0/256.0;
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
float get_min_sigma_to_blur_triad(const float triad_size,
|
||||
const float thresh)
|
||||
{
|
||||
// Requires: 1.) triad_size is the final phosphor triad size in pixels
|
||||
// 2.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum sigma that will fully blur a phosphor
|
||||
// triad on the screen to an even color, within thresh.
|
||||
// This closed-form function was found by curve-fitting data.
|
||||
// Estimate: max error = ~0.086036, mean sq. error = ~0.0013387:
|
||||
return -0.05168 + 0.6113*triad_size -
|
||||
1.122*triad_size*sqrt(0.000416 + thresh);
|
||||
// Estimate: max error = ~0.16486, mean sq. error = ~0.0041041:
|
||||
//return 0.5985*triad_size - triad_size*sqrt(thresh)
|
||||
}
|
||||
|
||||
float get_absolute_scale_blur_sigma(const float thresh)
|
||||
{
|
||||
// Requires: 1.) min_expected_triads must be a global float. The number
|
||||
// of horizontal phosphor triads in the final image must be
|
||||
// >= min_allowed_viewport_triads.x for realistic results.
|
||||
// 2.) bloom_approx_scale_x must be a global float equal to the
|
||||
// absolute horizontal scale of BLOOM_APPROX.
|
||||
// 3.) bloom_approx_scale_x/min_allowed_viewport_triads.x
|
||||
// should be <= 1.1658025090 to keep the final result <
|
||||
// 0.62666015625 (the largest sigma ensuring the largest
|
||||
// unused texel weight stays < 1.0/256.0 for a 3x3 blur).
|
||||
// 4.) thresh is the max desired pixel difference in the
|
||||
// blurred triad (e.g. 1.0/256.0).
|
||||
// Returns: Return the minimum Gaussian sigma that will blur the pass
|
||||
// output as much as it would have taken to blur away
|
||||
// bloom_approx_scale_x horizontal phosphor triads.
|
||||
// Description:
|
||||
// BLOOM_APPROX should look like a downscaled phosphor blur. Ideally, we'd
|
||||
// use the same blur sigma as the actual phosphor bloom and scale it down
|
||||
// to the current resolution with (bloom_approx_scale_x/viewport_size_x), but
|
||||
// we don't know the viewport size in this pass. Instead, we'll blur as
|
||||
// much as it would take to blur away min_allowed_viewport_triads.x. This
|
||||
// will blur "more than necessary" if the user actually uses more triads,
|
||||
// but that's not terrible either, because blurring a constant fraction of
|
||||
// the viewport may better resemble a true optical bloom anyway (since the
|
||||
// viewport will generally be about the same fraction of each player's
|
||||
// field of view, regardless of screen size and resolution).
|
||||
// Assume an extremely large viewport size for asymptotic results.
|
||||
return bloom_approx_scale_x/max_viewport_size_x *
|
||||
get_min_sigma_to_blur_triad(
|
||||
max_viewport_size_x/min_allowed_viewport_triads.x, thresh);
|
||||
}
|
||||
|
||||
float get_center_weight(const float sigma)
|
||||
{
|
||||
// Given a Gaussian blur sigma, get the blur weight for the center texel.
|
||||
#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
return get_fast_gaussian_weight_sum_inv(sigma);
|
||||
#else
|
||||
const float denom_inv = 0.5/(sigma*sigma);
|
||||
const float w0 = 1.0;
|
||||
const float w1 = exp(-1.0 * denom_inv);
|
||||
const float w2 = exp(-4.0 * denom_inv);
|
||||
const float w3 = exp(-9.0 * denom_inv);
|
||||
const float w4 = exp(-16.0 * denom_inv);
|
||||
const float w5 = exp(-25.0 * denom_inv);
|
||||
const float w6 = exp(-36.0 * denom_inv);
|
||||
const float w7 = exp(-49.0 * denom_inv);
|
||||
const float w8 = exp(-64.0 * denom_inv);
|
||||
const float w9 = exp(-81.0 * denom_inv);
|
||||
const float w10 = exp(-100.0 * denom_inv);
|
||||
const float w11 = exp(-121.0 * denom_inv);
|
||||
const float w12 = exp(-144.0 * denom_inv);
|
||||
const float w13 = exp(-169.0 * denom_inv);
|
||||
const float w14 = exp(-196.0 * denom_inv);
|
||||
const float w15 = exp(-225.0 * denom_inv);
|
||||
const float w16 = exp(-256.0 * denom_inv);
|
||||
const float w17 = exp(-289.0 * denom_inv);
|
||||
const float w18 = exp(-324.0 * denom_inv);
|
||||
const float w19 = exp(-361.0 * denom_inv);
|
||||
const float w20 = exp(-400.0 * denom_inv);
|
||||
const float w21 = exp(-441.0 * denom_inv);
|
||||
// Note: If the implementation uses a smaller blur than the max allowed,
|
||||
// the worst case scenario is that the center weight will be overestimated,
|
||||
// so we'll put a bit more energy into the brightpass...no huge deal.
|
||||
// Then again, if the implementation uses a larger blur than the max
|
||||
// "allowed" because of dynamic branching, the center weight could be
|
||||
// underestimated, which is more of a problem...consider always using
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
// 43x blur:
|
||||
const float weight_sum_inv = 1.0 /
|
||||
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 +
|
||||
w11 + w12 + w13 + w14 + w15 + w16 + w17 + w18 + w19 + w20 + w21));
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
// 31x blur:
|
||||
const float weight_sum_inv = 1.0 /
|
||||
(w0 + 2.0 * (w1 + w2 + w3 + w4 + w5 + w6 + w7 +
|
||||
w8 + w9 + w10 + w11 + w12 + w13 + w14 + w15));
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
// 25x blur:
|
||||
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
|
||||
w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8 + w9 + w10 + w11 + w12));
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
// 17x blur:
|
||||
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (
|
||||
w1 + w2 + w3 + w4 + w5 + w6 + w7 + w8));
|
||||
#else
|
||||
// 9x blur:
|
||||
const float weight_sum_inv = 1.0 / (w0 + 2.0 * (w1 + w2 + w3 + w4));
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
const float center_weight = weight_sum_inv * weight_sum_inv;
|
||||
return center_weight;
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 tex2DblurNfast(const sampler2D tex, const float2 tex_uv,
|
||||
const float2 dxdy, const float sigma)
|
||||
{
|
||||
// If sigma is static, we can safely branch and use the smallest blur
|
||||
// that's big enough. Ignore #define hints, because we'll only use a
|
||||
// large blur if we actually need it, and the branches cost nothing.
|
||||
#ifndef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#define PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
#else
|
||||
// It's still worth branching if the profile supports dynamic branches:
|
||||
// It's much faster than using a hugely excessive blur, but each branch
|
||||
// eats ~1% FPS.
|
||||
#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
#endif
|
||||
#endif
|
||||
// Failed optimization notes:
|
||||
// I originally created a same-size mipmapped 5-tap separable blur10 that
|
||||
// could handle any sigma by reaching into lower mip levels. It was
|
||||
// as fast as blur25fast for runtime sigmas and a tad faster than
|
||||
// blur31fast for static sigmas, but mipmapping two viewport-size passes
|
||||
// ate 10% of FPS across all codepaths, so it wasn't worth it.
|
||||
#ifdef PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
if(sigma <= blur9_std_dev)
|
||||
{
|
||||
return tex2Dblur9fast(tex, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else if(sigma <= blur17_std_dev)
|
||||
{
|
||||
return tex2Dblur17fast(tex, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else if(sigma <= blur25_std_dev)
|
||||
{
|
||||
return tex2Dblur25fast(tex, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else if(sigma <= blur31_std_dev)
|
||||
{
|
||||
return tex2Dblur31fast(tex, tex_uv, dxdy, sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
return tex2Dblur43fast(tex, tex_uv, dxdy, sigma);
|
||||
}
|
||||
#else
|
||||
// If we can't afford to branch, we can only guess at what blur
|
||||
// size we need. Therefore, use the largest blur allowed.
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
return tex2Dblur43fast(tex, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
return tex2Dblur31fast(tex, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
return tex2Dblur25fast(tex, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
#ifdef PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
return tex2Dblur17fast(tex, tex_uv, dxdy, sigma);
|
||||
#else
|
||||
return tex2Dblur9fast(tex, tex_uv, dxdy, sigma);
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
#endif // PHOSPHOR_BLOOM_BRANCH_FOR_BLUR_SIZE
|
||||
}
|
||||
|
||||
float get_bloom_approx_sigma(const float output_size_x_runtime,
|
||||
const float estimated_viewport_size_x)
|
||||
{
|
||||
// Requires: 1.) output_size_x_runtime == BLOOM_APPROX.output_size.x.
|
||||
// This is included for dynamic codepaths just in case the
|
||||
// following two globals are incorrect:
|
||||
// 2.) bloom_approx_size_x_for_skip should == the same
|
||||
// if PHOSPHOR_BLOOM_FAKE is #defined
|
||||
// 3.) bloom_approx_size_x should == the same otherwise
|
||||
// Returns: For gaussian4x4, return a dynamic small bloom sigma that's
|
||||
// as close to optimal as possible given available information.
|
||||
// For blur3x3, return the a static small bloom sigma that
|
||||
// works well for typical cases. Otherwise, we're using simple
|
||||
// bilinear filtering, so use static calculations.
|
||||
// Assume the default static value. This is a compromise that ensures
|
||||
// typical triads are blurred, even if unusually large ones aren't.
|
||||
static const float mask_num_triads_static =
|
||||
max(min_allowed_viewport_triads.x, mask_num_triads_desired_static);
|
||||
const float mask_num_triads_from_size =
|
||||
estimated_viewport_size_x/mask_triad_size_desired;
|
||||
const float mask_num_triads_runtime = max(min_allowed_viewport_triads.x,
|
||||
lerp(mask_num_triads_from_size, mask_num_triads_desired,
|
||||
mask_specify_num_triads));
|
||||
// Assume an extremely large viewport size for asymptotic results:
|
||||
static const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// Use the runtime num triads and output size:
|
||||
const float asymptotic_triad_size =
|
||||
max_viewport_size_x/mask_num_triads_runtime;
|
||||
const float asymptotic_sigma = get_min_sigma_to_blur_triad(
|
||||
asymptotic_triad_size, bloom_diff_thresh);
|
||||
const float bloom_approx_sigma =
|
||||
asymptotic_sigma * output_size_x_runtime/max_viewport_size_x;
|
||||
// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
|
||||
// account for the Gaussian scanline sigma from the last pass too.
|
||||
// The bloom will be too wide horizontally but tall enough vertically.
|
||||
return length(float2(bloom_approx_sigma, beam_max_sigma));
|
||||
}
|
||||
else // 3x3 blur resize (the bilinear resize doesn't need a sigma)
|
||||
{
|
||||
// We're either using blur3x3 or bilinear filtering. The biggest
|
||||
// reason to choose blur3x3 is to avoid dynamic weights, so use a
|
||||
// static calculation.
|
||||
#ifdef PHOSPHOR_BLOOM_FAKE
|
||||
static const float output_size_x_static =
|
||||
bloom_approx_size_x_for_fake;
|
||||
#else
|
||||
static const float output_size_x_static = bloom_approx_size_x;
|
||||
#endif
|
||||
static const float asymptotic_triad_size =
|
||||
max_viewport_size_x/mask_num_triads_static;
|
||||
const float asymptotic_sigma = get_min_sigma_to_blur_triad(
|
||||
asymptotic_triad_size, bloom_diff_thresh);
|
||||
const float bloom_approx_sigma =
|
||||
asymptotic_sigma * output_size_x_static/max_viewport_size_x;
|
||||
// The BLOOM_APPROX input has to be ORIG_LINEARIZED to avoid moire, but
|
||||
// try accounting for the Gaussian scanline sigma from the last pass
|
||||
// too; use the static default value:
|
||||
return length(float2(bloom_approx_sigma, beam_max_sigma_static));
|
||||
}
|
||||
}
|
||||
|
||||
float get_final_bloom_sigma(const float bloom_sigma_runtime)
|
||||
{
|
||||
// Requires: 1.) bloom_sigma_runtime is a precalculated sigma that's
|
||||
// optimal for the [known] triad size.
|
||||
// 2.) Call this from a fragment shader (not a vertex shader),
|
||||
// or blurring with static sigmas won't be constant-folded.
|
||||
// Returns: Return the optimistic static sigma if the triad size is
|
||||
// known at compile time. Otherwise return the optimal runtime
|
||||
// sigma (10% slower) or an implementation-specific compromise
|
||||
// between an optimistic or pessimistic static sigma.
|
||||
// Notes: Call this from the fragment shader, NOT the vertex shader,
|
||||
// so static sigmas can be constant-folded!
|
||||
const float bloom_sigma_optimistic = get_min_sigma_to_blur_triad(
|
||||
mask_triad_size_desired_static, bloom_diff_thresh);
|
||||
#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
return bloom_sigma_runtime;
|
||||
#else
|
||||
// Overblurring looks as bad as underblurring, so assume average-size
|
||||
// triads, not worst-case huge triads:
|
||||
return bloom_sigma_optimistic;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
#endif // BLOOM_FUNCTIONS_H
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,299 +0,0 @@
|
||||
#ifndef DERIVED_SETTINGS_AND_CONSTANTS_H
|
||||
#define DERIVED_SETTINGS_AND_CONSTANTS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// These macros and constants can be used across the whole codebase.
|
||||
// Unlike the values in user-settings.cgh, end users shouldn't modify these.
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "user-settings.fxh"
|
||||
#include "user-cgp-constants.fxh"
|
||||
|
||||
|
||||
/////////////////////////////// FIXED SETTINGS ///////////////////////////////
|
||||
|
||||
// Avoid dividing by zero; using a macro overloads for float, float2, etc.:
|
||||
//#define FIX_ZERO(c) (max(abs(c), 0.0000152587890625)) // 2^-16
|
||||
|
||||
// Ensure the first pass decodes CRT gamma and the last encodes LCD gamma.
|
||||
#ifndef SIMULATE_CRT_ON_LCD
|
||||
#define SIMULATE_CRT_ON_LCD
|
||||
#endif
|
||||
|
||||
// Manually tiling a manually resized texture creates texture coord derivative
|
||||
// discontinuities and confuses anisotropic filtering, causing discolored tile
|
||||
// seams in the phosphor mask. Workarounds:
|
||||
// a.) Using tex2Dlod disables anisotropic filtering for tiled masks. It's
|
||||
// downgraded to tex2Dbias without DRIVERS_ALLOW_TEX2DLOD #defined and
|
||||
// disabled without DRIVERS_ALLOW_TEX2DBIAS #defined either.
|
||||
// b.) "Tile flat twice" requires drawing two full tiles without border padding
|
||||
// to the resized mask FBO, and it's incompatible with same-pass curvature.
|
||||
// (Same-pass curvature isn't used but could be in the future...maybe.)
|
||||
// c.) "Fix discontinuities" requires derivatives and drawing one tile with
|
||||
// border padding to the resized mask FBO, but it works with same-pass
|
||||
// curvature. It's disabled without DRIVERS_ALLOW_DERIVATIVES #defined.
|
||||
// Precedence: a, then, b, then c (if multiple strategies are #defined).
|
||||
#define ANISOTROPIC_TILING_COMPAT_TEX2DLOD // 129.7 FPS, 4x, flat; 101.8 at fullscreen
|
||||
#define ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE // 128.1 FPS, 4x, flat; 101.5 at fullscreen
|
||||
#define ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES // 124.4 FPS, 4x, flat; 97.4 at fullscreen
|
||||
// Also, manually resampling the phosphor mask is slightly blurrier with
|
||||
// anisotropic filtering. (Resampling with mipmapping is even worse: It
|
||||
// creates artifacts, but only with the fully bloomed shader.) The difference
|
||||
// is subtle with small triads, but you can fix it for a small cost.
|
||||
//#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
|
||||
|
||||
////////////////////////////// DERIVED SETTINGS //////////////////////////////
|
||||
|
||||
// Intel HD 4000 GPU's can't handle manual mask resizing (for now), setting the
|
||||
// geometry mode at runtime, or a 4x4 true Gaussian resize. Disable
|
||||
// incompatible settings ASAP. (INTEGRATED_GRAPHICS_COMPATIBILITY_MODE may be
|
||||
// #defined by either user-settings.h or a wrapper .cg that #includes the
|
||||
// current .cg pass.)
|
||||
#ifdef INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
#undef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
#endif
|
||||
#ifdef RUNTIME_GEOMETRY_MODE
|
||||
#undef RUNTIME_GEOMETRY_MODE
|
||||
#endif
|
||||
// Mode 2 (4x4 Gaussian resize) won't work, and mode 1 (3x3 blur) is
|
||||
// inferior in most cases, so replace 2.0 with 0.0:
|
||||
static const float bloom_approx_filter =
|
||||
bloom_approx_filter_static > 1.5 ? 0.0 : bloom_approx_filter_static;
|
||||
#else
|
||||
static const float bloom_approx_filter = bloom_approx_filter_static;
|
||||
#endif
|
||||
|
||||
// Disable slow runtime paths if static parameters are used. Most of these
|
||||
// won't be a problem anyway once the params are disabled, but some will.
|
||||
#ifndef RUNTIME_SHADER_PARAMS_ENABLE
|
||||
#ifdef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#undef RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
#endif
|
||||
#ifdef RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#undef RUNTIME_ANTIALIAS_WEIGHTS
|
||||
#endif
|
||||
#ifdef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
#undef RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
#endif
|
||||
#ifdef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#undef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#endif
|
||||
#ifdef RUNTIME_GEOMETRY_TILT
|
||||
#undef RUNTIME_GEOMETRY_TILT
|
||||
#endif
|
||||
#ifdef RUNTIME_GEOMETRY_MODE
|
||||
#undef RUNTIME_GEOMETRY_MODE
|
||||
#endif
|
||||
#ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#undef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Make tex2Dbias a backup for tex2Dlod for wider compatibility.
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
#define ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
#define ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
#endif
|
||||
// Rule out unavailable anisotropic compatibility strategies:
|
||||
#ifndef DRIVERS_ALLOW_DERIVATIVES
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#endif
|
||||
#endif
|
||||
#ifndef DRIVERS_ALLOW_TEX2DLOD
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
#undef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
#undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
#endif
|
||||
#ifdef ANTIALIAS_DISABLE_ANISOTROPIC
|
||||
#undef ANTIALIAS_DISABLE_ANISOTROPIC
|
||||
#endif
|
||||
#endif
|
||||
#ifndef DRIVERS_ALLOW_TEX2DBIAS
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
#undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
#endif
|
||||
#endif
|
||||
// Prioritize anisotropic tiling compatibility strategies by performance and
|
||||
// disable unused strategies. This concentrates all the nesting in one place.
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#undef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
#undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#endif
|
||||
#else
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
#undef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#endif
|
||||
#else
|
||||
// ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE is only compatible with
|
||||
// flat texture coords in the same pass, but that's all we use.
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#undef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
// The tex2Dlod and tex2Dbias strategies share a lot in common, and we can
|
||||
// reduce some #ifdef nesting in the next section by essentially OR'ing them:
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
#define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
#define ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
|
||||
#endif
|
||||
// Prioritize anisotropic resampling compatibility strategies the same way:
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
#undef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
/////////////////////// DERIVED PHOSPHOR MASK CONSTANTS //////////////////////
|
||||
|
||||
// If we can use the large mipmapped LUT without mipmapping artifacts, we
|
||||
// should: It gives us more options for using fewer samples.
|
||||
#ifdef DRIVERS_ALLOW_TEX2DLOD
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
// TODO: Take advantage of this!
|
||||
#define PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT
|
||||
static const float2 mask_resize_src_lut_size = mask_texture_large_size;
|
||||
#else
|
||||
static const float2 mask_resize_src_lut_size = mask_texture_small_size;
|
||||
#endif
|
||||
#else
|
||||
static const float2 mask_resize_src_lut_size = mask_texture_small_size;
|
||||
#endif
|
||||
|
||||
|
||||
// tex2D's sampler2D parameter MUST be a uniform global, a uniform input to
|
||||
// main_fragment, or a static alias of one of the above. This makes it hard
|
||||
// to select the phosphor mask at runtime: We can't even assign to a uniform
|
||||
// global in the vertex shader or select a sampler2D in the vertex shader and
|
||||
// pass it to the fragment shader (even with explicit TEXUNIT# bindings),
|
||||
// because it just gives us the input texture or a black screen. However, we
|
||||
// can get around these limitations by calling tex2D three times with different
|
||||
// uniform samplers (or resizing the phosphor mask three times altogether).
|
||||
// With dynamic branches, we can process only one of these branches on top of
|
||||
// quickly discarding fragments we don't need (cgc seems able to overcome
|
||||
// limigations around dependent texture fetches inside of branches). Without
|
||||
// dynamic branches, we have to process every branch for every fragment...which
|
||||
// is slower. Runtime sampling mode selection is slower without dynamic
|
||||
// branches as well. Let the user's static #defines decide if it's worth it.
|
||||
#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#else
|
||||
#ifdef FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#define RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// We need to render some minimum number of tiles in the resize passes.
|
||||
// We need at least 1.0 just to repeat a single tile, and we need extra
|
||||
// padding beyond that for anisotropic filtering, discontinuitity fixing,
|
||||
// antialiasing, same-pass curvature (not currently used), etc. First
|
||||
// determine how many border texels and tiles we need, based on how the result
|
||||
// will be sampled:
|
||||
#ifdef GEOMETRY_EARLY
|
||||
static const float max_subpixel_offset = aa_subpixel_r_offset_static.x;
|
||||
// Most antialiasing filters have a base radius of 4.0 pixels:
|
||||
static const float max_aa_base_pixel_border = 4.0 +
|
||||
max_subpixel_offset;
|
||||
#else
|
||||
static const float max_aa_base_pixel_border = 0.0;
|
||||
#endif
|
||||
// Anisotropic filtering adds about 0.5 to the pixel border:
|
||||
#ifndef ANISOTROPIC_TILING_COMPAT_TEX2DLOD_FAMILY
|
||||
static const float max_aniso_pixel_border = max_aa_base_pixel_border + 0.5;
|
||||
#else
|
||||
static const float max_aniso_pixel_border = max_aa_base_pixel_border;
|
||||
#endif
|
||||
// Fixing discontinuities adds 1.0 more to the pixel border:
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
static const float max_tiled_pixel_border = max_aniso_pixel_border + 1.0;
|
||||
#else
|
||||
static const float max_tiled_pixel_border = max_aniso_pixel_border;
|
||||
#endif
|
||||
// Convert the pixel border to an integer texel border. Assume same-pass
|
||||
// curvature about triples the texel frequency:
|
||||
#ifdef GEOMETRY_EARLY
|
||||
static const float max_mask_texel_border =
|
||||
macro_ceil(max_tiled_pixel_border * 3.0);
|
||||
#else
|
||||
static const float max_mask_texel_border = macro_ceil(max_tiled_pixel_border);
|
||||
#endif
|
||||
// Convert the texel border to a tile border using worst-case assumptions:
|
||||
static const float max_mask_tile_border = max_mask_texel_border/
|
||||
(mask_min_allowed_triad_size * mask_triads_per_tile);
|
||||
|
||||
// Finally, set the number of resized tiles to render to MASK_RESIZE, and set
|
||||
// the starting texel (inside borders) for sampling it.
|
||||
#ifndef GEOMETRY_EARLY
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
// Special case: Render two tiles without borders. Anisotropic
|
||||
// filtering doesn't seem to be a problem here.
|
||||
static const float mask_resize_num_tiles = 1.0 + 1.0;
|
||||
static const float mask_start_texels = 0.0;
|
||||
#else
|
||||
static const float mask_resize_num_tiles = 1.0 +
|
||||
2.0 * max_mask_tile_border;
|
||||
static const float mask_start_texels = max_mask_texel_border;
|
||||
#endif
|
||||
#else
|
||||
static const float mask_resize_num_tiles = 1.0 + 2.0*max_mask_tile_border;
|
||||
static const float mask_start_texels = max_mask_texel_border;
|
||||
#endif
|
||||
|
||||
// We have to fit mask_resize_num_tiles into an FBO with a viewport scale of
|
||||
// mask_resize_viewport_scale. This limits the maximum final triad size.
|
||||
// Estimate the minimum number of triads we can split the screen into in each
|
||||
// dimension (we'll be as correct as mask_resize_viewport_scale is):
|
||||
static const float mask_resize_num_triads =
|
||||
mask_resize_num_tiles * mask_triads_per_tile;
|
||||
static const float2 min_allowed_viewport_triads =
|
||||
mask_resize_num_triads.xx / mask_resize_viewport_scale;
|
||||
|
||||
#endif // DERIVED_SETTINGS_AND_CONSTANTS_H
|
||||
|
||||
@@ -1,545 +0,0 @@
|
||||
#ifndef GAMMA_MANAGEMENT_H
|
||||
#define GAMMA_MANAGEMENT_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// This file provides gamma-aware tex*D*() and encode_output() functions.
|
||||
// Requires: Before #include-ing this file, the including file must #define
|
||||
// the following macros when applicable and follow their rules:
|
||||
// 1.) #define FIRST_PASS if this is the first pass.
|
||||
// 2.) #define LAST_PASS if this is the last pass.
|
||||
// 3.) If sRGB is available, set srgb_framebufferN = "true" for
|
||||
// every pass except the last in your .cgp preset.
|
||||
// 4.) If sRGB isn't available but you want gamma-correctness with
|
||||
// no banding, #define GAMMA_ENCODE_EVERY_FBO each pass.
|
||||
// 5.) #define SIMULATE_CRT_ON_LCD if desired (precedence over 5-7)
|
||||
// 6.) #define SIMULATE_GBA_ON_LCD if desired (precedence over 6-7)
|
||||
// 7.) #define SIMULATE_LCD_ON_CRT if desired (precedence over 7)
|
||||
// 8.) #define SIMULATE_GBA_ON_CRT if desired (precedence over -)
|
||||
// If an option in [5, 8] is #defined in the first or last pass, it
|
||||
// should be #defined for both. It shouldn't make a difference
|
||||
// whether it's #defined for intermediate passes or not.
|
||||
// Optional: The including file (or an earlier included file) may optionally
|
||||
// #define a number of macros indicating it will override certain
|
||||
// macros and associated constants are as follows:
|
||||
// static constants with either static or uniform constants. The
|
||||
// 1.) OVERRIDE_STANDARD_GAMMA: The user must first define:
|
||||
// static const float ntsc_gamma
|
||||
// static const float pal_gamma
|
||||
// static const float crt_reference_gamma_high
|
||||
// static const float crt_reference_gamma_low
|
||||
// static const float lcd_reference_gamma
|
||||
// static const float crt_office_gamma
|
||||
// static const float lcd_office_gamma
|
||||
// 2.) OVERRIDE_DEVICE_GAMMA: The user must first define:
|
||||
// static const float crt_gamma
|
||||
// static const float gba_gamma
|
||||
// static const float lcd_gamma
|
||||
// 3.) OVERRIDE_FINAL_GAMMA: The user must first define:
|
||||
// static const float input_gamma
|
||||
// static const float intermediate_gamma
|
||||
// static const float output_gamma
|
||||
// (intermediate_gamma is for GAMMA_ENCODE_EVERY_FBO.)
|
||||
// 4.) OVERRIDE_ALPHA_ASSUMPTIONS: The user must first define:
|
||||
// static const bool assume_opaque_alpha
|
||||
// The gamma constant overrides must be used in every pass or none,
|
||||
// and OVERRIDE_FINAL_GAMMA bypasses all of the SIMULATE* macros.
|
||||
// OVERRIDE_ALPHA_ASSUMPTIONS may be set on a per-pass basis.
|
||||
// Usage: After setting macros appropriately, ignore gamma correction and
|
||||
// replace all tex*D*() calls with equivalent gamma-aware
|
||||
// tex*D*_linearize calls, except:
|
||||
// 1.) When you read an LUT, use regular tex*D or a gamma-specified
|
||||
// function, depending on its gamma encoding:
|
||||
// tex*D*_linearize_gamma (takes a runtime gamma parameter)
|
||||
// 2.) If you must read pass0's original input in a later pass, use
|
||||
// tex2D_linearize_ntsc_gamma. If you want to read pass0's
|
||||
// input with gamma-corrected bilinear filtering, consider
|
||||
// creating a first linearizing pass and reading from the input
|
||||
// of pass1 later.
|
||||
// Then, return encode_output(color) from every fragment shader.
|
||||
// Finally, use the global gamma_aware_bilinear boolean if you want
|
||||
// to statically branch based on whether bilinear filtering is
|
||||
// gamma-correct or not (e.g. for placing Gaussian blur samples).
|
||||
//
|
||||
// Detailed Policy:
|
||||
// tex*D*_linearize() functions enforce a consistent gamma-management policy
|
||||
// based on the FIRST_PASS and GAMMA_ENCODE_EVERY_FBO settings. They assume
|
||||
// their input texture has the same encoding characteristics as the input for
|
||||
// the current pass (which doesn't apply to the exceptions listed above).
|
||||
// Similarly, encode_output() enforces a policy based on the LAST_PASS and
|
||||
// GAMMA_ENCODE_EVERY_FBO settings. Together, they result in one of the
|
||||
// following two pipelines.
|
||||
// Typical pipeline with intermediate sRGB framebuffers:
|
||||
// linear_color = pow(pass0_encoded_color, input_gamma);
|
||||
// intermediate_output = linear_color; // Automatic sRGB encoding
|
||||
// linear_color = intermediate_output; // Automatic sRGB decoding
|
||||
// final_output = pow(intermediate_output, 1.0/output_gamma);
|
||||
// Typical pipeline without intermediate sRGB framebuffers:
|
||||
// linear_color = pow(pass0_encoded_color, input_gamma);
|
||||
// intermediate_output = pow(linear_color, 1.0/intermediate_gamma);
|
||||
// linear_color = pow(intermediate_output, intermediate_gamma);
|
||||
// final_output = pow(intermediate_output, 1.0/output_gamma);
|
||||
// Using GAMMA_ENCODE_EVERY_FBO is much slower, but it's provided as a way to
|
||||
// easily get gamma-correctness without banding on devices where sRGB isn't
|
||||
// supported.
|
||||
//
|
||||
// Use This Header to Maximize Code Reuse:
|
||||
// The purpose of this header is to provide a consistent interface for texture
|
||||
// reads and output gamma-encoding that localizes and abstracts away all the
|
||||
// annoying details. This greatly reduces the amount of code in each shader
|
||||
// pass that depends on the pass number in the .cgp preset or whether sRGB
|
||||
// FBO's are being used: You can trivially change the gamma behavior of your
|
||||
// whole pass by commenting or uncommenting 1-3 #defines. To reuse the same
|
||||
// code in your first, Nth, and last passes, you can even put it all in another
|
||||
// header file and #include it from skeleton .cg files that #define the
|
||||
// appropriate pass-specific settings.
|
||||
//
|
||||
// Rationale for Using Three Macros:
|
||||
// This file uses GAMMA_ENCODE_EVERY_FBO instead of an opposite macro like
|
||||
// SRGB_PIPELINE to ensure sRGB is assumed by default, which hopefully imposes
|
||||
// a lower maintenance burden on each pass. At first glance it seems we could
|
||||
// accomplish everything with two macros: GAMMA_CORRECT_IN / GAMMA_CORRECT_OUT.
|
||||
// This works for simple use cases where input_gamma == output_gamma, but it
|
||||
// breaks down for more complex scenarios like CRT simulation, where the pass
|
||||
// number determines the gamma encoding of the input and output.
|
||||
|
||||
|
||||
/////////////////////////////// BASE CONSTANTS ///////////////////////////////
|
||||
|
||||
// Set standard gamma constants, but allow users to override them:
|
||||
#ifndef OVERRIDE_STANDARD_GAMMA
|
||||
// Standard encoding gammas:
|
||||
static const float ntsc_gamma = 2.2; // Best to use NTSC for PAL too?
|
||||
static const float pal_gamma = 2.8; // Never actually 2.8 in practice
|
||||
// Typical device decoding gammas (only use for emulating devices):
|
||||
// CRT/LCD reference gammas are higher than NTSC and Rec.709 video standard
|
||||
// gammas: The standards purposely undercorrected for an analog CRT's
|
||||
// assumed 2.5 reference display gamma to maintain contrast in assumed
|
||||
// [dark] viewing conditions: http://www.poynton.com/PDFs/GammaFAQ.pdf
|
||||
// These unstated assumptions about display gamma and perceptual rendering
|
||||
// intent caused a lot of confusion, and more modern CRT's seemed to target
|
||||
// NTSC 2.2 gamma with circuitry. LCD displays seem to have followed suit
|
||||
// (they struggle near black with 2.5 gamma anyway), especially PC/laptop
|
||||
// displays designed to view sRGB in bright environments. (Standards are
|
||||
// also in flux again with BT.1886, but it's underspecified for displays.)
|
||||
static const float crt_reference_gamma_high = 2.5; // In (2.35, 2.55)
|
||||
static const float crt_reference_gamma_low = 2.35; // In (2.35, 2.55)
|
||||
static const float lcd_reference_gamma = 2.5; // To match CRT
|
||||
static const float crt_office_gamma = 2.2; // Circuitry-adjusted for NTSC
|
||||
static const float lcd_office_gamma = 2.2; // Approximates sRGB
|
||||
#endif // OVERRIDE_STANDARD_GAMMA
|
||||
|
||||
// Assuming alpha == 1.0 might make it easier for users to avoid some bugs,
|
||||
// but only if they're aware of it.
|
||||
#ifndef OVERRIDE_ALPHA_ASSUMPTIONS
|
||||
static const bool assume_opaque_alpha = false;
|
||||
#endif
|
||||
|
||||
|
||||
/////////////////////// DERIVED CONSTANTS AS FUNCTIONS ///////////////////////
|
||||
|
||||
// gamma-management.h should be compatible with overriding gamma values with
|
||||
// runtime user parameters, but we can only define other global constants in
|
||||
// terms of static constants, not uniform user parameters. To get around this
|
||||
// limitation, we need to define derived constants using functions.
|
||||
|
||||
// Set device gamma constants, but allow users to override them:
|
||||
#ifdef OVERRIDE_DEVICE_GAMMA
|
||||
// The user promises to globally define the appropriate constants:
|
||||
float get_crt_gamma() { return crt_gamma; }
|
||||
float get_gba_gamma() { return gba_gamma; }
|
||||
float get_lcd_gamma() { return lcd_gamma; }
|
||||
#else
|
||||
float get_crt_gamma() { return crt_reference_gamma_high; }
|
||||
float get_gba_gamma() { return 3.5; } // Game Boy Advance; in (3.0, 4.0)
|
||||
float get_lcd_gamma() { return lcd_office_gamma; }
|
||||
#endif // OVERRIDE_DEVICE_GAMMA
|
||||
|
||||
// Set decoding/encoding gammas for the first/lass passes, but allow overrides:
|
||||
#ifdef OVERRIDE_FINAL_GAMMA
|
||||
// The user promises to globally define the appropriate constants:
|
||||
float get_intermediate_gamma() { return intermediate_gamma; }
|
||||
float get_input_gamma() { return input_gamma; }
|
||||
float get_output_gamma() { return output_gamma; }
|
||||
#else
|
||||
// If we gamma-correct every pass, always use ntsc_gamma between passes to
|
||||
// ensure middle passes don't need to care if anything is being simulated:
|
||||
float get_intermediate_gamma() { return ntsc_gamma; }
|
||||
#ifdef SIMULATE_CRT_ON_LCD
|
||||
float get_input_gamma() { return get_crt_gamma(); }
|
||||
float get_output_gamma() { return get_lcd_gamma(); }
|
||||
#else
|
||||
#ifdef SIMULATE_GBA_ON_LCD
|
||||
float get_input_gamma() { return get_gba_gamma(); }
|
||||
float get_output_gamma() { return get_lcd_gamma(); }
|
||||
#else
|
||||
#ifdef SIMULATE_LCD_ON_CRT
|
||||
float get_input_gamma() { return get_lcd_gamma(); }
|
||||
float get_output_gamma() { return get_crt_gamma(); }
|
||||
#else
|
||||
#ifdef SIMULATE_GBA_ON_CRT
|
||||
float get_input_gamma() { return get_gba_gamma(); }
|
||||
float get_output_gamma() { return get_crt_gamma(); }
|
||||
#else // Don't simulate anything:
|
||||
float get_input_gamma() { return ntsc_gamma; }
|
||||
float get_output_gamma() { return ntsc_gamma; }
|
||||
#endif // SIMULATE_GBA_ON_CRT
|
||||
#endif // SIMULATE_LCD_ON_CRT
|
||||
#endif // SIMULATE_GBA_ON_LCD
|
||||
#endif // SIMULATE_CRT_ON_LCD
|
||||
#endif // OVERRIDE_FINAL_GAMMA
|
||||
|
||||
// Set decoding/encoding gammas for the current pass. Use static constants for
|
||||
// linearize_input and gamma_encode_output, because they aren't derived, and
|
||||
// they let the compiler do dead-code elimination.
|
||||
#ifndef GAMMA_ENCODE_EVERY_FBO
|
||||
#ifdef FIRST_PASS
|
||||
static const bool linearize_input = true;
|
||||
float get_pass_input_gamma() { return get_input_gamma(); }
|
||||
#else
|
||||
static const bool linearize_input = false;
|
||||
float get_pass_input_gamma() { return 1.0; }
|
||||
#endif
|
||||
#ifdef LAST_PASS
|
||||
static const bool gamma_encode_output = true;
|
||||
float get_pass_output_gamma() { return get_output_gamma(); }
|
||||
#else
|
||||
static const bool gamma_encode_output = false;
|
||||
float get_pass_output_gamma() { return 1.0; }
|
||||
#endif
|
||||
#else
|
||||
static const bool linearize_input = true;
|
||||
static const bool gamma_encode_output = true;
|
||||
#ifdef FIRST_PASS
|
||||
float get_pass_input_gamma() { return get_input_gamma(); }
|
||||
#else
|
||||
float get_pass_input_gamma() { return get_intermediate_gamma(); }
|
||||
#endif
|
||||
#ifdef LAST_PASS
|
||||
float get_pass_output_gamma() { return get_output_gamma(); }
|
||||
#else
|
||||
float get_pass_output_gamma() { return get_intermediate_gamma(); }
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Users might want to know if bilinear filtering will be gamma-correct:
|
||||
static const bool gamma_aware_bilinear = !linearize_input;
|
||||
|
||||
|
||||
////////////////////// COLOR ENCODING/DECODING FUNCTIONS /////////////////////
|
||||
|
||||
float4 encode_output(const float4 color)
|
||||
{
|
||||
if(gamma_encode_output)
|
||||
{
|
||||
if(assume_opaque_alpha)
|
||||
{
|
||||
return float4(pow(color.rgb, 1.0/get_pass_output_gamma()), 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return float4(pow(color.rgb, 1.0/get_pass_output_gamma()), color.a);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return color;
|
||||
}
|
||||
}
|
||||
|
||||
float4 decode_input(const float4 color)
|
||||
{
|
||||
return color;
|
||||
}
|
||||
|
||||
float4 decode_input_first(const float4 color)
|
||||
{
|
||||
if(assume_opaque_alpha)
|
||||
{
|
||||
return float4(pow(color.rgb, get_input_gamma()), 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return float4(pow(color.rgb, get_input_gamma()), color.a);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float4 decode_gamma_input(const float4 color, const float3 gamma)
|
||||
{
|
||||
if(assume_opaque_alpha)
|
||||
{
|
||||
return float4(pow(color.rgb, gamma), 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return float4(pow(color.rgb, gamma), color.a);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////// TEXTURE LOOKUP WRAPPERS //////////////////////////
|
||||
|
||||
// "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS:
|
||||
// Provide a wide array of linearizing texture lookup wrapper functions. The
|
||||
// Cg shader spec Retroarch uses only allows for 2D textures, but 1D and 3D
|
||||
// lookups are provided for completeness in case that changes someday. Nobody
|
||||
// is likely to use the *fetch and *proj functions, but they're included just
|
||||
// in case. The only tex*D texture sampling functions omitted are:
|
||||
// - tex*Dcmpbias
|
||||
// - tex*Dcmplod
|
||||
// - tex*DARRAY*
|
||||
// - tex*DMS*
|
||||
// - Variants returning integers
|
||||
// Standard line length restrictions are ignored below for vertical brevity.
|
||||
/*
|
||||
// tex1D:
|
||||
float4 tex1D_linearize(const sampler1D tex, const float tex_coords)
|
||||
{ return decode_input(tex1D(tex, tex_coords)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords)
|
||||
{ return decode_input(tex1D(tex, tex_coords)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1D(tex, tex_coords, texel_off)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1D(tex, tex_coords, texel_off)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy)
|
||||
{ return decode_input(tex1D(tex, tex_coords, dx, dy)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy)
|
||||
{ return decode_input(tex1D(tex, tex_coords, dx, dy)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float tex_coords, const float dx, const float dy, const int texel_off)
|
||||
{ return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); }
|
||||
|
||||
float4 tex1D_linearize(const sampler1D tex, const float2 tex_coords, const float dx, const float dy, const int texel_off)
|
||||
{ return decode_input(tex1D(tex, tex_coords, dx, dy, texel_off)); }
|
||||
|
||||
// tex1Dbias:
|
||||
float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex1Dbias(tex, tex_coords)); }
|
||||
|
||||
float4 tex1Dbias_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1Dbias(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex1Dfetch:
|
||||
float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords)
|
||||
{ return decode_input(tex1Dfetch(tex, tex_coords)); }
|
||||
|
||||
float4 tex1Dfetch_linearize(const sampler1D tex, const int4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1Dfetch(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex1Dlod:
|
||||
float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex1Dlod(tex, tex_coords)); }
|
||||
|
||||
float4 tex1Dlod_linearize(const sampler1D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1Dlod(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex1Dproj:
|
||||
float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords)
|
||||
{ return decode_input(tex1Dproj(tex, tex_coords)); }
|
||||
|
||||
float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords)
|
||||
{ return decode_input(tex1Dproj(tex, tex_coords)); }
|
||||
|
||||
float4 tex1Dproj_linearize(const sampler1D tex, const float2 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1Dproj(tex, tex_coords, texel_off)); }
|
||||
|
||||
float4 tex1Dproj_linearize(const sampler1D tex, const float3 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex1Dproj(tex, tex_coords, texel_off)); }
|
||||
*/
|
||||
// tex2D:
|
||||
float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords)
|
||||
{ return decode_input(tex2D(tex, tex_coords)); }
|
||||
|
||||
float4 tex2D_linearize_first(const sampler2D tex, const float2 tex_coords)
|
||||
{ return decode_input_first(tex2D(tex, tex_coords)); }
|
||||
|
||||
float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords)
|
||||
{ return decode_input(tex2D(tex, tex_coords.xy)); }
|
||||
|
||||
//float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off)
|
||||
//{ return decode_input(tex2D(tex, tex_coords, texel_off)); }
|
||||
|
||||
//float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off)
|
||||
//{ return decode_input(tex2D(tex, tex_coords.xy, texel_off)); }
|
||||
/*
|
||||
float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy)
|
||||
{ return decode_input(tex2D(tex, tex_coords, dx, dy)); }
|
||||
|
||||
float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy)
|
||||
{ return decode_input(tex2D(tex, tex_coords, dx, dy)); }
|
||||
|
||||
float4 tex2D_linearize(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off)
|
||||
{ return decode_input(tex2D(tex, tex_coords, dx, dy, texel_off)); }
|
||||
|
||||
float4 tex2D_linearize(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off)
|
||||
{ return decode_input(tex2D(tex, tex_coords, dx, dy, texel_off)); }
|
||||
|
||||
// tex2Dbias:
|
||||
float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex2Dbias(tex, tex_coords)); }
|
||||
|
||||
float4 tex2Dbias_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex2Dbias(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex2Dfetch:
|
||||
float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords)
|
||||
{ return decode_input(tex2Dfetch(tex, tex_coords)); }
|
||||
|
||||
float4 tex2Dfetch_linearize(const sampler2D tex, const int4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex2Dfetch(tex, tex_coords, texel_off)); }
|
||||
*/
|
||||
// tex2Dlod:
|
||||
float4 tex2Dlod_linearize(const sampler2D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex2Dlod(tex, tex_coords)); }
|
||||
|
||||
//float4 tex2Dlod_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off)
|
||||
//{ return decode_input(tex2Dlod(tex, tex_coords, texel_off)); }
|
||||
/*
|
||||
// tex2Dproj:
|
||||
float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords)
|
||||
{ return decode_input(tex2Dproj(tex, tex_coords)); }
|
||||
|
||||
float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex2Dproj(tex, tex_coords)); }
|
||||
|
||||
float4 tex2Dproj_linearize(const sampler2D tex, const float3 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex2Dproj(tex, tex_coords, texel_off)); }
|
||||
|
||||
float4 tex2Dproj_linearize(const sampler2D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex2Dproj(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex3D:
|
||||
float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords)
|
||||
{ return decode_input(tex3D(tex, tex_coords)); }
|
||||
|
||||
float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex3D(tex, tex_coords, texel_off)); }
|
||||
|
||||
float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy)
|
||||
{ return decode_input(tex3D(tex, tex_coords, dx, dy)); }
|
||||
|
||||
float4 tex3D_linearize(const sampler3D tex, const float3 tex_coords, const float3 dx, const float3 dy, const int texel_off)
|
||||
{ return decode_input(tex3D(tex, tex_coords, dx, dy, texel_off)); }
|
||||
|
||||
// tex3Dbias:
|
||||
float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex3Dbias(tex, tex_coords)); }
|
||||
|
||||
float4 tex3Dbias_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex3Dbias(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex3Dfetch:
|
||||
float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords)
|
||||
{ return decode_input(tex3Dfetch(tex, tex_coords)); }
|
||||
|
||||
float4 tex3Dfetch_linearize(const sampler3D tex, const int4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex3Dfetch(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex3Dlod:
|
||||
float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex3Dlod(tex, tex_coords)); }
|
||||
|
||||
float4 tex3Dlod_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex3Dlod(tex, tex_coords, texel_off)); }
|
||||
|
||||
// tex3Dproj:
|
||||
float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords)
|
||||
{ return decode_input(tex3Dproj(tex, tex_coords)); }
|
||||
|
||||
float4 tex3Dproj_linearize(const sampler3D tex, const float4 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex3Dproj(tex, tex_coords, texel_off)); }
|
||||
|
||||
|
||||
// NONSTANDARD "SMART" LINEARIZING TEXTURE LOOKUP FUNCTIONS:
|
||||
// This narrow selection of nonstandard tex2D* functions can be useful:
|
||||
|
||||
// tex2Dlod0: Automatically fill in the tex2D LOD parameter for mip level 0.
|
||||
float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords)
|
||||
{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0))); }
|
||||
|
||||
float4 tex2Dlod0_linearize(const sampler2D tex, const float2 tex_coords, const int texel_off)
|
||||
{ return decode_input(tex2Dlod(tex, float4(tex_coords, 0.0, 0.0), texel_off)); }
|
||||
|
||||
|
||||
// MANUALLY LINEARIZING TEXTURE LOOKUP FUNCTIONS:
|
||||
// Provide a narrower selection of tex2D* wrapper functions that decode an
|
||||
// input sample with a specified gamma value. These are useful for reading
|
||||
// LUT's and for reading the input of pass0 in a later pass.
|
||||
|
||||
// tex2D:
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const int texel_off, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords, texel_off), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const int texel_off, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords, texel_off), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords, dx, dy), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords, dx, dy), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float2 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords, dx, dy, texel_off), gamma); }
|
||||
|
||||
float4 tex2D_linearize_gamma(const sampler2D tex, const float3 tex_coords, const float2 dx, const float2 dy, const int texel_off, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2D(tex, tex_coords, dx, dy, texel_off), gamma); }
|
||||
|
||||
// tex2Dbias:
|
||||
float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2Dbias(tex, tex_coords), gamma); }
|
||||
|
||||
float4 tex2Dbias_linearize_gamma(const sampler2D tex, const float4 tex_coords, const int texel_off, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2Dbias(tex, tex_coords, texel_off), gamma); }
|
||||
|
||||
// tex2Dfetch:
|
||||
float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2Dfetch(tex, tex_coords), gamma); }
|
||||
|
||||
float4 tex2Dfetch_linearize_gamma(const sampler2D tex, const int4 tex_coords, const int texel_off, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2Dfetch(tex, tex_coords, texel_off), gamma); }
|
||||
*/
|
||||
// tex2Dlod:
|
||||
float4 tex2Dlod_linearize_gamma(const sampler2D tex, const float4 tex_coords, const float3 gamma)
|
||||
{ return decode_gamma_input(tex2Dlod(tex, tex_coords), gamma); }
|
||||
|
||||
//float4 tex2Dlod_linearize_gamma(const sampler2D tex, const float4 tex_coords, const int texel_off, const float3 gamma)
|
||||
//{ return decode_gamma_input(tex2Dlod(tex, tex_coords, texel_off), gamma); }
|
||||
|
||||
|
||||
#endif // GAMMA_MANAGEMENT_H
|
||||
|
||||
@@ -1,76 +0,0 @@
|
||||
#ifndef _HELPER_FUNCTIONS_AND_MACROS_H
|
||||
#define _HELPER_FUNCTIONS_AND_MACROS_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2020 Alex Gunter
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
float4 tex2D_nograd(sampler2D tex, float2 tex_coords)
|
||||
{
|
||||
return tex2Dlod(tex, float4(tex_coords, 0, 0), 0.0);
|
||||
}
|
||||
|
||||
// ReShade 4 does not permit the use of functions or the ternary operator
|
||||
// outside of a function definition. This is a problem for this port
|
||||
// because the original crt-royale shader makes heavy use of these
|
||||
// constructs at the root level.
|
||||
|
||||
// These preprocessor definitions are a workaround for this limitation.
|
||||
// Note that they are strictly intended for defining complex global
|
||||
// constants. I doubt they're more performant than the built-in
|
||||
// equivalents, so I recommend using the built-ins whenever you can.
|
||||
|
||||
|
||||
#define macro_sign(c) -((int) ((c) != 0)) * -((int) ((c) > 0))
|
||||
#define macro_abs(c) (c) * macro_sign(c)
|
||||
|
||||
#define macro_min(c, d) (c) * ((int) ((c) <= (d))) + (d) * ((int) ((c) > (d)))
|
||||
#define macro_max(c, d) (c) * ((int) ((c) >= (d))) + (d) * ((int) ((c) < (d)))
|
||||
#define macro_clamp(c, l, u) macro_min(macro_max(c, l), u)
|
||||
|
||||
#define macro_ceil(c) (float) ((int) (c) + (int) (((int) (c)) < (c)))
|
||||
|
||||
#define macro_cond(c, a, b) float(c) * (a) + float(!(c)) * (b)
|
||||
|
||||
|
||||
|
||||
//////////////////////// COMMON MATHEMATICAL CONSTANTS ///////////////////////
|
||||
|
||||
static const float pi = 3.141592653589;
|
||||
// We often want to find the location of the previous texel, e.g.:
|
||||
// const float2 curr_texel = uv * texture_size;
|
||||
// const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5);
|
||||
// const float2 prev_texel_uv = prev_texel / texture_size;
|
||||
// However, many GPU drivers round incorrectly around exact texel locations.
|
||||
// We need to subtract a little less than 0.5 before flooring, and some GPU's
|
||||
// require this value to be farther from 0.5 than others; define it here.
|
||||
// const float2 prev_texel =
|
||||
// floor(curr_texel - float2(under_half)) + float2(0.5);
|
||||
static const float under_half = 0.4995;
|
||||
|
||||
// Avoid dividing by zero; using a macro overloads for float, float2, etc.:
|
||||
#define FIX_ZERO(c) (macro_max(macro_abs(c), 0.0000152587890625)) // 2^-16
|
||||
|
||||
// #define fmod(x, y) ((x) - (y) * floor((x)/(y) + FIX_ZERO(0.0)))
|
||||
#define fmod(x, y) (frac((x) / (y)) * (y))
|
||||
|
||||
#endif // _HELPER_FUNCTIONS_AND_MACROS_H
|
||||
@@ -1,676 +0,0 @@
|
||||
#ifndef PHOSPHOR_MASK_RESIZING_H
|
||||
#define PHOSPHOR_MASK_RESIZING_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
|
||||
///////////////////////////// CODEPATH SELECTION /////////////////////////////
|
||||
|
||||
// Choose a looping strategy based on what's allowed:
|
||||
// Dynamic loops not allowed: Use a flat static loop.
|
||||
// Dynamic loops accomodated: Coarsely branch around static loops.
|
||||
// Dynamic loops assumed allowed: Use a flat dynamic loop.
|
||||
#ifndef DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#ifdef ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
|
||||
#define BREAK_LOOPS_INTO_PIECES
|
||||
#else
|
||||
#define USE_SINGLE_STATIC_LOOP
|
||||
#endif
|
||||
#endif // No else needed: Dynamic loops assumed.
|
||||
|
||||
|
||||
////////////////////////////////// CONSTANTS /////////////////////////////////
|
||||
|
||||
// The larger the resized tile, the fewer samples we'll need for downsizing.
|
||||
// See if we can get a static min tile size > mask_min_allowed_tile_size:
|
||||
static const float mask_min_allowed_tile_size = macro_ceil(
|
||||
mask_min_allowed_triad_size * mask_triads_per_tile);
|
||||
static const float mask_min_expected_tile_size =
|
||||
mask_min_allowed_tile_size;
|
||||
// Limit the number of sinc resize taps by the maximum minification factor:
|
||||
static const float pi_over_lobes = pi/mask_sinc_lobes;
|
||||
static const float max_sinc_resize_samples_float = 2.0 * mask_sinc_lobes *
|
||||
mask_resize_src_lut_size.x/mask_min_expected_tile_size;
|
||||
// Vectorized loops sample in multiples of 4. Round up to be safe:
|
||||
static const float max_sinc_resize_samples_m4 = macro_ceil(
|
||||
max_sinc_resize_samples_float * 0.25) * 4.0;
|
||||
|
||||
|
||||
///////////////////////// RESAMPLING FUNCTION HELPERS ////////////////////////
|
||||
|
||||
float get_dynamic_loop_size(const float magnification_scale)
|
||||
{
|
||||
// Requires: The following global constants must be defined:
|
||||
// 1.) mask_sinc_lobes
|
||||
// 2.) max_sinc_resize_samples_m4
|
||||
// Returns: The minimum number of texture samples for a correct downsize
|
||||
// at magnification_scale.
|
||||
// We're downsizing, so the filter is sized across 2*lobes output pixels
|
||||
// (not 2*lobes input texels). This impacts distance measurements and the
|
||||
// minimum number of input samples needed.
|
||||
const float min_samples_float = 2.0 * mask_sinc_lobes / magnification_scale;
|
||||
const float min_samples_m4 = ceil(min_samples_float * 0.25) * 4.0;
|
||||
#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
const float max_samples_m4 = max_sinc_resize_samples_m4;
|
||||
#else // ifdef BREAK_LOOPS_INTO_PIECES
|
||||
// Simulating loops with branches imposes a 128-sample limit.
|
||||
const float max_samples_m4 = min(128.0, max_sinc_resize_samples_m4);
|
||||
#endif
|
||||
return min(min_samples_m4, max_samples_m4);
|
||||
}
|
||||
|
||||
float2 get_first_texel_tile_uv_and_dist(const float2 tex_uv,
|
||||
const float2 texture_size, const float dr,
|
||||
const float input_tiles_per_texture_r, const float samples,
|
||||
const bool vertical)
|
||||
{
|
||||
// Requires: 1.) dr == du == 1.0/texture_size.x or
|
||||
// dr == dv == 1.0/texture_size.y
|
||||
// (whichever direction we're resampling in).
|
||||
// It's a scalar to save register space.
|
||||
// 2.) input_tiles_per_texture_r is the number of input tiles
|
||||
// that can fit in the input texture in the direction we're
|
||||
// resampling this pass.
|
||||
// 3.) vertical indicates whether we're resampling vertically
|
||||
// this pass (or horizontally).
|
||||
// Returns: Pack and return the first sample's tile_uv coord in [0, 1]
|
||||
// and its texel distance from the destination pixel, in the
|
||||
// resized dimension only.
|
||||
// We'll start with the topmost or leftmost sample and work down or right,
|
||||
// so get the first sample location and distance. Modify both dimensions
|
||||
// as if we're doing a one-pass 2D resize; we'll throw away the unneeded
|
||||
// (and incorrect) dimension at the end.
|
||||
const float2 curr_texel = tex_uv * texture_size;
|
||||
const float2 prev_texel = floor(curr_texel - under_half.xx) + 0.5.xx;
|
||||
const float2 first_texel = prev_texel - float2(samples.xx/2.0.xx - 1.0.xx);
|
||||
const float2 first_texel_uv_wrap_2D = first_texel * dr;
|
||||
const float2 first_texel_dist_2D = curr_texel - first_texel;
|
||||
// Convert from tex_uv to tile_uv coords so we can sub fracs for fmods.
|
||||
const float2 first_texel_tile_uv_wrap_2D =
|
||||
first_texel_uv_wrap_2D * input_tiles_per_texture_r;
|
||||
// Project wrapped coordinates to the [0, 1] range. We'll do this with all
|
||||
// samples,but the first texel is special, since it might be negative.
|
||||
const float2 coord_negative =
|
||||
float2(first_texel_tile_uv_wrap_2D < 0.0.xx);
|
||||
const float2 first_texel_tile_uv_2D =
|
||||
frac(first_texel_tile_uv_wrap_2D) + coord_negative;
|
||||
// Pack the first texel's tile_uv coord and texel distance in 1D:
|
||||
const float2 tile_u_and_dist =
|
||||
float2(first_texel_tile_uv_2D.x, first_texel_dist_2D.x);
|
||||
const float2 tile_v_and_dist =
|
||||
float2(first_texel_tile_uv_2D.y, first_texel_dist_2D.y);
|
||||
return vertical ? tile_v_and_dist : tile_u_and_dist;
|
||||
//return lerp(tile_u_and_dist, tile_v_and_dist, float(vertical));
|
||||
}
|
||||
|
||||
float4 tex2Dlod0try(const sampler2D tex, const float2 tex_uv)
|
||||
{
|
||||
// Mipmapping and anisotropic filtering get confused by sinc-resampling.
|
||||
// One [slow] workaround is to select the lowest mip level:
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DLOD
|
||||
return tex2Dlod(tex, float4(tex_uv, 0.0, 0.0));
|
||||
#else
|
||||
#ifdef ANISOTROPIC_RESAMPLING_COMPAT_TEX2DBIAS
|
||||
return tex2Dbias(tex, float4(tex_uv, 0.0, -16.0));
|
||||
#else
|
||||
return tex2D(tex, tex_uv);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////// LOOP BODY MACROS //////////////////////////////
|
||||
|
||||
// Using functions can exceed the temporary register limit, so we're
|
||||
// stuck with #define macros (I'm TRULY sorry). They're declared here instead
|
||||
// of above to be closer to the actual invocation sites. Steps:
|
||||
// 1.) Get the exact texel location.
|
||||
// 2.) Sample the phosphor mask (already assumed encoded in linear RGB).
|
||||
// 3.) Get the distance from the current pixel and sinc weight:
|
||||
// sinc(dist) = sin(pi * dist)/(pi * dist)
|
||||
// We can also use the slower/smoother Lanczos instead:
|
||||
// L(x) = sinc(dist) * sinc(dist / lobes)
|
||||
// 4.) Accumulate the weight sum in weights, and accumulate the weighted texels
|
||||
// in pixel_color (we'll normalize outside the loop at the end).
|
||||
// We vectorize the loop to help reduce the Lanczos window's cost.
|
||||
|
||||
// The r coord is the coord in the dimension we're resizing along (u or v),
|
||||
// and first_texel_tile_uv_rrrr is a float4 of the first texel's u or v
|
||||
// tile_uv coord in [0, 1]. tex_uv_r will contain the tile_uv u or v coord
|
||||
// for four new texel samples.
|
||||
#define CALCULATE_R_COORD_FOR_4_SAMPLES \
|
||||
const float4 true_i = float4(i_base + i,i_base + i,i_base + i,i_base + i) + float4(0.0, 1.0, 2.0, 3.0); \
|
||||
const float4 tile_uv_r = frac( \
|
||||
first_texel_tile_uv_rrrr + true_i * tile_dr); \
|
||||
const float4 tex_uv_r = tile_uv_r * tile_size_uv_r;
|
||||
|
||||
#ifdef PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
|
||||
#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
|
||||
const float4 pi_dist_over_lobes = pi_over_lobes * dist; \
|
||||
const float4 weights = min(sin(pi_dist) * sin(pi_dist_over_lobes) /\
|
||||
(pi_dist*pi_dist_over_lobes), 1.0.xxxx);
|
||||
#else
|
||||
#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
|
||||
const float4 weights = min(sin(pi_dist)/pi_dist, 1.0.xxxx);
|
||||
#endif
|
||||
|
||||
#define UPDATE_COLOR_AND_WEIGHT_SUMS \
|
||||
const float4 dist = magnification_scale * \
|
||||
abs(first_dist_unscaled - true_i); \
|
||||
const float4 pi_dist = pi * dist; \
|
||||
CALCULATE_SINC_RESAMPLE_WEIGHTS; \
|
||||
pixel_color += new_sample0 * weights.xxx; \
|
||||
pixel_color += new_sample1 * weights.yyy; \
|
||||
pixel_color += new_sample2 * weights.zzz; \
|
||||
pixel_color += new_sample3 * weights.www; \
|
||||
weight_sum += weights;
|
||||
|
||||
#define VERTICAL_SINC_RESAMPLE_LOOP_BODY \
|
||||
CALCULATE_R_COORD_FOR_4_SAMPLES; \
|
||||
const float3 new_sample0 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv.x, tex_uv_r.x)).rgb; \
|
||||
const float3 new_sample1 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv.x, tex_uv_r.y)).rgb; \
|
||||
const float3 new_sample2 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv.x, tex_uv_r.z)).rgb; \
|
||||
const float3 new_sample3 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv.x, tex_uv_r.w)).rgb; \
|
||||
UPDATE_COLOR_AND_WEIGHT_SUMS;
|
||||
|
||||
#define HORIZONTAL_SINC_RESAMPLE_LOOP_BODY \
|
||||
CALCULATE_R_COORD_FOR_4_SAMPLES; \
|
||||
const float3 new_sample0 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv_r.x, tex_uv.y)).rgb; \
|
||||
const float3 new_sample1 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv_r.y, tex_uv.y)).rgb; \
|
||||
const float3 new_sample2 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv_r.z, tex_uv.y)).rgb; \
|
||||
const float3 new_sample3 = tex2Dlod0try(tex, \
|
||||
float2(tex_uv_r.w, tex_uv.y)).rgb; \
|
||||
UPDATE_COLOR_AND_WEIGHT_SUMS;
|
||||
|
||||
|
||||
//////////////////////////// RESAMPLING FUNCTIONS ////////////////////////////
|
||||
|
||||
float3 downsample_vertical_sinc_tiled(const sampler2D tex,
|
||||
const float2 tex_uv, const float2 texture_size, const float dr,
|
||||
const float magnification_scale, const float tile_size_uv_r)
|
||||
{
|
||||
// Requires: 1.) dr == du == 1.0/texture_size.x or
|
||||
// dr == dv == 1.0/texture_size.y
|
||||
// (whichever direction we're resampling in).
|
||||
// It's a scalar to save register space.
|
||||
// 2.) tile_size_uv_r is the number of texels an input tile
|
||||
// takes up in the input texture, in the direction we're
|
||||
// resampling this pass.
|
||||
// 3.) magnification_scale must be <= 1.0.
|
||||
// Returns: Return a [Lanczos] sinc-resampled pixel of a vertically
|
||||
// downsized input tile embedded in an input texture. (The
|
||||
// vertical version is special-cased though: It assumes the
|
||||
// tile size equals the [static] texture size, since it's used
|
||||
// on an LUT texture input containing one tile. For more
|
||||
// generic use, eliminate the "static" in the parameters.)
|
||||
// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
|
||||
// we're resizing along, e.g. "dy" in this case.
|
||||
#ifdef USE_SINGLE_STATIC_LOOP
|
||||
// A static loop can be faster, but it might blur too much from using
|
||||
// more samples than it should.
|
||||
static const int samples = int(max_sinc_resize_samples_m4);
|
||||
#else
|
||||
const int samples = int(get_dynamic_loop_size(magnification_scale));
|
||||
#endif
|
||||
|
||||
// Get the first sample location (scalar tile uv coord along the resized
|
||||
// dimension) and distance from the output location (in texels):
|
||||
static const float input_tiles_per_texture_r = 1.0/tile_size_uv_r;
|
||||
// true = vertical resize:
|
||||
const float2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
|
||||
tex_uv, texture_size, dr, input_tiles_per_texture_r, samples, true);
|
||||
const float4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
|
||||
const float4 first_dist_unscaled = first_texel_tile_r_and_dist.yyyy;
|
||||
// Get the tile sample offset:
|
||||
static const float tile_dr = dr * input_tiles_per_texture_r;
|
||||
|
||||
// Sum up each weight and weighted sample color, varying the looping
|
||||
// strategy based on our expected dynamic loop capabilities. See the
|
||||
// loop body macros above.
|
||||
int i_base = 0;
|
||||
float4 weight_sum = 0.0.xxxx;
|
||||
float3 pixel_color = 0.0.xxx;
|
||||
static const int i_step = 4;
|
||||
#ifdef BREAK_LOOPS_INTO_PIECES
|
||||
if(samples - i_base >= 64)
|
||||
{
|
||||
for(int i = 0; i < 64; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 64;
|
||||
}
|
||||
if(samples - i_base >= 32)
|
||||
{
|
||||
for(int i = 0; i < 32; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 32;
|
||||
}
|
||||
if(samples - i_base >= 16)
|
||||
{
|
||||
for(int i = 0; i < 16; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 16;
|
||||
}
|
||||
if(samples - i_base >= 8)
|
||||
{
|
||||
for(int i = 0; i < 8; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 8;
|
||||
}
|
||||
if(samples - i_base >= 4)
|
||||
{
|
||||
for(int i = 0; i < 4; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 4;
|
||||
}
|
||||
// Do another 4-sample block for a total of 128 max samples.
|
||||
if(samples - i_base > 0)
|
||||
{
|
||||
for(int i = 0; i < 4; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
}
|
||||
#else
|
||||
for(int i = 0; i < samples; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
#endif
|
||||
// Normalize so the weight_sum == 1.0, and return:
|
||||
const float2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
|
||||
const float3 scalar_weight_sum = float3(weight_sum_reduce.xxx +
|
||||
weight_sum_reduce.yyy);
|
||||
return (pixel_color/scalar_weight_sum);
|
||||
}
|
||||
|
||||
float3 downsample_horizontal_sinc_tiled(const sampler2D tex,
|
||||
const float2 tex_uv, const float2 texture_size, const float dr,
|
||||
const float magnification_scale, const float tile_size_uv_r)
|
||||
{
|
||||
// Differences from downsample_horizontal_sinc_tiled:
|
||||
// 1.) The dr and tile_size_uv_r parameters are not static consts.
|
||||
// 2.) The "vertical" parameter to get_first_texel_tile_uv_and_dist is
|
||||
// set to false instead of true.
|
||||
// 3.) The horizontal version of the loop body is used.
|
||||
// TODO: If we can get guaranteed compile-time dead code elimination,
|
||||
// we can combine the vertical/horizontal downsampling functions by:
|
||||
// 1.) Add an extra static const bool parameter called "vertical."
|
||||
// 2.) Supply it with the result of get_first_texel_tile_uv_and_dist().
|
||||
// 3.) Use a conditional assignment in the loop body macro. This is the
|
||||
// tricky part: We DO NOT want to incur the extra conditional
|
||||
// assignment in the inner loop at runtime!
|
||||
// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
|
||||
// we're resizing along, e.g. "dx" in this case.
|
||||
#ifdef USE_SINGLE_STATIC_LOOP
|
||||
// If we have to load all samples, we might as well use them.
|
||||
static const int samples = int(max_sinc_resize_samples_m4);
|
||||
#else
|
||||
const int samples = int(get_dynamic_loop_size(magnification_scale));
|
||||
#endif
|
||||
|
||||
// Get the first sample location (scalar tile uv coord along resized
|
||||
// dimension) and distance from the output location (in texels):
|
||||
const float input_tiles_per_texture_r = 1.0/tile_size_uv_r;
|
||||
// false = horizontal resize:
|
||||
const float2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
|
||||
tex_uv, texture_size, dr, input_tiles_per_texture_r, samples, false);
|
||||
const float4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
|
||||
const float4 first_dist_unscaled = first_texel_tile_r_and_dist.yyyy;
|
||||
// Get the tile sample offset:
|
||||
const float tile_dr = dr * input_tiles_per_texture_r;
|
||||
|
||||
// Sum up each weight and weighted sample color, varying the looping
|
||||
// strategy based on our expected dynamic loop capabilities. See the
|
||||
// loop body macros above.
|
||||
int i_base = 0;
|
||||
float4 weight_sum = 0.0.xxxx;
|
||||
float3 pixel_color = 0.0.xxx;
|
||||
static const int i_step = 4;
|
||||
#ifdef BREAK_LOOPS_INTO_PIECES
|
||||
if(samples - i_base >= 64)
|
||||
{
|
||||
for(int i = 0; i < 64; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 64;
|
||||
}
|
||||
if(samples - i_base >= 32)
|
||||
{
|
||||
for(int i = 0; i < 32; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 32;
|
||||
}
|
||||
if(samples - i_base >= 16)
|
||||
{
|
||||
for(int i = 0; i < 16; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 16;
|
||||
}
|
||||
if(samples - i_base >= 8)
|
||||
{
|
||||
for(int i = 0; i < 8; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 8;
|
||||
}
|
||||
if(samples - i_base >= 4)
|
||||
{
|
||||
for(int i = 0; i < 4; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 4;
|
||||
}
|
||||
// Do another 4-sample block for a total of 128 max samples.
|
||||
if(samples - i_base > 0)
|
||||
{
|
||||
for(int i = 0; i < 4; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
}
|
||||
#else
|
||||
for(int i = 0; i < samples; i += i_step)
|
||||
{
|
||||
HORIZONTAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
#endif
|
||||
// Normalize so the weight_sum == 1.0, and return:
|
||||
const float2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
|
||||
const float3 scalar_weight_sum = float3(weight_sum_reduce.xxx +
|
||||
weight_sum_reduce.yyy);
|
||||
return (pixel_color/scalar_weight_sum);
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////// TILE SIZE CALCULATION ///////////////////////////
|
||||
|
||||
float2 get_resized_mask_tile_size(const float2 estimated_viewport_size,
|
||||
const float2 estimated_mask_resize_output_size,
|
||||
const bool solemnly_swear_same_inputs_for_every_pass)
|
||||
{
|
||||
// Requires: The following global constants must be defined according to
|
||||
// certain constraints:
|
||||
// 1.) mask_resize_num_triads: Must be high enough that our
|
||||
// mask sampling method won't have artifacts later
|
||||
// (long story; see derived-settings-and-constants.h)
|
||||
// 2.) mask_resize_src_lut_size: Texel size of our mask LUT
|
||||
// 3.) mask_triads_per_tile: Num horizontal triads in our LUT
|
||||
// 4.) mask_min_allowed_triad_size: User setting (the more
|
||||
// restrictive it is, the faster the resize will go)
|
||||
// 5.) mask_min_allowed_tile_size_x < mask_resize_src_lut_size.x
|
||||
// 6.) mask_triad_size_desired_{runtime, static}
|
||||
// 7.) mask_num_triads_desired_{runtime, static}
|
||||
// 8.) mask_specify_num_triads must be 0.0/1.0 (false/true)
|
||||
// The function parameters must be defined as follows:
|
||||
// 1.) estimated_viewport_size == (final viewport size);
|
||||
// If mask_specify_num_triads is 1.0/true and the viewport
|
||||
// estimate is wrong, the number of triads will differ from
|
||||
// the user's preference by about the same factor.
|
||||
// 2.) estimated_mask_resize_output_size: Must equal the
|
||||
// output size of the MASK_RESIZE pass.
|
||||
// Exception: The x component may be estimated garbage if
|
||||
// and only if the caller throws away the x result.
|
||||
// 3.) solemnly_swear_same_inputs_for_every_pass: Set to false,
|
||||
// unless you can guarantee that every call across every
|
||||
// pass will use the same sizes for the other parameters.
|
||||
// When calling this across multiple passes, always use the
|
||||
// same y viewport size/scale, and always use the same x
|
||||
// viewport size/scale when using the x result.
|
||||
// Returns: Return the final size of a manually resized mask tile, after
|
||||
// constraining the desired size to avoid artifacts. Under
|
||||
// unusual circumstances, tiles may become stretched vertically
|
||||
// (see wall of text below).
|
||||
// Stated tile properties must be correct:
|
||||
static const float tile_aspect_ratio_inv =
|
||||
mask_resize_src_lut_size.y/mask_resize_src_lut_size.x;
|
||||
static const float tile_aspect_ratio = 1.0/tile_aspect_ratio_inv;
|
||||
static const float2 tile_aspect = float2(1.0, tile_aspect_ratio_inv);
|
||||
// If mask_specify_num_triads is 1.0/true and estimated_viewport_size.x is
|
||||
// wrong, the user preference will be misinterpreted:
|
||||
const float desired_tile_size_x = mask_triads_per_tile * lerp(
|
||||
mask_triad_size_desired,
|
||||
estimated_viewport_size.x / mask_num_triads_desired,
|
||||
mask_specify_num_triads);
|
||||
if(get_mask_sample_mode() > 0.5)
|
||||
{
|
||||
// We don't need constraints unless we're sampling MASK_RESIZE.
|
||||
return desired_tile_size_x * tile_aspect;
|
||||
}
|
||||
// Make sure we're not upsizing:
|
||||
const float temp_tile_size_x =
|
||||
min(desired_tile_size_x, mask_resize_src_lut_size.x);
|
||||
// Enforce min_tile_size and max_tile_size in both dimensions:
|
||||
const float2 temp_tile_size = temp_tile_size_x * tile_aspect;
|
||||
static const float2 min_tile_size =
|
||||
mask_min_allowed_tile_size * tile_aspect;
|
||||
const float2 max_tile_size =
|
||||
estimated_mask_resize_output_size / mask_resize_num_tiles;
|
||||
const float2 clamped_tile_size =
|
||||
clamp(temp_tile_size, min_tile_size, max_tile_size);
|
||||
// Try to maintain tile_aspect_ratio. This is the tricky part:
|
||||
// If we're currently resizing in the y dimension, the x components
|
||||
// could be MEANINGLESS. (If estimated_mask_resize_output_size.x is
|
||||
// bogus, then so is max_tile_size.x and clamped_tile_size.x.)
|
||||
// We can't adjust the y size based on clamped_tile_size.x. If it
|
||||
// clamps when it shouldn't, it won't clamp again when later passes
|
||||
// call this function with the correct sizes, and the discrepancy will
|
||||
// break the sampling coords in MASKED_SCANLINES. Instead, we'll limit
|
||||
// the x size based on the y size, but not vice versa, unless the
|
||||
// caller swears the parameters were the same (correct) in every pass.
|
||||
// As a result, triads could appear vertically stretched if:
|
||||
// a.) mask_resize_src_lut_size.x > mask_resize_src_lut_size.y: Wide
|
||||
// LUT's might clamp x more than y (all provided LUT's are square)
|
||||
// b.) true_viewport_size.x < true_viewport_size.y: The user is playing
|
||||
// with a vertically oriented screen (not accounted for anyway)
|
||||
// c.) mask_resize_viewport_scale.x < masked_resize_viewport_scale.y:
|
||||
// Viewport scales are equal by default.
|
||||
// If any of these are the case, you can fix the stretching by setting:
|
||||
// mask_resize_viewport_scale.x = mask_resize_viewport_scale.y *
|
||||
// (1.0 / min_expected_aspect_ratio) *
|
||||
// (mask_resize_src_lut_size.x / mask_resize_src_lut_size.y)
|
||||
const float x_tile_size_from_y =
|
||||
clamped_tile_size.y * tile_aspect_ratio;
|
||||
const float y_tile_size_from_x = lerp(clamped_tile_size.y,
|
||||
clamped_tile_size.x * tile_aspect_ratio_inv,
|
||||
float(solemnly_swear_same_inputs_for_every_pass));
|
||||
const float2 reclamped_tile_size = float2(
|
||||
min(clamped_tile_size.x, x_tile_size_from_y),
|
||||
min(clamped_tile_size.y, y_tile_size_from_x));
|
||||
// We need integer tile sizes in both directions for tiled sampling to
|
||||
// work correctly. Use floor (to make sure we don't round up), but be
|
||||
// careful to avoid a rounding bug where floor decreases whole numbers:
|
||||
const float2 final_resized_tile_size =
|
||||
floor(reclamped_tile_size + float2(FIX_ZERO(0.0),FIX_ZERO(0.0)));
|
||||
return final_resized_tile_size;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////// FINAL MASK SAMPLING HELPERS ////////////////////////
|
||||
|
||||
float4 get_mask_sampling_parameters(const float2 mask_resize_texture_size,
|
||||
const float2 mask_resize_video_size, const float2 true_viewport_size,
|
||||
out float2 mask_tiles_per_screen)
|
||||
{
|
||||
// Requires: 1.) Requirements of get_resized_mask_tile_size() must be
|
||||
// met, particularly regarding global constants.
|
||||
// The function parameters must be defined as follows:
|
||||
// 1.) mask_resize_texture_size == MASK_RESIZE.texture_size
|
||||
// if get_mask_sample_mode() is 0 (otherwise anything)
|
||||
// 2.) mask_resize_video_size == MASK_RESIZE.video_size
|
||||
// if get_mask_sample_mode() is 0 (otherwise anything)
|
||||
// 3.) true_viewport_size == IN.output_size for a pass set to
|
||||
// 1.0 viewport scale (i.e. it must be correct)
|
||||
// Returns: Return a float4 containing:
|
||||
// xy: tex_uv coords for the start of the mask tile
|
||||
// zw: tex_uv size of the mask tile from start to end
|
||||
// mask_tiles_per_screen is an out parameter containing the
|
||||
// number of mask tiles that will fit on the screen.
|
||||
// First get the final resized tile size. The viewport size and mask
|
||||
// resize viewport scale must be correct, but don't solemnly swear they
|
||||
// were correct in both mask resize passes unless you know it's true.
|
||||
// (We can better ensure a correct tile aspect ratio if the parameters are
|
||||
// guaranteed correct in all passes...but if we lie, we'll get inconsistent
|
||||
// sizes across passes, resulting in broken texture coordinates.)
|
||||
const float mask_sample_mode = get_mask_sample_mode();
|
||||
const float2 mask_resize_tile_size = get_resized_mask_tile_size(
|
||||
true_viewport_size, mask_resize_video_size, false);
|
||||
if(mask_sample_mode < 0.5)
|
||||
{
|
||||
// Sample MASK_RESIZE: The resized tile is a fraction of the texture
|
||||
// size and starts at a nonzero offset to allow for border texels:
|
||||
const float2 mask_tile_uv_size = mask_resize_tile_size /
|
||||
mask_resize_texture_size;
|
||||
const float2 skipped_tiles = mask_start_texels/mask_resize_tile_size;
|
||||
const float2 mask_tile_start_uv = skipped_tiles * mask_tile_uv_size;
|
||||
// mask_tiles_per_screen must be based on the *true* viewport size:
|
||||
mask_tiles_per_screen = true_viewport_size / mask_resize_tile_size;
|
||||
return float4(mask_tile_start_uv, mask_tile_uv_size);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If we're tiling at the original size (1:1 pixel:texel), redefine a
|
||||
// "tile" to be the full texture containing many triads. Otherwise,
|
||||
// we're hardware-resampling an LUT, and the texture truly contains a
|
||||
// single unresized phosphor mask tile anyway.
|
||||
static const float2 mask_tile_uv_size = 1.0.xx;
|
||||
static const float2 mask_tile_start_uv = 0.0.xx;
|
||||
if(mask_sample_mode > 1.5)
|
||||
{
|
||||
// Repeat the full LUT at a 1:1 pixel:texel ratio without resizing:
|
||||
mask_tiles_per_screen = true_viewport_size/mask_texture_large_size;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hardware-resize the original LUT:
|
||||
mask_tiles_per_screen = true_viewport_size / mask_resize_tile_size;
|
||||
}
|
||||
return float4(mask_tile_start_uv, mask_tile_uv_size);
|
||||
}
|
||||
}
|
||||
|
||||
float2 fix_tiling_discontinuities_normalized(const float2 tile_uv,
|
||||
float2 duv_dx, float2 duv_dy)
|
||||
{
|
||||
// Requires: 1.) duv_dx == ddx(tile_uv)
|
||||
// 2.) duv_dy == ddy(tile_uv)
|
||||
// 3.) tile_uv contains tile-relative uv coords in [0, 1],
|
||||
// such that (0.5, 0.5) is the center of a tile, etc.
|
||||
// ("Tile" can mean texture, the video embedded in the
|
||||
// texture, or some other "tile" embedded in a texture.)
|
||||
// Returns: Return new tile_uv coords that contain no discontinuities
|
||||
// across a 2x2 pixel quad.
|
||||
// Description:
|
||||
// When uv coords wrap from 1.0 to 0.0, they create a discontinuity in the
|
||||
// derivatives, which we assume happened if the absolute difference between
|
||||
// any fragment in a 2x2 block is > ~half a tile. If the current block has
|
||||
// a u or v discontinuity and the current fragment is in the first half of
|
||||
// the tile along that axis (i.e. it wrapped from 1.0 to 0.0), add a tile
|
||||
// to that coord to make the 2x2 block continuous. (It will now have a
|
||||
// coord > 1.0 in the padding area beyond the tile.) This function takes
|
||||
// derivatives as parameters so the caller can reuse them.
|
||||
// In case we're using high-quality (nVidia-style) derivatives, ensure
|
||||
// diagonically opposite fragments see each other for correctness:
|
||||
duv_dx = abs(duv_dx) + abs(ddy(duv_dx));
|
||||
duv_dy = abs(duv_dy) + abs(ddx(duv_dy));
|
||||
const float2 pixel_in_first_half_tile = float2(tile_uv < 0.5.xx);
|
||||
const float2 jump_exists = float2(duv_dx + duv_dy > 0.5.xx);
|
||||
return tile_uv + jump_exists * pixel_in_first_half_tile;
|
||||
}
|
||||
|
||||
float2 convert_phosphor_tile_uv_wrap_to_tex_uv(const float2 tile_uv_wrap,
|
||||
const float4 mask_tile_start_uv_and_size)
|
||||
{
|
||||
// Requires: 1.) tile_uv_wrap contains tile-relative uv coords, where the
|
||||
// tile spans from [0, 1], such that (0.5, 0.5) is at the
|
||||
// tile center. The input coords can range from [0, inf],
|
||||
// and their fractional parts map to a repeated tile.
|
||||
// ("Tile" can mean texture, the video embedded in the
|
||||
// texture, or some other "tile" embedded in a texture.)
|
||||
// 2.) mask_tile_start_uv_and_size.xy contains tex_uv coords
|
||||
// for the start of the embedded tile in the full texture.
|
||||
// 3.) mask_tile_start_uv_and_size.zw contains the [fractional]
|
||||
// tex_uv size of the embedded tile in the full texture.
|
||||
// Returns: Return tex_uv coords (used for texture sampling)
|
||||
// corresponding to tile_uv_wrap.
|
||||
if(get_mask_sample_mode() < 0.5)
|
||||
{
|
||||
// Manually repeat the resized mask tile to fill the screen:
|
||||
// First get fractional tile_uv coords. Using frac/fmod on coords
|
||||
// confuses anisotropic filtering; fix it as user options dictate.
|
||||
// derived-settings-and-constants.h disables incompatible options.
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TILE_FLAT_TWICE
|
||||
float2 tile_uv = frac(tile_uv_wrap * 0.5) * 2.0;
|
||||
#else
|
||||
float2 tile_uv = frac(tile_uv_wrap);
|
||||
#endif
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_FIX_DISCONTINUITIES
|
||||
const float2 tile_uv_dx = ddx(tile_uv);
|
||||
const float2 tile_uv_dy = ddy(tile_uv);
|
||||
tile_uv = fix_tiling_discontinuities_normalized(tile_uv,
|
||||
tile_uv_dx, tile_uv_dy);
|
||||
#endif
|
||||
// The tile is embedded in a padded FBO, and it may start at a
|
||||
// nonzero offset if border texels are used to avoid artifacts:
|
||||
const float2 mask_tex_uv = mask_tile_start_uv_and_size.xy +
|
||||
tile_uv * mask_tile_start_uv_and_size.zw;
|
||||
return mask_tex_uv;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Sample from the input phosphor mask texture with hardware tiling.
|
||||
// If we're tiling at the original size (mode 2), the "tile" is the
|
||||
// whole texture, and it contains a large number of triads mapped with
|
||||
// a 1:1 pixel:texel ratio. OTHERWISE, the texture contains a single
|
||||
// unresized tile. tile_uv_wrap already has correct coords for both!
|
||||
return tile_uv_wrap;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif // PHOSPHOR_MASK_RESIZING_H
|
||||
|
||||
@@ -1,243 +0,0 @@
|
||||
#ifndef QUAD_PIXEL_COMMUNICATION_H
|
||||
#define QUAD_PIXEL_COMMUNICATION_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey*
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
///////////////////////////////// DISCLAIMER /////////////////////////////////
|
||||
|
||||
// *This code was inspired by "Shader Amortization using Pixel Quad Message
|
||||
// Passing" by Eric Penner, published in GPU Pro 2, Chapter VI.2. My intent
|
||||
// is not to plagiarize his fundamentally similar code and assert my own
|
||||
// copyright, but the algorithmic helper functions require so little code that
|
||||
// implementations can't vary by much except bugfixes and conventions. I just
|
||||
// wanted to license my own particular code here to avoid ambiguity and make it
|
||||
// clear that as far as I'm concerned, people can do as they please with it.
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// Given screen pixel numbers, derive a "quad vector" describing a fragment's
|
||||
// position in its 2x2 pixel quad. Given that vector, obtain the values of any
|
||||
// variable at neighboring fragments.
|
||||
// Requires: Using this file in general requires:
|
||||
// 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) The GPU driver is using fine/high-quality derivatives.
|
||||
// Functions will give incorrect results if this is not true,
|
||||
// so a test function is included.
|
||||
|
||||
|
||||
///////////////////// QUAD-PIXEL COMMUNICATION PRIMITIVES ////////////////////
|
||||
|
||||
float4 get_quad_vector_naive(const float4 output_pixel_num_wrt_uvxy)
|
||||
{
|
||||
// Requires: Two measures of the current fragment's output pixel number
|
||||
// in the range ([0, IN.output_size.x), [0, IN.output_size.y)):
|
||||
// 1.) output_pixel_num_wrt_uvxy.xy increase with uv coords.
|
||||
// 2.) output_pixel_num_wrt_uvxy.zw increase with screen xy.
|
||||
// Returns: Two measures of the fragment's position in its 2x2 quad:
|
||||
// 1.) The .xy components are its 2x2 placement with respect to
|
||||
// uv direction (the origin (0, 0) is at the top-left):
|
||||
// top-left = (-1.0, -1.0) top-right = ( 1.0, -1.0)
|
||||
// bottom-left = (-1.0, 1.0) bottom-right = ( 1.0, 1.0)
|
||||
// You need this to arrange/weight shared texture samples.
|
||||
// 2.) The .zw components are its 2x2 placement with respect to
|
||||
// screen xy direction (IN.position); the origin varies.
|
||||
// quad_gather needs this measure to work correctly.
|
||||
// Note: quad_vector.zw = quad_vector.xy * float2(
|
||||
// ddx(output_pixel_num_wrt_uvxy.x),
|
||||
// ddy(output_pixel_num_wrt_uvxy.y));
|
||||
// Caveats: This function assumes the GPU driver always starts 2x2 pixel
|
||||
// quads at even pixel numbers. This assumption can be wrong
|
||||
// for odd output resolutions (nondeterministically so).
|
||||
const float4 pixel_odd = frac(output_pixel_num_wrt_uvxy * 0.5) * 2.0;
|
||||
const float4 quad_vector = pixel_odd * 2.0 - 1.0.xxxx;
|
||||
return quad_vector;
|
||||
}
|
||||
|
||||
float4 get_quad_vector(const float4 output_pixel_num_wrt_uvxy)
|
||||
{
|
||||
// Requires: Same as get_quad_vector_naive() (see that first).
|
||||
// Returns: Same as get_quad_vector_naive() (see that first), but it's
|
||||
// correct even if the 2x2 pixel quad starts at an odd pixel,
|
||||
// which can occur at odd resolutions.
|
||||
const float4 quad_vector_guess =
|
||||
get_quad_vector_naive(output_pixel_num_wrt_uvxy);
|
||||
// If quad_vector_guess.zw doesn't increase with screen xy, we know
|
||||
// the 2x2 pixel quad starts at an odd pixel:
|
||||
const float2 odd_start_mirror = 0.5 * float2(ddx(quad_vector_guess.z),
|
||||
ddy(quad_vector_guess.w));
|
||||
return quad_vector_guess * odd_start_mirror.xyxy;
|
||||
}
|
||||
|
||||
float4 get_quad_vector(const float2 output_pixel_num_wrt_uv)
|
||||
{
|
||||
// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) output_pixel_num_wrt_uv must increase with uv coords and
|
||||
// measure the current fragment's output pixel number in:
|
||||
// ([0, IN.output_size.x), [0, IN.output_size.y))
|
||||
// Returns: Same as get_quad_vector_naive() (see that first), but it's
|
||||
// correct even if the 2x2 pixel quad starts at an odd pixel,
|
||||
// which can occur at odd resolutions.
|
||||
// Caveats: This function requires less information than the version
|
||||
// taking a float4, but it's potentially slower.
|
||||
// Do screen coords increase with or against uv? Get the direction
|
||||
// with respect to (uv.x, uv.y) for (screen.x, screen.y) in {-1, 1}.
|
||||
const float2 screen_uv_mirror = float2(ddx(output_pixel_num_wrt_uv.x),
|
||||
ddy(output_pixel_num_wrt_uv.y));
|
||||
const float2 pixel_odd_wrt_uv = frac(output_pixel_num_wrt_uv * 0.5) * 2.0;
|
||||
const float2 quad_vector_uv_guess = (pixel_odd_wrt_uv - 0.5.xx) * 2.0;
|
||||
const float2 quad_vector_screen_guess = quad_vector_uv_guess * screen_uv_mirror;
|
||||
// If quad_vector_screen_guess doesn't increase with screen xy, we know
|
||||
// the 2x2 pixel quad starts at an odd pixel:
|
||||
const float2 odd_start_mirror = 0.5 * float2(ddx(quad_vector_screen_guess.x),
|
||||
ddy(quad_vector_screen_guess.y));
|
||||
const float4 quad_vector_guess = float4(
|
||||
quad_vector_uv_guess, quad_vector_screen_guess);
|
||||
return quad_vector_guess * odd_start_mirror.xyxy;
|
||||
}
|
||||
|
||||
void quad_gather(const float4 quad_vector, const float4 curr,
|
||||
out float4 adjx, out float4 adjy, out float4 diag)
|
||||
{
|
||||
// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) The GPU driver is using fine/high-quality derivatives.
|
||||
// 3.) quad_vector describes the current fragment's location in
|
||||
// its 2x2 pixel quad using get_quad_vector()'s conventions.
|
||||
// 4.) curr is any vector you wish to get neighboring values of.
|
||||
// Returns: Values of an input vector (curr) at neighboring fragments
|
||||
// adjacent x, adjacent y, and diagonal (via out parameters).
|
||||
adjx = curr - ddx(curr) * quad_vector.z;
|
||||
adjy = curr - ddy(curr) * quad_vector.w;
|
||||
diag = adjx - ddy(adjx) * quad_vector.w;
|
||||
}
|
||||
|
||||
void quad_gather(const float4 quad_vector, const float3 curr,
|
||||
out float3 adjx, out float3 adjy, out float3 diag)
|
||||
{
|
||||
// Float3 version
|
||||
adjx = curr - ddx(curr) * quad_vector.z;
|
||||
adjy = curr - ddy(curr) * quad_vector.w;
|
||||
diag = adjx - ddy(adjx) * quad_vector.w;
|
||||
}
|
||||
|
||||
void quad_gather(const float4 quad_vector, const float2 curr,
|
||||
out float2 adjx, out float2 adjy, out float2 diag)
|
||||
{
|
||||
// Float2 version
|
||||
adjx = curr - ddx(curr) * quad_vector.z;
|
||||
adjy = curr - ddy(curr) * quad_vector.w;
|
||||
diag = adjx - ddy(adjx) * quad_vector.w;
|
||||
}
|
||||
|
||||
float4 quad_gather(const float4 quad_vector, const float curr)
|
||||
{
|
||||
// Float version:
|
||||
// Returns: return.x == current
|
||||
// return.y == adjacent x
|
||||
// return.z == adjacent y
|
||||
// return.w == diagonal
|
||||
float4 all = curr.xxxx;
|
||||
all.y = all.x - ddx(all.x) * quad_vector.z;
|
||||
all.zw = all.xy - ddy(all.xy) * quad_vector.w;
|
||||
return all;
|
||||
}
|
||||
|
||||
float4 quad_gather_sum(const float4 quad_vector, const float4 curr)
|
||||
{
|
||||
// Requires: Same as quad_gather()
|
||||
// Returns: Sum of an input vector (curr) at all fragments in a quad.
|
||||
float4 adjx, adjy, diag;
|
||||
quad_gather(quad_vector, curr, adjx, adjy, diag);
|
||||
return (curr + adjx + adjy + diag);
|
||||
}
|
||||
|
||||
float3 quad_gather_sum(const float4 quad_vector, const float3 curr)
|
||||
{
|
||||
// Float3 version:
|
||||
float3 adjx, adjy, diag;
|
||||
quad_gather(quad_vector, curr, adjx, adjy, diag);
|
||||
return (curr + adjx + adjy + diag);
|
||||
}
|
||||
|
||||
float2 quad_gather_sum(const float4 quad_vector, const float2 curr)
|
||||
{
|
||||
// Float2 version:
|
||||
float2 adjx, adjy, diag;
|
||||
quad_gather(quad_vector, curr, adjx, adjy, diag);
|
||||
return (curr + adjx + adjy + diag);
|
||||
}
|
||||
|
||||
float quad_gather_sum(const float4 quad_vector, const float curr)
|
||||
{
|
||||
// Float version:
|
||||
const float4 all_values = quad_gather(quad_vector, curr);
|
||||
return (all_values.x + all_values.y + all_values.z + all_values.w);
|
||||
}
|
||||
|
||||
bool fine_derivatives_working(const float4 quad_vector, float4 curr)
|
||||
{
|
||||
// Requires: 1.) ddx() and ddy() are present in the current Cg profile.
|
||||
// 2.) quad_vector describes the current fragment's location in
|
||||
// its 2x2 pixel quad using get_quad_vector()'s conventions.
|
||||
// 3.) curr must be a test vector with non-constant derivatives
|
||||
// (its value should change nonlinearly across fragments).
|
||||
// Returns: true if fine/hybrid/high-quality derivatives are used, or
|
||||
// false if coarse derivatives are used or inconclusive
|
||||
// Usage: Test whether quad-pixel communication is working!
|
||||
// Method: We can confirm fine derivatives are used if the following
|
||||
// holds (ever, for any value at any fragment):
|
||||
// (ddy(curr) != ddy(adjx)) or (ddx(curr) != ddx(adjy))
|
||||
// The more values we test (e.g. test a float4 two ways), the
|
||||
// easier it is to demonstrate fine derivatives are working.
|
||||
// TODO: Check for floating point exact comparison issues!
|
||||
float4 ddx_curr = ddx(curr);
|
||||
float4 ddy_curr = ddy(curr);
|
||||
float4 adjx = curr - ddx_curr * quad_vector.z;
|
||||
float4 adjy = curr - ddy_curr * quad_vector.w;
|
||||
bool ddy_different = any(ddy_curr != ddy(adjx));
|
||||
bool ddx_different = any(ddx_curr != ddx(adjy));
|
||||
return any(bool2(ddy_different, ddx_different));
|
||||
}
|
||||
|
||||
bool fine_derivatives_working_fast(const float4 quad_vector, float curr)
|
||||
{
|
||||
// Requires: Same as fine_derivatives_working()
|
||||
// Returns: Same as fine_derivatives_working()
|
||||
// Usage: This is faster than fine_derivatives_working() but more
|
||||
// likely to return false negatives, so it's less useful for
|
||||
// offline testing/debugging. It's also useless as the basis
|
||||
// for dynamic runtime branching as of May 2014: Derivatives
|
||||
// (and quad-pixel communication) are currently disallowed in
|
||||
// branches. However, future GPU's may allow you to use them
|
||||
// in dynamic branches if you promise the branch condition
|
||||
// evaluates the same for every fragment in the quad (and/or if
|
||||
// the driver enforces that promise by making a single fragment
|
||||
// control branch decisions). If that ever happens, this
|
||||
// version may become a more economical choice.
|
||||
float ddx_curr = ddx(curr);
|
||||
float ddy_curr = ddy(curr);
|
||||
float adjx = curr - ddx_curr * quad_vector.z;
|
||||
return (ddy_curr != ddy(adjx));
|
||||
}
|
||||
|
||||
#endif // QUAD_PIXEL_COMMUNICATION_H
|
||||
|
||||
@@ -1,569 +0,0 @@
|
||||
#ifndef SCANLINE_FUNCTIONS_H
|
||||
#define SCANLINE_FUNCTIONS_H
|
||||
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "user-settings.fxh"
|
||||
#include "derived-settings-and-constants.fxh"
|
||||
#include "special-functions.fxh"
|
||||
#include "gamma-management.fxh"
|
||||
|
||||
|
||||
///////////////////////////// SCANLINE FUNCTIONS /////////////////////////////
|
||||
|
||||
float3 get_gaussian_sigma(const float3 color, const float sigma_range)
|
||||
{
|
||||
// Requires: Globals:
|
||||
// 1.) beam_min_sigma and beam_max_sigma are global floats
|
||||
// containing the desired minimum and maximum beam standard
|
||||
// deviations, for dim and bright colors respectively.
|
||||
// 2.) beam_max_sigma must be > 0.0
|
||||
// 3.) beam_min_sigma must be in (0.0, beam_max_sigma]
|
||||
// 4.) beam_spot_power must be defined as a global float.
|
||||
// Parameters:
|
||||
// 1.) color is the underlying source color along a scanline
|
||||
// 2.) sigma_range = beam_max_sigma - beam_min_sigma; we take
|
||||
// sigma_range as a parameter to avoid repeated computation
|
||||
// when beam_{min, max}_sigma are runtime shader parameters
|
||||
// Optional: Users may set beam_spot_shape_function to 1 to define the
|
||||
// inner f(color) subfunction (see below) as:
|
||||
// f(color) = sqrt(1.0 - (color - 1.0)*(color - 1.0))
|
||||
// Otherwise (technically, if beam_spot_shape_function < 0.5):
|
||||
// f(color) = pow(color, beam_spot_power)
|
||||
// Returns: The standard deviation of the Gaussian beam for "color:"
|
||||
// sigma = beam_min_sigma + sigma_range * f(color)
|
||||
// Details/Discussion:
|
||||
// The beam's spot shape vaguely resembles an aspect-corrected f() in the
|
||||
// range [0, 1] (not quite, but it's related). f(color) = color makes
|
||||
// spots look like diamonds, and a spherical function or cube balances
|
||||
// between variable width and a soft/realistic shape. A beam_spot_power
|
||||
// > 1.0 can produce an ugly spot shape and more initial clipping, but the
|
||||
// final shape also differs based on the horizontal resampling filter and
|
||||
// the phosphor bloom. For instance, resampling horizontally in nonlinear
|
||||
// light and/or with a sharp (e.g. Lanczos) filter will sharpen the spot
|
||||
// shape, but a sixth root is still quite soft. A power function (default
|
||||
// 1.0/3.0 beam_spot_power) is most flexible, but a fixed spherical curve
|
||||
// has the highest variability without an awful spot shape.
|
||||
//
|
||||
// beam_min_sigma affects scanline sharpness/aliasing in dim areas, and its
|
||||
// difference from beam_max_sigma affects beam width variability. It only
|
||||
// affects clipping [for pure Gaussians] if beam_spot_power > 1.0 (which is
|
||||
// a conservative estimate for a more complex constraint).
|
||||
//
|
||||
// beam_max_sigma affects clipping and increasing scanline width/softness
|
||||
// as color increases. The wider this is, the more scanlines need to be
|
||||
// evaluated to avoid distortion. For a pure Gaussian, the max_beam_sigma
|
||||
// at which the first unused scanline always has a weight < 1.0/255.0 is:
|
||||
// num scanlines = 2, max_beam_sigma = 0.2089; distortions begin ~0.34
|
||||
// num scanlines = 3, max_beam_sigma = 0.3879; distortions begin ~0.52
|
||||
// num scanlines = 4, max_beam_sigma = 0.5723; distortions begin ~0.70
|
||||
// num scanlines = 5, max_beam_sigma = 0.7591; distortions begin ~0.89
|
||||
// num scanlines = 6, max_beam_sigma = 0.9483; distortions begin ~1.08
|
||||
// Generalized Gaussians permit more leeway here as steepness increases.
|
||||
if(beam_spot_shape_function < 0.5)
|
||||
{
|
||||
// Use a power function:
|
||||
return beam_min_sigma.xxx + sigma_range *
|
||||
pow(color, beam_spot_power);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use a spherical function:
|
||||
const float3 color_minus_1 = color - 1.0.xxx;
|
||||
return beam_min_sigma.xxx + sigma_range *
|
||||
sqrt(1.0.xxx - color_minus_1*color_minus_1);
|
||||
}
|
||||
}
|
||||
|
||||
float3 get_generalized_gaussian_beta(const float3 color,
|
||||
const float shape_range)
|
||||
{
|
||||
// Requires: Globals:
|
||||
// 1.) beam_min_shape and beam_max_shape are global floats
|
||||
// containing the desired min/max generalized Gaussian
|
||||
// beta parameters, for dim and bright colors respectively.
|
||||
// 2.) beam_max_shape must be >= 2.0
|
||||
// 3.) beam_min_shape must be in [2.0, beam_max_shape]
|
||||
// 4.) beam_shape_power must be defined as a global float.
|
||||
// Parameters:
|
||||
// 1.) color is the underlying source color along a scanline
|
||||
// 2.) shape_range = beam_max_shape - beam_min_shape; we take
|
||||
// shape_range as a parameter to avoid repeated computation
|
||||
// when beam_{min, max}_shape are runtime shader parameters
|
||||
// Returns: The type-I generalized Gaussian "shape" parameter beta for
|
||||
// the given color.
|
||||
// Details/Discussion:
|
||||
// Beta affects the scanline distribution as follows:
|
||||
// a.) beta < 2.0 narrows the peak to a spike with a discontinuous slope
|
||||
// b.) beta == 2.0 just degenerates to a Gaussian
|
||||
// c.) beta > 2.0 flattens and widens the peak, then drops off more steeply
|
||||
// than a Gaussian. Whereas high sigmas widen and soften peaks, high
|
||||
// beta widen and sharpen peaks at the risk of aliasing.
|
||||
// Unlike high beam_spot_powers, high beam_shape_powers actually soften shape
|
||||
// transitions, whereas lower ones sharpen them (at the risk of aliasing).
|
||||
return beam_min_shape + shape_range * pow(color, beam_shape_power);
|
||||
}
|
||||
|
||||
float3 scanline_gaussian_integral_contrib(const float3 dist,
|
||||
const float3 color, const float pixel_height, const float sigma_range)
|
||||
{
|
||||
// Requires: 1.) dist is the distance of the [potentially separate R/G/B]
|
||||
// point(s) from a scanline in units of scanlines, where
|
||||
// 1.0 means the sample point straddles the next scanline.
|
||||
// 2.) color is the underlying source color along a scanline.
|
||||
// 3.) pixel_height is the output pixel height in scanlines.
|
||||
// 4.) Requirements of get_gaussian_sigma() must be met.
|
||||
// Returns: Return a scanline's light output over a given pixel.
|
||||
// Details:
|
||||
// The CRT beam profile follows a roughly Gaussian distribution which is
|
||||
// wider for bright colors than dark ones. The integral over the full
|
||||
// range of a Gaussian function is always 1.0, so we can vary the beam
|
||||
// with a standard deviation without affecting brightness. 'x' = distance:
|
||||
// gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2))
|
||||
// gaussian integral = 0.5 (1.0 + erf(x/(sigma * sqrt(2))))
|
||||
// Use a numerical approximation of the "error function" (the Gaussian
|
||||
// indefinite integral) to find the definite integral of the scanline's
|
||||
// average brightness over a given pixel area. Even if curved coords were
|
||||
// used in this pass, a flat scalar pixel height works almost as well as a
|
||||
// pixel height computed from a full pixel-space to scanline-space matrix.
|
||||
const float3 sigma = get_gaussian_sigma(color, sigma_range);
|
||||
const float3 ph_offset = (pixel_height.xxx) * 0.5;
|
||||
const float3 denom_inv = 1.0/(sigma*sqrt(2.0));
|
||||
const float3 integral_high = erf((dist + ph_offset)*denom_inv);
|
||||
const float3 integral_low = erf((dist - ph_offset)*denom_inv);
|
||||
return color * 0.5*(integral_high - integral_low)/pixel_height;
|
||||
}
|
||||
|
||||
float3 scanline_generalized_gaussian_integral_contrib(const float3 dist,
|
||||
const float3 color, const float pixel_height, const float sigma_range,
|
||||
const float shape_range)
|
||||
{
|
||||
// Requires: 1.) Requirements of scanline_gaussian_integral_contrib()
|
||||
// must be met.
|
||||
// 2.) Requirements of get_gaussian_sigma() must be met.
|
||||
// 3.) Requirements of get_generalized_gaussian_beta() must be
|
||||
// met.
|
||||
// Returns: Return a scanline's light output over a given pixel.
|
||||
// A generalized Gaussian distribution allows the shape (beta) to vary
|
||||
// as well as the width (alpha). "gamma" refers to the gamma function:
|
||||
// generalized sample =
|
||||
// beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta)
|
||||
// ligamma(s, z) is the lower incomplete gamma function, for which we only
|
||||
// implement two of four branches (because we keep 1/beta <= 0.5):
|
||||
// generalized integral = 0.5 + 0.5* sign(x) *
|
||||
// ligamma(1/beta, (|x|/alpha)**beta)/gamma(1/beta)
|
||||
// See get_generalized_gaussian_beta() for a discussion of beta.
|
||||
// We base alpha on the intended Gaussian sigma, but it only strictly
|
||||
// models models standard deviation at beta == 2, because the standard
|
||||
// deviation depends on both alpha and beta (keeping alpha independent is
|
||||
// faster and preserves intuitive behavior and a full spectrum of results).
|
||||
const float3 alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range);
|
||||
const float3 beta = get_generalized_gaussian_beta(color, shape_range);
|
||||
const float3 alpha_inv = 1.0.xxx/alpha;
|
||||
const float3 s = 1.0.xxx/beta;
|
||||
const float3 ph_offset = (pixel_height.xxx) * 0.5;
|
||||
// Pass beta to gamma_impl to avoid repeated divides. Similarly pass
|
||||
// beta (i.e. 1/s) and 1/gamma(s) to normalized_ligamma_impl.
|
||||
const float3 gamma_s_inv = 1.0.xxx/gamma_impl(s, beta);
|
||||
const float3 dist1 = dist + ph_offset;
|
||||
const float3 dist0 = dist - ph_offset;
|
||||
const float3 integral_high = sign(dist1) * normalized_ligamma_impl(
|
||||
s, pow(abs(dist1)*alpha_inv, beta), beta, gamma_s_inv);
|
||||
const float3 integral_low = sign(dist0) * normalized_ligamma_impl(
|
||||
s, pow(abs(dist0)*alpha_inv, beta), beta, gamma_s_inv);
|
||||
return color * 0.5*(integral_high - integral_low)/pixel_height;
|
||||
}
|
||||
|
||||
float3 scanline_gaussian_sampled_contrib(const float3 dist, const float3 color,
|
||||
const float pixel_height, const float sigma_range)
|
||||
{
|
||||
// See scanline_gaussian integral_contrib() for detailed comments!
|
||||
// gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2))
|
||||
const float3 sigma = get_gaussian_sigma(color, sigma_range);
|
||||
// Avoid repeated divides:
|
||||
const float3 sigma_inv = 1.0.xxx/sigma;
|
||||
const float3 inner_denom_inv = 0.5 * sigma_inv * sigma_inv;
|
||||
const float3 outer_denom_inv = sigma_inv/sqrt(2.0*pi);
|
||||
if(beam_antialias_level > 0.5)
|
||||
{
|
||||
// Sample 1/3 pixel away in each direction as well:
|
||||
const float3 sample_offset = pixel_height.xxx/3.0;
|
||||
const float3 dist2 = dist + sample_offset;
|
||||
const float3 dist3 = abs(dist - sample_offset);
|
||||
// Average three pure Gaussian samples:
|
||||
const float3 scale = color/3.0 * outer_denom_inv;
|
||||
const float3 weight1 = exp(-(dist*dist)*inner_denom_inv);
|
||||
const float3 weight2 = exp(-(dist2*dist2)*inner_denom_inv);
|
||||
const float3 weight3 = exp(-(dist3*dist3)*inner_denom_inv);
|
||||
return scale * (weight1 + weight2 + weight3);
|
||||
}
|
||||
else
|
||||
{
|
||||
return color*exp(-(dist*dist)*inner_denom_inv)*outer_denom_inv;
|
||||
}
|
||||
}
|
||||
|
||||
float3 scanline_generalized_gaussian_sampled_contrib(const float3 dist,
|
||||
const float3 color, const float pixel_height, const float sigma_range,
|
||||
const float shape_range)
|
||||
{
|
||||
// See scanline_generalized_gaussian_integral_contrib() for details!
|
||||
// generalized sample =
|
||||
// beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta)
|
||||
const float3 alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range);
|
||||
const float3 beta = get_generalized_gaussian_beta(color, shape_range);
|
||||
// Avoid repeated divides:
|
||||
const float3 alpha_inv = 1.0.xxx/alpha;
|
||||
const float3 beta_inv = 1.0.xxx/beta;
|
||||
const float3 scale = color * beta * 0.5 * alpha_inv /
|
||||
gamma_impl(beta_inv, beta);
|
||||
if(beam_antialias_level > 0.5)
|
||||
{
|
||||
// Sample 1/3 pixel closer to and farther from the scanline too.
|
||||
const float3 sample_offset = pixel_height.xxx/3.0;
|
||||
const float3 dist2 = dist + sample_offset;
|
||||
const float3 dist3 = abs(dist - sample_offset);
|
||||
// Average three generalized Gaussian samples:
|
||||
const float3 weight1 = exp(-pow(abs(dist*alpha_inv), beta));
|
||||
const float3 weight2 = exp(-pow(abs(dist2*alpha_inv), beta));
|
||||
const float3 weight3 = exp(-pow(abs(dist3*alpha_inv), beta));
|
||||
return scale/3.0 * (weight1 + weight2 + weight3);
|
||||
}
|
||||
else
|
||||
{
|
||||
return scale * exp(-pow(abs(dist*alpha_inv), beta));
|
||||
}
|
||||
}
|
||||
|
||||
float3 scanline_contrib(float3 dist, float3 color,
|
||||
float pixel_height, const float sigma_range, const float shape_range)
|
||||
{
|
||||
// Requires: 1.) Requirements of scanline_gaussian_integral_contrib()
|
||||
// must be met.
|
||||
// 2.) Requirements of get_gaussian_sigma() must be met.
|
||||
// 3.) Requirements of get_generalized_gaussian_beta() must be
|
||||
// met.
|
||||
// Returns: Return a scanline's light output over a given pixel, using
|
||||
// a generalized or pure Gaussian distribution and sampling or
|
||||
// integrals as desired by user codepath choices.
|
||||
if(beam_generalized_gaussian)
|
||||
{
|
||||
if(beam_antialias_level > 1.5)
|
||||
{
|
||||
return scanline_generalized_gaussian_integral_contrib(
|
||||
dist, color, pixel_height, sigma_range, shape_range);
|
||||
}
|
||||
else
|
||||
{
|
||||
return scanline_generalized_gaussian_sampled_contrib(
|
||||
dist, color, pixel_height, sigma_range, shape_range);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(beam_antialias_level > 1.5)
|
||||
{
|
||||
return scanline_gaussian_integral_contrib(
|
||||
dist, color, pixel_height, sigma_range);
|
||||
}
|
||||
else
|
||||
{
|
||||
return scanline_gaussian_sampled_contrib(
|
||||
dist, color, pixel_height, sigma_range);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float3 get_raw_interpolated_color(const float3 color0,
|
||||
const float3 color1, const float3 color2, const float3 color3,
|
||||
const float4 weights)
|
||||
{
|
||||
// Use max to avoid bizarre artifacts from negative colors:
|
||||
return max(mul(weights, float4x3(color0, color1, color2, color3)), 0.0);
|
||||
}
|
||||
|
||||
float3 get_interpolated_linear_color(const float3 color0, const float3 color1,
|
||||
const float3 color2, const float3 color3, const float4 weights)
|
||||
{
|
||||
// Requires: 1.) Requirements of include/gamma-management.h must be met:
|
||||
// intermediate_gamma must be globally defined, and input
|
||||
// colors are interpreted as linear RGB unless you #define
|
||||
// GAMMA_ENCODE_EVERY_FBO (in which case they are
|
||||
// interpreted as gamma-encoded with intermediate_gamma).
|
||||
// 2.) color0-3 are colors sampled from a texture with tex2D().
|
||||
// They are interpreted as defined in requirement 1.
|
||||
// 3.) weights contains weights for each color, summing to 1.0.
|
||||
// 4.) beam_horiz_linear_rgb_weight must be defined as a global
|
||||
// float in [0.0, 1.0] describing how much blending should
|
||||
// be done in linear RGB (rest is gamma-corrected RGB).
|
||||
// 5.) RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE must be #defined
|
||||
// if beam_horiz_linear_rgb_weight is anything other than a
|
||||
// static constant, or we may try branching at runtime
|
||||
// without dynamic branches allowed (slow).
|
||||
// Returns: Return an interpolated color lookup between the four input
|
||||
// colors based on the weights in weights. The final color will
|
||||
// be a linear RGB value, but the blending will be done as
|
||||
// indicated above.
|
||||
const float intermediate_gamma = get_intermediate_gamma();
|
||||
// Branch if beam_horiz_linear_rgb_weight is static (for free) or if the
|
||||
// profile allows dynamic branches (faster than computing extra pows):
|
||||
#ifndef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
#define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
#else
|
||||
#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
#define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
#endif
|
||||
#endif
|
||||
#ifdef SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
// beam_horiz_linear_rgb_weight is static, so we can branch:
|
||||
#ifdef GAMMA_ENCODE_EVERY_FBO
|
||||
const float3 gamma_mixed_color = pow(get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights), intermediate_gamma);
|
||||
if(beam_horiz_linear_rgb_weight > 0.0)
|
||||
{
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, intermediate_gamma),
|
||||
pow(color1, intermediate_gamma),
|
||||
pow(color2, intermediate_gamma),
|
||||
pow(color3, intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color,
|
||||
beam_horiz_linear_rgb_weight);
|
||||
}
|
||||
else
|
||||
{
|
||||
return gamma_mixed_color;
|
||||
}
|
||||
#else
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights);
|
||||
if(beam_horiz_linear_rgb_weight < 1.0)
|
||||
{
|
||||
const float3 gamma_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, 1.0/intermediate_gamma),
|
||||
pow(color1, 1.0/intermediate_gamma),
|
||||
pow(color2, 1.0/intermediate_gamma),
|
||||
pow(color3, 1.0/intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color,
|
||||
beam_horiz_linear_rgb_weight);
|
||||
}
|
||||
else
|
||||
{
|
||||
return linear_mixed_color;
|
||||
}
|
||||
#endif // GAMMA_ENCODE_EVERY_FBO
|
||||
#else
|
||||
#ifdef GAMMA_ENCODE_EVERY_FBO
|
||||
// Inputs: color0-3 are colors in gamma-encoded RGB.
|
||||
const float3 gamma_mixed_color = pow(get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights), intermediate_gamma);
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, intermediate_gamma),
|
||||
pow(color1, intermediate_gamma),
|
||||
pow(color2, intermediate_gamma),
|
||||
pow(color3, intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color,
|
||||
beam_horiz_linear_rgb_weight);
|
||||
#else
|
||||
// Inputs: color0-3 are colors in linear RGB.
|
||||
const float3 linear_mixed_color = get_raw_interpolated_color(
|
||||
color0, color1, color2, color3, weights);
|
||||
const float3 gamma_mixed_color = get_raw_interpolated_color(
|
||||
pow(color0, 1.0/intermediate_gamma),
|
||||
pow(color1, 1.0/intermediate_gamma),
|
||||
pow(color2, 1.0/intermediate_gamma),
|
||||
pow(color3, 1.0/intermediate_gamma),
|
||||
weights);
|
||||
return lerp(gamma_mixed_color, linear_mixed_color,
|
||||
beam_horiz_linear_rgb_weight);
|
||||
#endif // GAMMA_ENCODE_EVERY_FBO
|
||||
#endif // SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
|
||||
}
|
||||
|
||||
float3 get_scanline_color(const sampler2D Source, const float2 scanline_uv,
|
||||
const float2 uv_step_x, const float4 weights)
|
||||
{
|
||||
// Requires: 1.) scanline_uv must be vertically snapped to the caller's
|
||||
// desired line or scanline and horizontally snapped to the
|
||||
// texel just left of the output pixel (color1)
|
||||
// 2.) uv_step_x must contain the horizontal uv distance
|
||||
// between texels.
|
||||
// 3.) weights must contain interpolation filter weights for
|
||||
// color0, color1, color2, and color3, where color1 is just
|
||||
// left of the output pixel.
|
||||
// Returns: Return a horizontally interpolated texture lookup using 2-4
|
||||
// nearby texels, according to weights and the conventions of
|
||||
// get_interpolated_linear_color().
|
||||
// We can ignore the outside texture lookups for Quilez resampling.
|
||||
const float3 color1 = tex2D(Source, scanline_uv).rgb;
|
||||
const float3 color2 = tex2D(Source, scanline_uv + uv_step_x).rgb;
|
||||
float3 color0 = 0.0.xxx;
|
||||
float3 color3 = 0.0.xxx;
|
||||
if(beam_horiz_filter > 0.5)
|
||||
{
|
||||
color0 = tex2D(Source, scanline_uv - uv_step_x).rgb;
|
||||
color3 = tex2D(Source, scanline_uv + 2.0 * uv_step_x).rgb;
|
||||
}
|
||||
// Sample the texture as-is, whether it's linear or gamma-encoded:
|
||||
// get_interpolated_linear_color() will handle the difference.
|
||||
return get_interpolated_linear_color(color0, color1, color2, color3, weights);
|
||||
}
|
||||
|
||||
float3 sample_single_scanline_horizontal(const sampler2D Source,
|
||||
const float2 tex_uv, const float2 texture_size,
|
||||
const float2 texture_size_inv)
|
||||
{
|
||||
// TODO: Add function requirements.
|
||||
// Snap to the previous texel and get sample dists from 2/4 nearby texels:
|
||||
const float2 curr_texel = tex_uv * texture_size;
|
||||
// Use under_half to fix a rounding bug right around exact texel locations.
|
||||
const float2 prev_texel =
|
||||
floor(curr_texel - under_half.xx) + 0.5.xx;
|
||||
const float2 prev_texel_hor = float2(prev_texel.x, curr_texel.y);
|
||||
const float2 prev_texel_hor_uv = prev_texel_hor * texture_size_inv;
|
||||
const float prev_dist = curr_texel.x - prev_texel_hor.x;
|
||||
const float4 sample_dists = float4(1.0 + prev_dist, prev_dist,
|
||||
1.0 - prev_dist, 2.0 - prev_dist);
|
||||
// Get Quilez, Lanczos2, or Gaussian resize weights for 2/4 nearby texels:
|
||||
float4 weights;
|
||||
if(beam_horiz_filter < 0.5)
|
||||
{
|
||||
// Quilez:
|
||||
const float x = sample_dists.y;
|
||||
const float w2 = x*x*x*(x*(x*6.0 - 15.0) + 10.0);
|
||||
weights = float4(0.0, 1.0 - w2, w2, 0.0);
|
||||
}
|
||||
else if(beam_horiz_filter < 1.5)
|
||||
{
|
||||
// Gaussian:
|
||||
float inner_denom_inv = 1.0/(2.0*beam_horiz_sigma*beam_horiz_sigma);
|
||||
weights = exp(-(sample_dists*sample_dists)*inner_denom_inv);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Lanczos2:
|
||||
const float4 pi_dists = FIX_ZERO(sample_dists * pi);
|
||||
weights = 2.0 * sin(pi_dists) * sin(pi_dists * 0.5) /
|
||||
(pi_dists * pi_dists);
|
||||
}
|
||||
// Ensure the weight sum == 1.0:
|
||||
const float4 final_weights = weights/dot(weights, 1.0.xxxx);
|
||||
// Get the interpolated horizontal scanline color:
|
||||
const float2 uv_step_x = float2(texture_size_inv.x, 0.0);
|
||||
return get_scanline_color(
|
||||
Source, prev_texel_hor_uv, uv_step_x, final_weights);
|
||||
}
|
||||
|
||||
float3 sample_rgb_scanline_horizontal(const sampler2D Source,
|
||||
const float2 tex_uv, const float2 texture_size,
|
||||
const float2 texture_size_inv)
|
||||
{
|
||||
// TODO: Add function requirements.
|
||||
// Rely on a helper to make convergence easier.
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
const float3 convergence_offsets_rgb =
|
||||
get_convergence_offsets_x_vector();
|
||||
const float3 offset_u_rgb =
|
||||
convergence_offsets_rgb * texture_size_inv.xxx;
|
||||
const float2 scanline_uv_r = tex_uv - float2(offset_u_rgb.r, 0.0);
|
||||
const float2 scanline_uv_g = tex_uv - float2(offset_u_rgb.g, 0.0);
|
||||
const float2 scanline_uv_b = tex_uv - float2(offset_u_rgb.b, 0.0);
|
||||
const float3 sample_r = sample_single_scanline_horizontal(
|
||||
Source, scanline_uv_r, texture_size, texture_size_inv);
|
||||
const float3 sample_g = sample_single_scanline_horizontal(
|
||||
Source, scanline_uv_g, texture_size, texture_size_inv);
|
||||
const float3 sample_b = sample_single_scanline_horizontal(
|
||||
Source, scanline_uv_b, texture_size, texture_size_inv);
|
||||
return float3(sample_r.r, sample_g.g, sample_b.b);
|
||||
}
|
||||
else
|
||||
{
|
||||
return sample_single_scanline_horizontal(Source, tex_uv, texture_size,
|
||||
texture_size_inv);
|
||||
}
|
||||
}
|
||||
|
||||
float2 get_last_scanline_uv(const float2 tex_uv, const float2 texture_size,
|
||||
const float2 texture_size_inv, const float2 il_step_multiple,
|
||||
const float frame_count, out float dist)
|
||||
{
|
||||
// Compute texture coords for the last/upper scanline, accounting for
|
||||
// interlacing: With interlacing, only consider even/odd scanlines every
|
||||
// other frame. Top-field first (TFF) order puts even scanlines on even
|
||||
// frames, and BFF order puts them on odd frames. Texels are centered at:
|
||||
// frac(tex_uv * texture_size) == x.5
|
||||
// Caution: If these coordinates ever seem incorrect, first make sure it's
|
||||
// not because anisotropic filtering is blurring across field boundaries.
|
||||
// Note: TFF/BFF won't matter for sources that double-weave or similar.
|
||||
const float field_offset = floor(il_step_multiple.y * 0.75) *
|
||||
fmod(frame_count + float(interlace_bff), 2.0);
|
||||
const float2 curr_texel = tex_uv * texture_size;
|
||||
// Use under_half to fix a rounding bug right around exact texel locations.
|
||||
// This causes an insane bug on duckstation, so it's disabled here. (Hyllian, 2024)
|
||||
// const float2 prev_texel_num = floor(curr_texel - under_half.xx);
|
||||
const float2 prev_texel_num = curr_texel;
|
||||
const float wrong_field = fmod(
|
||||
prev_texel_num.y + field_offset, il_step_multiple.y);
|
||||
const float2 scanline_texel_num = prev_texel_num - float2(0.0, wrong_field);
|
||||
// Snap to the center of the previous scanline in the current field:
|
||||
const float2 scanline_texel = scanline_texel_num + 0.5.xx;
|
||||
const float2 scanline_uv = scanline_texel * texture_size_inv;
|
||||
// Save the sample's distance from the scanline, in units of scanlines:
|
||||
dist = (curr_texel.y - scanline_texel.y)/il_step_multiple.y;
|
||||
return scanline_uv;
|
||||
}
|
||||
|
||||
bool is_interlaced(float num_lines)
|
||||
{
|
||||
// Detect interlacing based on the number of lines in the source.
|
||||
if(interlace_detect)
|
||||
{
|
||||
// NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field
|
||||
// NTSC Emulators: Typically 224 or 240 lines
|
||||
// PAL: 625 lines, 312.5/field; 576 active (typical), 288/field
|
||||
// PAL Emulators: ?
|
||||
// ATSC: 720p, 1080i, 1080p
|
||||
// Where do we place our cutoffs? Assumptions:
|
||||
// 1.) We only need to care about active lines.
|
||||
// 2.) Anything > 288 and <= 576 lines is probably interlaced.
|
||||
// 3.) Anything > 576 lines is probably not interlaced...
|
||||
// 4.) ...except 1080 lines, which is a crapshoot (user decision).
|
||||
// 5.) Just in case the main program uses calculated video sizes,
|
||||
// we should nudge the float thresholds a bit.
|
||||
const bool sd_interlace = ((num_lines > 288.5) && (num_lines < 576.5));
|
||||
const bool hd_interlace = interlace_1080i ?
|
||||
((num_lines > 1079.5) && (num_lines < 1080.5)) :
|
||||
false;
|
||||
return (sd_interlace || hd_interlace);
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif // SCANLINE_FUNCTIONS_H
|
||||
|
||||
@@ -1,498 +0,0 @@
|
||||
#ifndef SPECIAL_FUNCTIONS_H
|
||||
#define SPECIAL_FUNCTIONS_H
|
||||
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
///////////////////////////////// DESCRIPTION ////////////////////////////////
|
||||
|
||||
// This file implements the following mathematical special functions:
|
||||
// 1.) erf() = 2/sqrt(pi) * indefinite_integral(e**(-x**2))
|
||||
// 2.) gamma(s), a real-numbered extension of the integer factorial function
|
||||
// It also implements normalized_ligamma(s, z), a normalized lower incomplete
|
||||
// gamma function for s < 0.5 only. Both gamma() and normalized_ligamma() can
|
||||
// be called with an _impl suffix to use an implementation version with a few
|
||||
// extra precomputed parameters (which may be useful for the caller to reuse).
|
||||
// See below for details.
|
||||
//
|
||||
// Design Rationale:
|
||||
// Pretty much every line of code in this file is duplicated four times for
|
||||
// different input types (float4/float3/float2/float). This is unfortunate,
|
||||
// but Cg doesn't allow function templates. Macros would be far less verbose,
|
||||
// but they would make the code harder to document and read. I don't expect
|
||||
// these functions will require a whole lot of maintenance changes unless
|
||||
// someone ever has need for more robust incomplete gamma functions, so code
|
||||
// duplication seems to be the lesser evil in this case.
|
||||
|
||||
|
||||
/////////////////////////// GAUSSIAN ERROR FUNCTION //////////////////////////
|
||||
|
||||
float4 erf6(float4 x)
|
||||
{
|
||||
// Requires: x is the standard parameter to erf().
|
||||
// Returns: Return an Abramowitz/Stegun approximation of erf(), where:
|
||||
// erf(x) = 2/sqrt(pi) * integral(e**(-x**2))
|
||||
// This approximation has a max absolute error of 2.5*10**-5
|
||||
// with solid numerical robustness and efficiency. See:
|
||||
// https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions
|
||||
static const float4 one = 1.0.xxxx;
|
||||
const float4 sign_x = sign(x);
|
||||
const float4 t = one/(one + 0.47047*abs(x));
|
||||
const float4 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float3 erf6(const float3 x)
|
||||
{
|
||||
// Float3 version:
|
||||
static const float3 one = 1.0.xxx;
|
||||
const float3 sign_x = sign(x);
|
||||
const float3 t = one/(one + 0.47047*abs(x));
|
||||
const float3 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float2 erf6(const float2 x)
|
||||
{
|
||||
// Float2 version:
|
||||
static const float2 one = 1.0.xx;
|
||||
const float2 sign_x = sign(x);
|
||||
const float2 t = one/(one + 0.47047*abs(x));
|
||||
const float2 result = one - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float erf6(const float x)
|
||||
{
|
||||
// Float version:
|
||||
const float sign_x = sign(x);
|
||||
const float t = 1.0/(1.0 + 0.47047*abs(x));
|
||||
const float result = 1.0 - t*(0.3480242 + t*(-0.0958798 + t*0.7478556))*
|
||||
exp(-(x*x));
|
||||
return result * sign_x;
|
||||
}
|
||||
|
||||
float4 erft(const float4 x)
|
||||
{
|
||||
// Requires: x is the standard parameter to erf().
|
||||
// Returns: Approximate erf() with the hyperbolic tangent. The error is
|
||||
// visually noticeable, but it's blazing fast and perceptually
|
||||
// close...at least on ATI hardware. See:
|
||||
// http://www.maplesoft.com/applications/view.aspx?SID=5525&view=html
|
||||
// Warning: Only use this if your hardware drivers correctly implement
|
||||
// tanh(): My nVidia 8800GTS returns garbage output.
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float3 erft(const float3 x)
|
||||
{
|
||||
// Float3 version:
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float2 erft(const float2 x)
|
||||
{
|
||||
// Float2 version:
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float erft(const float x)
|
||||
{
|
||||
// Float version:
|
||||
return tanh(1.202760580 * x);
|
||||
}
|
||||
|
||||
float4 erf(const float4 x)
|
||||
{
|
||||
// Requires: x is the standard parameter to erf().
|
||||
// Returns: Some approximation of erf(x), depending on user settings.
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 erf(const float3 x)
|
||||
{
|
||||
// Float3 version:
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
float2 erf(const float2 x)
|
||||
{
|
||||
// Float2 version:
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
float erf(const float x)
|
||||
{
|
||||
// Float version:
|
||||
#ifdef ERF_FAST_APPROXIMATION
|
||||
return erft(x);
|
||||
#else
|
||||
return erf6(x);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////// COMPLETE GAMMA FUNCTION //////////////////////////
|
||||
|
||||
float4 gamma_impl(const float4 s, const float4 s_inv)
|
||||
{
|
||||
// Requires: 1.) s is the standard parameter to the gamma function, and
|
||||
// it should lie in the [0, 36] range.
|
||||
// 2.) s_inv = 1.0/s. This implementation function requires
|
||||
// the caller to precompute this value, giving users the
|
||||
// opportunity to reuse it.
|
||||
// Returns: Return approximate gamma function (real-numbered factorial)
|
||||
// output using the Lanczos approximation with two coefficients
|
||||
// calculated using Paul Godfrey's method here:
|
||||
// http://my.fit.edu/~gabdo/gamma.txt
|
||||
// An optimal g value for s in [0, 36] is ~1.12906830989, with
|
||||
// a maximum relative error of 0.000463 for 2**16 equally
|
||||
// evals. We could use three coeffs (0.0000346 error) without
|
||||
// hurting latency, but this allows more parallelism with
|
||||
// outside instructions.
|
||||
static const float4 g = 1.12906830989.xxxx;
|
||||
static const float4 c0 = 0.8109119309638332633713423362694399653724431.xxxx;
|
||||
static const float4 c1 = 0.4808354605142681877121661197951496120000040.xxxx;
|
||||
static const float4 e = 2.71828182845904523536028747135266249775724709.xxxx;
|
||||
const float4 sph = s + 0.5.xxxx;
|
||||
const float4 lanczos_sum = c0 + c1/(s + 1.0.xxxx);
|
||||
const float4 base = (sph + g)/e; // or (s + g + float4(0.5))/e
|
||||
// gamma(s + 1) = base**sph * lanczos_sum; divide by s for gamma(s).
|
||||
// This has less error for small s's than (s -= 1.0) at the beginning.
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float3 gamma_impl(const float3 s, const float3 s_inv)
|
||||
{
|
||||
// Float3 version:
|
||||
static const float3 g = 1.12906830989.xxx;
|
||||
static const float3 c0 = 0.8109119309638332633713423362694399653724431.xxx;
|
||||
static const float3 c1 = 0.4808354605142681877121661197951496120000040.xxx;
|
||||
static const float3 e = 2.71828182845904523536028747135266249775724709.xxx;
|
||||
const float3 sph = s + 0.5.xxx;
|
||||
const float3 lanczos_sum = c0 + c1/(s + 1.0.xxx);
|
||||
const float3 base = (sph + g)/e;
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float2 gamma_impl(const float2 s, const float2 s_inv)
|
||||
{
|
||||
// Float2 version:
|
||||
static const float2 g = 1.12906830989.xx;
|
||||
static const float2 c0 = 0.8109119309638332633713423362694399653724431.xx;
|
||||
static const float2 c1 = 0.4808354605142681877121661197951496120000040.xx;
|
||||
static const float2 e = 2.71828182845904523536028747135266249775724709.xx;
|
||||
const float2 sph = s + 0.5.xx;
|
||||
const float2 lanczos_sum = c0 + c1/(s + 1.0.xx);
|
||||
const float2 base = (sph + g)/e;
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float gamma_impl(const float s, const float s_inv)
|
||||
{
|
||||
// Float version:
|
||||
static const float g = 1.12906830989;
|
||||
static const float c0 = 0.8109119309638332633713423362694399653724431;
|
||||
static const float c1 = 0.4808354605142681877121661197951496120000040;
|
||||
static const float e = 2.71828182845904523536028747135266249775724709;
|
||||
const float sph = s + 0.5;
|
||||
const float lanczos_sum = c0 + c1/(s + 1.0);
|
||||
const float base = (sph + g)/e;
|
||||
return (pow(base, sph) * lanczos_sum) * s_inv;
|
||||
}
|
||||
|
||||
float4 gamma(const float4 s)
|
||||
{
|
||||
// Requires: s is the standard parameter to the gamma function, and it
|
||||
// should lie in the [0, 36] range.
|
||||
// Returns: Return approximate gamma function output with a maximum
|
||||
// relative error of 0.000463. See gamma_impl for details.
|
||||
return gamma_impl(s, 1.0.xxxx/s);
|
||||
}
|
||||
|
||||
float3 gamma(const float3 s)
|
||||
{
|
||||
// Float3 version:
|
||||
return gamma_impl(s, 1.0.xxx/s);
|
||||
}
|
||||
|
||||
float2 gamma(const float2 s)
|
||||
{
|
||||
// Float2 version:
|
||||
return gamma_impl(s, 1.0.xx/s);
|
||||
}
|
||||
|
||||
float gamma(const float s)
|
||||
{
|
||||
// Float version:
|
||||
return gamma_impl(s, 1.0/s);
|
||||
}
|
||||
|
||||
|
||||
//////////////// INCOMPLETE GAMMA FUNCTIONS (RESTRICTED INPUT) ///////////////
|
||||
|
||||
// Lower incomplete gamma function for small s and z (implementation):
|
||||
float4 ligamma_small_z_impl(const float4 s, const float4 z, const float4 s_inv)
|
||||
{
|
||||
// Requires: 1.) s < ~0.5
|
||||
// 2.) z <= ~0.775075
|
||||
// 3.) s_inv = 1.0/s (precomputed for outside reuse)
|
||||
// Returns: A series representation for the lower incomplete gamma
|
||||
// function for small s and small z (4 terms).
|
||||
// The actual "rolled up" summation looks like:
|
||||
// last_sign = 1.0; last_pow = 1.0; last_factorial = 1.0;
|
||||
// sum = last_sign * last_pow / ((s + k) * last_factorial)
|
||||
// for(int i = 0; i < 4; ++i)
|
||||
// {
|
||||
// last_sign *= -1.0; last_pow *= z; last_factorial *= i;
|
||||
// sum += last_sign * last_pow / ((s + k) * last_factorial);
|
||||
// }
|
||||
// Unrolled, constant-unfolded and arranged for madds and parallelism:
|
||||
const float4 scale = pow(z, s);
|
||||
float4 sum = s_inv; // Summation iteration 0 result
|
||||
// Summation iterations 1, 2, and 3:
|
||||
const float4 z_sq = z*z;
|
||||
const float4 denom1 = s + 1.0.xxxx;
|
||||
const float4 denom2 = 2.0*s + 4.0.xxxx;
|
||||
const float4 denom3 = 6.0*s + 18.0.xxxx;
|
||||
//float4 denom4 = 24.0*s + float4(96.0);
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
//sum += z_sq * z_sq / denom4;
|
||||
// Scale and return:
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
float3 ligamma_small_z_impl(const float3 s, const float3 z, const float3 s_inv)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 scale = pow(z, s);
|
||||
float3 sum = s_inv;
|
||||
const float3 z_sq = z*z;
|
||||
const float3 denom1 = s + 1.0.xxx;
|
||||
const float3 denom2 = 2.0*s + 4.0.xxx;
|
||||
const float3 denom3 = 6.0*s + 18.0.xxx;
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
float2 ligamma_small_z_impl(const float2 s, const float2 z, const float2 s_inv)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 scale = pow(z, s);
|
||||
float2 sum = s_inv;
|
||||
const float2 z_sq = z*z;
|
||||
const float2 denom1 = s + 1.0.xx;
|
||||
const float2 denom2 = 2.0*s + 4.0.xx;
|
||||
const float2 denom3 = 6.0*s + 18.0.xx;
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
float ligamma_small_z_impl(const float s, const float z, const float s_inv)
|
||||
{
|
||||
// Float version:
|
||||
const float scale = pow(z, s);
|
||||
float sum = s_inv;
|
||||
const float z_sq = z*z;
|
||||
const float denom1 = s + 1.0;
|
||||
const float denom2 = 2.0*s + 4.0;
|
||||
const float denom3 = 6.0*s + 18.0;
|
||||
sum -= z/denom1;
|
||||
sum += z_sq/denom2;
|
||||
sum -= z * z_sq/denom3;
|
||||
return scale * sum;
|
||||
}
|
||||
|
||||
// Upper incomplete gamma function for small s and large z (implementation):
|
||||
float4 uigamma_large_z_impl(const float4 s, const float4 z)
|
||||
{
|
||||
// Requires: 1.) s < ~0.5
|
||||
// 2.) z > ~0.775075
|
||||
// Returns: Gauss's continued fraction representation for the upper
|
||||
// incomplete gamma function (4 terms).
|
||||
// The "rolled up" continued fraction looks like this. The denominator
|
||||
// is truncated, and it's calculated "from the bottom up:"
|
||||
// denom = float4('inf');
|
||||
// float4 one = float4(1.0);
|
||||
// for(int i = 4; i > 0; --i)
|
||||
// {
|
||||
// denom = ((i * 2.0) - one) + z - s + (i * (s - i))/denom;
|
||||
// }
|
||||
// Unrolled and constant-unfolded for madds and parallelism:
|
||||
const float4 numerator = pow(z, s) * exp(-z);
|
||||
float4 denom = 7.0.xxxx + z - s;
|
||||
denom = 5.0.xxxx + z - s + (3.0*s - 9.0.xxxx)/denom;
|
||||
denom = 3.0.xxxx + z - s + (2.0*s - 4.0.xxxx)/denom;
|
||||
denom = 1.0.xxxx + z - s + (s - 1.0.xxxx)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
float3 uigamma_large_z_impl(const float3 s, const float3 z)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 numerator = pow(z, s) * exp(-z);
|
||||
float3 denom = 7.0.xxx + z - s;
|
||||
denom = 5.0.xxx + z - s + (3.0*s - 9.0.xxx)/denom;
|
||||
denom = 3.0.xxx + z - s + (2.0*s - 4.0.xxx)/denom;
|
||||
denom = 1.0.xxx + z - s + (s - 1.0.xxx)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
float2 uigamma_large_z_impl(const float2 s, const float2 z)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 numerator = pow(z, s) * exp(-z);
|
||||
float2 denom = 7.0.xx + z - s;
|
||||
denom = 5.0.xx + z - s + (3.0*s - 9.0.xx)/denom;
|
||||
denom = 3.0.xx + z - s + (2.0*s - 4.0.xx)/denom;
|
||||
denom = 1.0.xx + z - s + (s - 1.0.xx)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
float uigamma_large_z_impl(const float s, const float z)
|
||||
{
|
||||
// Float version:
|
||||
const float numerator = pow(z, s) * exp(-z);
|
||||
float denom = 7.0 + z - s;
|
||||
denom = 5.0 + z - s + (3.0*s - 9.0)/denom;
|
||||
denom = 3.0 + z - s + (2.0*s - 4.0)/denom;
|
||||
denom = 1.0 + z - s + (s - 1.0)/denom;
|
||||
return numerator / denom;
|
||||
}
|
||||
|
||||
// Normalized lower incomplete gamma function for small s (implementation):
|
||||
float4 normalized_ligamma_impl(const float4 s, const float4 z,
|
||||
const float4 s_inv, const float4 gamma_s_inv)
|
||||
{
|
||||
// Requires: 1.) s < ~0.5
|
||||
// 2.) s_inv = 1/s (precomputed for outside reuse)
|
||||
// 3.) gamma_s_inv = 1/gamma(s) (precomputed for outside reuse)
|
||||
// Returns: Approximate the normalized lower incomplete gamma function
|
||||
// for s < 0.5. Since we only care about s < 0.5, we only need
|
||||
// to evaluate two branches (not four) based on z. Each branch
|
||||
// uses four terms, with a max relative error of ~0.00182. The
|
||||
// branch threshold and specifics were adapted for fewer terms
|
||||
// from Gil/Segura/Temme's paper here:
|
||||
// http://oai.cwi.nl/oai/asset/20433/20433B.pdf
|
||||
// Evaluate both branches: Real branches test slower even when available.
|
||||
static const float4 thresh = 0.775075.xxxx;
|
||||
const bool4 z_is_large = z > thresh;
|
||||
const float4 large_z = 1.0.xxxx - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float4 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
// Combine the results from both branches:
|
||||
return large_z * float4(z_is_large.xxxx) + small_z * float4(!z_is_large.xxxx);
|
||||
}
|
||||
|
||||
float3 normalized_ligamma_impl(const float3 s, const float3 z,
|
||||
const float3 s_inv, const float3 gamma_s_inv)
|
||||
{
|
||||
// Float3 version:
|
||||
static const float3 thresh = 0.775075.xxx;
|
||||
const bool3 z_is_large = z > thresh;
|
||||
const float3 large_z = 1.0.xxx - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float3 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
return large_z * float3(z_is_large.xxx) + small_z * float3(!z_is_large.xxx);
|
||||
}
|
||||
|
||||
float2 normalized_ligamma_impl(const float2 s, const float2 z,
|
||||
const float2 s_inv, const float2 gamma_s_inv)
|
||||
{
|
||||
// Float2 version:
|
||||
static const float2 thresh = 0.775075.xx;
|
||||
const bool2 z_is_large = z > thresh;
|
||||
const float2 large_z = 1.0.xx - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float2 small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
return large_z * float2(z_is_large.xx) + small_z * float2(!z_is_large.xx);
|
||||
}
|
||||
|
||||
float normalized_ligamma_impl(const float s, const float z,
|
||||
const float s_inv, const float gamma_s_inv)
|
||||
{
|
||||
// Float version:
|
||||
static const float thresh = 0.775075;
|
||||
const bool z_is_large = z > thresh;
|
||||
const float large_z = 1.0 - uigamma_large_z_impl(s, z) * gamma_s_inv;
|
||||
const float small_z = ligamma_small_z_impl(s, z, s_inv) * gamma_s_inv;
|
||||
return large_z * float(z_is_large) + small_z * float(!z_is_large);
|
||||
}
|
||||
|
||||
// Normalized lower incomplete gamma function for small s:
|
||||
float4 normalized_ligamma(const float4 s, const float4 z)
|
||||
{
|
||||
// Requires: s < ~0.5
|
||||
// Returns: Approximate the normalized lower incomplete gamma function
|
||||
// for s < 0.5. See normalized_ligamma_impl() for details.
|
||||
const float4 s_inv = 1.0.xxxx/s;
|
||||
const float4 gamma_s_inv = 1.0.xxxx/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
float3 normalized_ligamma(const float3 s, const float3 z)
|
||||
{
|
||||
// Float3 version:
|
||||
const float3 s_inv = 1.0.xxx/s;
|
||||
const float3 gamma_s_inv = 1.0.xxx/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
float2 normalized_ligamma(const float2 s, const float2 z)
|
||||
{
|
||||
// Float2 version:
|
||||
const float2 s_inv = 1.0.xx/s;
|
||||
const float2 gamma_s_inv = 1.0.xx/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
float normalized_ligamma(const float s, const float z)
|
||||
{
|
||||
// Float version:
|
||||
const float s_inv = 1.0/s;
|
||||
const float gamma_s_inv = 1.0/gamma_impl(s, s_inv);
|
||||
return normalized_ligamma_impl(s, z, s_inv, gamma_s_inv);
|
||||
}
|
||||
|
||||
|
||||
#endif // SPECIAL_FUNCTIONS_H
|
||||
|
||||
|
||||
@@ -1,58 +0,0 @@
|
||||
#ifndef USER_CGP_CONSTANTS_H
|
||||
#define USER_CGP_CONSTANTS_H
|
||||
|
||||
// IMPORTANT:
|
||||
// These constants MUST be set appropriately for the settings in crt-royale.cgp
|
||||
// (or whatever related .cgp file you're using). If they aren't, you're likely
|
||||
// to get artifacts, the wrong phosphor mask size, etc. I wish these could be
|
||||
// set directly in the .cgp file to make things easier, but...they can't.
|
||||
|
||||
// PASS SCALES AND RELATED CONSTANTS:
|
||||
// Copy the absolute scale_x for BLOOM_APPROX. There are two major versions of
|
||||
// this shader: One does a viewport-scale bloom, and the other skips it. The
|
||||
// latter benefits from a higher bloom_approx_scale_x, so save both separately:
|
||||
static const float bloom_approx_size_x = 320.0;
|
||||
static const float bloom_approx_size_x_for_fake = 400.0;
|
||||
// Copy the viewport-relative scales of the phosphor mask resize passes
|
||||
// (MASK_RESIZE and the pass immediately preceding it):
|
||||
static const float2 mask_resize_viewport_scale = float2(0.0625, 0.0625);
|
||||
// Copy the geom_max_aspect_ratio used to calculate the MASK_RESIZE scales, etc.:
|
||||
static const float geom_max_aspect_ratio = 4.0/3.0;
|
||||
|
||||
// PHOSPHOR MASK TEXTURE CONSTANTS:
|
||||
// Set the following constants to reflect the properties of the phosphor mask
|
||||
// texture named in crt-royale.cgp. The shader optionally resizes a mask tile
|
||||
// based on user settings, then repeats a single tile until filling the screen.
|
||||
// The shader must know the input texture size (default 64x64), and to manually
|
||||
// resize, it must also know the horizontal triads per tile (default 8).
|
||||
static const float2 mask_texture_small_size = 64.0.xx;
|
||||
static const float2 mask_texture_large_size = 512.0.xx;
|
||||
static const float mask_triads_per_tile = 8.0;
|
||||
// We need the average brightness of the phosphor mask to compensate for the
|
||||
// dimming it causes. The following four values are roughly correct for the
|
||||
// masks included with the shader. Update the value for any LUT texture you
|
||||
// change. [Un]comment "#define PHOSPHOR_MASK_GRILLE14" depending on whether
|
||||
// the loaded aperture grille uses 14-pixel or 15-pixel stripes (default 15).
|
||||
//#define PHOSPHOR_MASK_GRILLE14
|
||||
static const float mask_grille14_avg_color = 50.6666666/255.0;
|
||||
// TileableLinearApertureGrille14Wide7d33Spacing*.png
|
||||
// TileableLinearApertureGrille14Wide10And6Spacing*.png
|
||||
static const float mask_grille15_avg_color = 53.0/255.0;
|
||||
// TileableLinearApertureGrille15Wide6d33Spacing*.png
|
||||
// TileableLinearApertureGrille15Wide8And5d5Spacing*.png
|
||||
static const float mask_slot_avg_color = 46.0/255.0;
|
||||
// TileableLinearSlotMask15Wide9And4d5Horizontal8VerticalSpacing*.png
|
||||
// TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing*.png
|
||||
static const float mask_shadow_avg_color = 41.0/255.0;
|
||||
// TileableLinearShadowMask*.png
|
||||
// TileableLinearShadowMaskEDP*.png
|
||||
|
||||
#ifdef PHOSPHOR_MASK_GRILLE14
|
||||
static const float mask_grille_avg_color = mask_grille14_avg_color;
|
||||
#else
|
||||
static const float mask_grille_avg_color = mask_grille15_avg_color;
|
||||
#endif
|
||||
|
||||
|
||||
#endif // USER_CGP_CONSTANTS_H
|
||||
|
||||
@@ -1,359 +0,0 @@
|
||||
#ifndef USER_SETTINGS_H
|
||||
#define USER_SETTINGS_H
|
||||
|
||||
///////////////////////////// DRIVER CAPABILITIES ////////////////////////////
|
||||
|
||||
// The Cg compiler uses different "profiles" with different capabilities.
|
||||
// This shader requires a Cg compilation profile >= arbfp1, but a few options
|
||||
// require higher profiles like fp30 or fp40. The shader can't detect profile
|
||||
// or driver capabilities, so instead you must comment or uncomment the lines
|
||||
// below with "//" before "#define." Disable an option if you get compilation
|
||||
// errors resembling those listed. Generally speaking, all of these options
|
||||
// will run on nVidia cards, but only DRIVERS_ALLOW_TEX2DBIAS (if that) is
|
||||
// likely to run on ATI/AMD, due to the Cg compiler's profile limitations.
|
||||
|
||||
// Derivatives: Unsupported on fp20, ps_1_1, ps_1_2, ps_1_3, and arbfp1.
|
||||
// Among other things, derivatives help us fix anisotropic filtering artifacts
|
||||
// with curved manually tiled phosphor mask coords. Related errors:
|
||||
// error C3004: function "float2 ddx(float2);" not supported in this profile
|
||||
// error C3004: function "float2 ddy(float2);" not supported in this profile
|
||||
//#define DRIVERS_ALLOW_DERIVATIVES
|
||||
|
||||
// Fine derivatives: Unsupported on older ATI cards.
|
||||
// Fine derivatives enable 2x2 fragment block communication, letting us perform
|
||||
// fast single-pass blur operations. If your card uses coarse derivatives and
|
||||
// these are enabled, blurs could look broken. Derivatives are a prerequisite.
|
||||
#ifdef DRIVERS_ALLOW_DERIVATIVES
|
||||
#define DRIVERS_ALLOW_FINE_DERIVATIVES
|
||||
#endif
|
||||
|
||||
// Dynamic looping: Requires an fp30 or newer profile.
|
||||
// This makes phosphor mask resampling faster in some cases. Related errors:
|
||||
// error C5013: profile does not support "for" statements and "for" could not
|
||||
// be unrolled
|
||||
//#define DRIVERS_ALLOW_DYNAMIC_BRANCHES
|
||||
|
||||
// Without DRIVERS_ALLOW_DYNAMIC_BRANCHES, we need to use unrollable loops.
|
||||
// Using one static loop avoids overhead if the user is right, but if the user
|
||||
// is wrong (loops are allowed), breaking a loop into if-blocked pieces with a
|
||||
// binary search can potentially save some iterations. However, it may fail:
|
||||
// error C6001: Temporary register limit of 32 exceeded; 35 registers
|
||||
// needed to compile program
|
||||
//#define ACCOMODATE_POSSIBLE_DYNAMIC_LOOPS
|
||||
|
||||
// tex2Dlod: Requires an fp40 or newer profile. This can be used to disable
|
||||
// anisotropic filtering, thereby fixing related artifacts. Related errors:
|
||||
// error C3004: function "float4 tex2Dlod(sampler2D, float4);" not supported in
|
||||
// this profile
|
||||
//#define DRIVERS_ALLOW_TEX2DLOD
|
||||
|
||||
// tex2Dbias: Requires an fp30 or newer profile. This can be used to alleviate
|
||||
// artifacts from anisotropic filtering and mipmapping. Related errors:
|
||||
// error C3004: function "float4 tex2Dbias(sampler2D, float4);" not supported
|
||||
// in this profile
|
||||
//#define DRIVERS_ALLOW_TEX2DBIAS
|
||||
|
||||
// Integrated graphics compatibility: Integrated graphics like Intel HD 4000
|
||||
// impose stricter limitations on register counts and instructions. Enable
|
||||
// INTEGRATED_GRAPHICS_COMPATIBILITY_MODE if you still see error C6001 or:
|
||||
// error C6002: Instruction limit of 1024 exceeded: 1523 instructions needed
|
||||
// to compile program.
|
||||
// Enabling integrated graphics compatibility mode will automatically disable:
|
||||
// 1.) PHOSPHOR_MASK_MANUALLY_RESIZE: The phosphor mask will be softer.
|
||||
// (This may be reenabled in a later release.)
|
||||
// 2.) RUNTIME_GEOMETRY_MODE
|
||||
// 3.) The high-quality 4x4 Gaussian resize for the bloom approximation
|
||||
//#define INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
|
||||
|
||||
|
||||
//////////////////////////// USER CODEPATH OPTIONS ///////////////////////////
|
||||
|
||||
// To disable a #define option, turn its line into a comment with "//."
|
||||
|
||||
// RUNTIME VS. COMPILE-TIME OPTIONS (Major Performance Implications):
|
||||
// Enable runtime shader parameters in the Retroarch (etc.) GUI? They override
|
||||
// many of the options in this file and allow real-time tuning, but many of
|
||||
// them are slower. Disabling them and using this text file will boost FPS.
|
||||
#define RUNTIME_SHADER_PARAMS_ENABLE
|
||||
// Specify the phosphor bloom sigma at runtime? This option is 10% slower, but
|
||||
// it's the only way to do a wide-enough full bloom with a runtime dot pitch.
|
||||
#define RUNTIME_PHOSPHOR_BLOOM_SIGMA
|
||||
// Specify antialiasing weight parameters at runtime? (Costs ~20% with cubics)
|
||||
#define RUNTIME_ANTIALIAS_WEIGHTS
|
||||
// Specify subpixel offsets at runtime? (WARNING: EXTREMELY EXPENSIVE!)
|
||||
//#define RUNTIME_ANTIALIAS_SUBPIXEL_OFFSETS
|
||||
// Make beam_horiz_filter and beam_horiz_linear_rgb_weight into runtime shader
|
||||
// parameters? This will require more math or dynamic branching.
|
||||
#define RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
|
||||
// Specify the tilt at runtime? This makes things about 3% slower.
|
||||
#define RUNTIME_GEOMETRY_TILT
|
||||
// Specify the geometry mode at runtime?
|
||||
#define RUNTIME_GEOMETRY_MODE
|
||||
// Specify the phosphor mask type (aperture grille, slot mask, shadow mask) and
|
||||
// mode (Lanczos-resize, hardware resize, or tile 1:1) at runtime, even without
|
||||
// dynamic branches? This is cheap if mask_resize_viewport_scale is small.
|
||||
#define FORCE_RUNTIME_PHOSPHOR_MASK_MODE_TYPE_SELECT
|
||||
|
||||
// PHOSPHOR MASK:
|
||||
// Manually resize the phosphor mask for best results (slower)? Disabling this
|
||||
// removes the option to do so, but it may be faster without dynamic branches.
|
||||
#define PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
// If we sinc-resize the mask, should we Lanczos-window it (slower but better)?
|
||||
#define PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
|
||||
// Larger blurs are expensive, but we need them to blur larger triads. We can
|
||||
// detect the right blur if the triad size is static or our profile allows
|
||||
// dynamic branches, but otherwise we use the largest blur the user indicates
|
||||
// they might need:
|
||||
#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_3_PIXELS
|
||||
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_6_PIXELS
|
||||
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_9_PIXELS
|
||||
//#define PHOSPHOR_BLOOM_TRIADS_LARGER_THAN_12_PIXELS
|
||||
// Here's a helpful chart:
|
||||
// MaxTriadSize BlurSize MinTriadCountsByResolution
|
||||
// 3.0 9.0 480/640/960/1920 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 6.0 17.0 240/320/480/960 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 9.0 25.0 160/213/320/640 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 12.0 31.0 120/160/240/480 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
// 18.0 43.0 80/107/160/320 triads at 1080p/1440p/2160p/4320p, 4:3 aspect
|
||||
|
||||
|
||||
/////////////////////////////// USER PARAMETERS //////////////////////////////
|
||||
|
||||
// Note: Many of these static parameters are overridden by runtime shader
|
||||
// parameters when those are enabled. However, many others are static codepath
|
||||
// options that were cleaner or more convert to code as static constants.
|
||||
|
||||
// GAMMA:
|
||||
static const float crt_gamma_static = 2.5; // range [1, 5]
|
||||
static const float lcd_gamma_static = 2.2; // range [1, 5]
|
||||
|
||||
// LEVELS MANAGEMENT:
|
||||
// Control the final multiplicative image contrast:
|
||||
static const float levels_contrast_static = 1.0; // range [0, 4)
|
||||
// We auto-dim to avoid clipping between passes and restore brightness
|
||||
// later. Control the dim factor here: Lower values clip less but crush
|
||||
// blacks more (static only for now).
|
||||
static const float levels_autodim_temp = 0.5; // range (0, 1]
|
||||
|
||||
// HALATION/DIFFUSION/BLOOM:
|
||||
// Halation weight: How much energy should be lost to electrons bounding
|
||||
// around under the CRT glass and exciting random phosphors?
|
||||
static const float halation_weight_static = 0.0; // range [0, 1]
|
||||
// Refractive diffusion weight: How much light should spread/diffuse from
|
||||
// refracting through the CRT glass?
|
||||
static const float diffusion_weight_static = 0.075; // range [0, 1]
|
||||
// Underestimate brightness: Bright areas bloom more, but we can base the
|
||||
// bloom brightpass on a lower brightness to sharpen phosphors, or a higher
|
||||
// brightness to soften them. Low values clip, but >= 0.8 looks okay.
|
||||
static const float bloom_underestimate_levels_static = 0.8; // range [0, 5]
|
||||
// Blur all colors more than necessary for a softer phosphor bloom?
|
||||
static const float bloom_excess_static = 0.0; // range [0, 1]
|
||||
// The BLOOM_APPROX pass approximates a phosphor blur early on with a small
|
||||
// blurred resize of the input (convergence offsets are applied as well).
|
||||
// There are three filter options (static option only for now):
|
||||
// 0.) Bilinear resize: A fast, close approximation to a 4x4 resize
|
||||
// if min_allowed_viewport_triads and the BLOOM_APPROX resolution are sane
|
||||
// and beam_max_sigma is low.
|
||||
// 1.) 3x3 resize blur: Medium speed, soft/smeared from bilinear blurring,
|
||||
// always uses a static sigma regardless of beam_max_sigma or
|
||||
// mask_num_triads_desired.
|
||||
// 2.) True 4x4 Gaussian resize: Slowest, technically correct.
|
||||
// These options are more pronounced for the fast, unbloomed shader version.
|
||||
static const float bloom_approx_filter_static = 2.0;
|
||||
|
||||
// ELECTRON BEAM SCANLINE DISTRIBUTION:
|
||||
// How many scanlines should contribute light to each pixel? Using more
|
||||
// scanlines is slower (especially for a generalized Gaussian) but less
|
||||
// distorted with larger beam sigmas (especially for a pure Gaussian). The
|
||||
// max_beam_sigma at which the closest unused weight is guaranteed <
|
||||
// 1.0/255.0 (for a 3x antialiased pure Gaussian) is:
|
||||
// 2 scanlines: max_beam_sigma = 0.2089; distortions begin ~0.34; 141.7 FPS pure, 131.9 FPS generalized
|
||||
// 3 scanlines, max_beam_sigma = 0.3879; distortions begin ~0.52; 137.5 FPS pure; 123.8 FPS generalized
|
||||
// 4 scanlines, max_beam_sigma = 0.5723; distortions begin ~0.70; 134.7 FPS pure; 117.2 FPS generalized
|
||||
// 5 scanlines, max_beam_sigma = 0.7591; distortions begin ~0.89; 131.6 FPS pure; 112.1 FPS generalized
|
||||
// 6 scanlines, max_beam_sigma = 0.9483; distortions begin ~1.08; 127.9 FPS pure; 105.6 FPS generalized
|
||||
static const float beam_num_scanlines = 3.0; // range [2, 6]
|
||||
// A generalized Gaussian beam varies shape with color too, now just width.
|
||||
// It's slower but more flexible (static option only for now).
|
||||
static const bool beam_generalized_gaussian = true;
|
||||
// What kind of scanline antialiasing do you want?
|
||||
// 0: Sample weights at 1x; 1: Sample weights at 3x; 2: Compute an integral
|
||||
// Integrals are slow (especially for generalized Gaussians) and rarely any
|
||||
// better than 3x antialiasing (static option only for now).
|
||||
static const float beam_antialias_level = 1.0; // range [0, 2]
|
||||
// Min/max standard deviations for scanline beams: Higher values widen and
|
||||
// soften scanlines. Depending on other options, low min sigmas can alias.
|
||||
static const float beam_min_sigma_static = 0.02; // range (0, 1]
|
||||
static const float beam_max_sigma_static = 0.3; // range (0, 1]
|
||||
// Beam width varies as a function of color: A power function (0) is more
|
||||
// configurable, but a spherical function (1) gives the widest beam
|
||||
// variability without aliasing (static option only for now).
|
||||
static const float beam_spot_shape_function = 0.0;
|
||||
// Spot shape power: Powers <= 1 give smoother spot shapes but lower
|
||||
// sharpness. Powers >= 1.0 are awful unless mix/max sigmas are close.
|
||||
static const float beam_spot_power_static = 1.0/3.0; // range (0, 16]
|
||||
// Generalized Gaussian max shape parameters: Higher values give flatter
|
||||
// scanline plateaus and steeper dropoffs, simultaneously widening and
|
||||
// sharpening scanlines at the cost of aliasing. 2.0 is pure Gaussian, and
|
||||
// values > ~40.0 cause artifacts with integrals.
|
||||
static const float beam_min_shape_static = 2.0; // range [2, 32]
|
||||
static const float beam_max_shape_static = 4.0; // range [2, 32]
|
||||
// Generalized Gaussian shape power: Affects how quickly the distribution
|
||||
// changes shape from Gaussian to steep/plateaued as color increases from 0
|
||||
// to 1.0. Higher powers appear softer for most colors, and lower powers
|
||||
// appear sharper for most colors.
|
||||
static const float beam_shape_power_static = 1.0/4.0; // range (0, 16]
|
||||
// What filter should be used to sample scanlines horizontally?
|
||||
// 0: Quilez (fast), 1: Gaussian (configurable), 2: Lanczos2 (sharp)
|
||||
static const float beam_horiz_filter_static = 0.0;
|
||||
// Standard deviation for horizontal Gaussian resampling:
|
||||
static const float beam_horiz_sigma_static = 0.35; // range (0, 2/3]
|
||||
// Do horizontal scanline sampling in linear RGB (correct light mixing),
|
||||
// gamma-encoded RGB (darker, hard spot shape, may better match bandwidth-
|
||||
// limiting circuitry in some CRT's), or a weighted avg.?
|
||||
static const float beam_horiz_linear_rgb_weight_static = 1.0; // range [0, 1]
|
||||
// Simulate scanline misconvergence? This needs 3x horizontal texture
|
||||
// samples and 3x texture samples of BLOOM_APPROX and HALATION_BLUR in
|
||||
// later passes (static option only for now).
|
||||
static const bool beam_misconvergence = true;
|
||||
// Convergence offsets in x/y directions for R/G/B scanline beams in units
|
||||
// of scanlines. Positive offsets go right/down; ranges [-2, 2]
|
||||
static const float2 convergence_offsets_r_static = float2(0.1, 0.2);
|
||||
static const float2 convergence_offsets_g_static = float2(0.3, 0.4);
|
||||
static const float2 convergence_offsets_b_static = float2(0.5, 0.6);
|
||||
// Detect interlacing (static option only for now)?
|
||||
static const bool interlace_detect_static = true;
|
||||
// Assume 1080-line sources are interlaced?
|
||||
static const bool interlace_1080i_static = false;
|
||||
// For interlaced sources, assume TFF (top-field first) or BFF order?
|
||||
// (Whether this matters depends on the nature of the interlaced input.)
|
||||
static const bool interlace_bff_static = false;
|
||||
|
||||
// ANTIALIASING:
|
||||
// What AA level do you want for curvature/overscan/subpixels? Options:
|
||||
// 0x (none), 1x (sample subpixels), 4x, 5x, 6x, 7x, 8x, 12x, 16x, 20x, 24x
|
||||
// (Static option only for now)
|
||||
static const float aa_level = 12.0; // range [0, 24]
|
||||
// What antialiasing filter do you want (static option only)? Options:
|
||||
// 0: Box (separable), 1: Box (cylindrical),
|
||||
// 2: Tent (separable), 3: Tent (cylindrical),
|
||||
// 4: Gaussian (separable), 5: Gaussian (cylindrical),
|
||||
// 6: Cubic* (separable), 7: Cubic* (cylindrical, poor)
|
||||
// 8: Lanczos Sinc (separable), 9: Lanczos Jinc (cylindrical, poor)
|
||||
// * = Especially slow with RUNTIME_ANTIALIAS_WEIGHTS
|
||||
static const float aa_filter = 6.0; // range [0, 9]
|
||||
// Flip the sample grid on odd/even frames (static option only for now)?
|
||||
static const bool aa_temporal = false;
|
||||
// Use RGB subpixel offsets for antialiasing? The pixel is at green, and
|
||||
// the blue offset is the negative r offset; range [0, 0.5]
|
||||
static const float2 aa_subpixel_r_offset_static = float2(-1.0/3.0, 0.0);//float2(0.0);
|
||||
// Cubics: See http://www.imagemagick.org/Usage/filter/#mitchell
|
||||
// 1.) "Keys cubics" with B = 1 - 2C are considered the highest quality.
|
||||
// 2.) C = 0.5 (default) is Catmull-Rom; higher C's apply sharpening.
|
||||
// 3.) C = 1.0/3.0 is the Mitchell-Netravali filter.
|
||||
// 4.) C = 0.0 is a soft spline filter.
|
||||
static const float aa_cubic_c_static = 0.5; // range [0, 4]
|
||||
// Standard deviation for Gaussian antialiasing: Try 0.5/aa_pixel_diameter.
|
||||
static const float aa_gauss_sigma_static = 0.5; // range [0.0625, 1.0]
|
||||
|
||||
// PHOSPHOR MASK:
|
||||
// Mask type: 0 = aperture grille, 1 = slot mask, 2 = EDP shadow mask
|
||||
static const float mask_type_static = 1.0; // range [0, 2]
|
||||
// We can sample the mask three ways. Pick 2/3 from: Pretty/Fast/Flexible.
|
||||
// 0.) Sinc-resize to the desired dot pitch manually (pretty/slow/flexible).
|
||||
// This requires PHOSPHOR_MASK_MANUALLY_RESIZE to be #defined.
|
||||
// 1.) Hardware-resize to the desired dot pitch (ugly/fast/flexible). This
|
||||
// is halfway decent with LUT mipmapping but atrocious without it.
|
||||
// 2.) Tile it without resizing at a 1:1 texel:pixel ratio for flat coords
|
||||
// (pretty/fast/inflexible). Each input LUT has a fixed dot pitch.
|
||||
// This mode reuses the same masks, so triads will be enormous unless
|
||||
// you change the mask LUT filenames in your .cgp file.
|
||||
static const float mask_sample_mode_static = 0.0; // range [0, 2]
|
||||
// Prefer setting the triad size (0.0) or number on the screen (1.0)?
|
||||
// If RUNTIME_PHOSPHOR_BLOOM_SIGMA isn't #defined, the specified triad size
|
||||
// will always be used to calculate the full bloom sigma statically.
|
||||
static const float mask_specify_num_triads_static = 0.0; // range [0, 1]
|
||||
// Specify the phosphor triad size, in pixels. Each tile (usually with 8
|
||||
// triads) will be rounded to the nearest integer tile size and clamped to
|
||||
// obey minimum size constraints (imposed to reduce downsize taps) and
|
||||
// maximum size constraints (imposed to have a sane MASK_RESIZE FBO size).
|
||||
// To increase the size limit, double the viewport-relative scales for the
|
||||
// two MASK_RESIZE passes in crt-royale.cgp and user-cgp-contants.h.
|
||||
// range [1, mask_texture_small_size/mask_triads_per_tile]
|
||||
static const float mask_triad_size_desired_static = 24.0 / 8.0;
|
||||
// If mask_specify_num_triads is 1.0/true, we'll go by this instead (the
|
||||
// final size will be rounded and constrained as above); default 480.0
|
||||
static const float mask_num_triads_desired_static = 480.0;
|
||||
// How many lobes should the sinc/Lanczos resizer use? More lobes require
|
||||
// more samples and avoid moire a bit better, but some is unavoidable
|
||||
// depending on the destination size (static option for now).
|
||||
static const float mask_sinc_lobes = 3.0; // range [2, 4]
|
||||
// The mask is resized using a variable number of taps in each dimension,
|
||||
// but some Cg profiles always fetch a constant number of taps no matter
|
||||
// what (no dynamic branching). We can limit the maximum number of taps if
|
||||
// we statically limit the minimum phosphor triad size. Larger values are
|
||||
// faster, but the limit IS enforced (static option only, forever);
|
||||
// range [1, mask_texture_small_size/mask_triads_per_tile]
|
||||
// TODO: Make this 1.0 and compensate with smarter sampling!
|
||||
static const float mask_min_allowed_triad_size = 2.0;
|
||||
|
||||
// GEOMETRY:
|
||||
// Geometry mode:
|
||||
// 0: Off (default), 1: Spherical mapping (like cgwg's),
|
||||
// 2: Alt. spherical mapping (more bulbous), 3: Cylindrical/Trinitron
|
||||
static const float geom_mode_static = 0.0; // range [0, 3]
|
||||
// Radius of curvature: Measured in units of your viewport's diagonal size.
|
||||
static const float geom_radius_static = 2.0; // range [1/(2*pi), 1024]
|
||||
// View dist is the distance from the player to their physical screen, in
|
||||
// units of the viewport's diagonal size. It controls the field of view.
|
||||
static const float geom_view_dist_static = 2.0; // range [0.5, 1024]
|
||||
// Tilt angle in radians (clockwise around up and right vectors):
|
||||
static const float2 geom_tilt_angle_static = float2(0.0, 0.0); // range [-pi, pi]
|
||||
// Aspect ratio: When the true viewport size is unknown, this value is used
|
||||
// to help convert between the phosphor triad size and count, along with
|
||||
// the mask_resize_viewport_scale constant from user-cgp-constants.h. Set
|
||||
// this equal to Retroarch's display aspect ratio (DAR) for best results;
|
||||
// range [1, geom_max_aspect_ratio from user-cgp-constants.h];
|
||||
// default (256/224)*(54/47) = 1.313069909 (see below)
|
||||
static const float geom_aspect_ratio_static = 1.313069909;
|
||||
// Before getting into overscan, here's some general aspect ratio info:
|
||||
// - DAR = display aspect ratio = SAR * PAR; as in your Retroarch setting
|
||||
// - SAR = storage aspect ratio = DAR / PAR; square pixel emulator frame AR
|
||||
// - PAR = pixel aspect ratio = DAR / SAR; holds regardless of cropping
|
||||
// Geometry processing has to "undo" the screen-space 2D DAR to calculate
|
||||
// 3D view vectors, then reapplies the aspect ratio to the simulated CRT in
|
||||
// uv-space. To ensure the source SAR is intended for a ~4:3 DAR, either:
|
||||
// a.) Enable Retroarch's "Crop Overscan"
|
||||
// b.) Readd horizontal padding: Set overscan to e.g. N*(1.0, 240.0/224.0)
|
||||
// Real consoles use horizontal black padding in the signal, but emulators
|
||||
// often crop this without cropping the vertical padding; a 256x224 [S]NES
|
||||
// frame (8:7 SAR) is intended for a ~4:3 DAR, but a 256x240 frame is not.
|
||||
// The correct [S]NES PAR is 54:47, found by blargg and NewRisingSun:
|
||||
// http://board.zsnes.com/phpBB3/viewtopic.php?f=22&t=11928&start=50
|
||||
// http://forums.nesdev.com/viewtopic.php?p=24815#p24815
|
||||
// For flat output, it's okay to set DAR = [existing] SAR * [correct] PAR
|
||||
// without doing a. or b., but horizontal image borders will be tighter
|
||||
// than vertical ones, messing up curvature and overscan. Fixing the
|
||||
// padding first corrects this.
|
||||
// Overscan: Amount to "zoom in" before cropping. You can zoom uniformly
|
||||
// or adjust x/y independently to e.g. readd horizontal padding, as noted
|
||||
// above: Values < 1.0 zoom out; range (0, inf)
|
||||
static const float2 geom_overscan_static = float2(1.0, 1.0);// * 1.005 * (1.0, 240/224.0)
|
||||
// Compute a proper pixel-space to texture-space matrix even without ddx()/
|
||||
// ddy()? This is ~8.5% slower but improves antialiasing/subpixel filtering
|
||||
// with strong curvature (static option only for now).
|
||||
static const bool geom_force_correct_tangent_matrix = true;
|
||||
|
||||
// BORDERS:
|
||||
// Rounded border size in texture uv coords:
|
||||
static const float border_size_static = 0.015; // range [0, 0.5]
|
||||
// Border darkness: Moderate values darken the border smoothly, and high
|
||||
// values make the image very dark just inside the border:
|
||||
static const float border_darkness_static = 2.0; // range [0, inf)
|
||||
// Border compression: High numbers compress border transitions, narrowing
|
||||
// the dark border area.
|
||||
static const float border_compress_static = 2.5; // range [1, inf)
|
||||
|
||||
|
||||
#endif // USER_SETTINGS_H
|
||||
|
||||
@@ -1,97 +0,0 @@
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
// PASS SETTINGS:
|
||||
// gamma-management.h needs to know what kind of pipeline we're using and
|
||||
// what pass this is in that pipeline. This will become obsolete if/when we
|
||||
// can #define things like this in the .cgp preset file.
|
||||
//#define GAMMA_ENCODE_EVERY_FBO
|
||||
//#define FIRST_PASS
|
||||
//#define LAST_PASS
|
||||
//#define SIMULATE_CRT_ON_LCD
|
||||
//#define SIMULATE_GBA_ON_LCD
|
||||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
// #included by vertex shader:
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/blur-functions.fxh"
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p4
|
||||
{
|
||||
float2 blur_dxdy : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Blur9Fast_Horizontal(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p4 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
/* float2 texture_size = 1.0/NormalizedNativePixelSize;
|
||||
float2 output_size = (ViewportSize*BufferToViewportRatio);
|
||||
float2 video_size = 1.0/NormalizedNativePixelSize;
|
||||
*/
|
||||
// float2 texture_size = float2(320.0, 240.0);
|
||||
float2 texture_size = HALATION_BLUR_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
// float2 output_size = VIEWPORT_SIZE*NormalizedNativePixelSize/float2(320.0, 240.0);
|
||||
// float2 output_size = float2(320.0, 240.0);
|
||||
// float2 output_size = 1.0/NormalizedNativePixelSize;
|
||||
|
||||
// Get the uv sample distance between output pixels. Blurs are not generic
|
||||
// Gaussian resizers, and correct blurs require:
|
||||
// 1.) IN.output_size == IN.video_size * 2^m, where m is an integer <= 0.
|
||||
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
|
||||
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
|
||||
// Gaussian resizers would upsize using the distance between input texels
|
||||
// (not output pixels), but we avoid this and consistently blur at the
|
||||
// destination size. Otherwise, combining statically calculated weights
|
||||
// with bilinear sample exploitation would result in terrible artifacts.
|
||||
const float2 dxdy_scale = video_size/output_size;
|
||||
const float2 dxdy = dxdy_scale/texture_size;
|
||||
// This blur is horizontal-only, so zero out the vertical offset:
|
||||
OUT.blur_dxdy = float2(dxdy.x, 0.0);
|
||||
}
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Blur9Fast_Horizontal(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p4 VAR) : SV_Target
|
||||
{
|
||||
float3 color = tex2Dblur9fast(BLUR9FAST_VERTICAL, vTexCoord, VAR.blur_dxdy);
|
||||
// Encode and output the blurred image:
|
||||
return encode_output(float4(color, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,95 +0,0 @@
|
||||
///////////////////////////////// MIT LICENSE ////////////////////////////////
|
||||
|
||||
// Copyright (C) 2014 TroggleMonkey
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
// PASS SETTINGS:
|
||||
// gamma-management.h needs to know what kind of pipeline we're using and
|
||||
// what pass this is in that pipeline. This will become obsolete if/when we
|
||||
// can #define things like this in the .cgp preset file.
|
||||
//#define GAMMA_ENCODE_EVERY_FBO
|
||||
//#define FIRST_PASS
|
||||
//#define LAST_PASS
|
||||
//#define SIMULATE_CRT_ON_LCD
|
||||
//#define SIMULATE_GBA_ON_LCD
|
||||
//#define SIMULATE_LCD_ON_CRT
|
||||
//#define SIMULATE_GBA_ON_CRT
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/blur-functions.fxh"
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p3
|
||||
{
|
||||
float2 blur_dxdy : TEXCOORD1;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Blur9Fast_Vertical(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p3 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
/*
|
||||
float2 texture_size = 1.0/NormalizedNativePixelSize;
|
||||
float2 output_size = (ViewportSize*BufferToViewportRatio);
|
||||
float2 video_size = 1.0/NormalizedNativePixelSize;
|
||||
*/
|
||||
// float2 texture_size = float2(320.0, 240.0);
|
||||
float2 texture_size = BLUR9FAST_VERTICAL_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
// float2 output_size = VIEWPORT_SIZE/4.0;
|
||||
// float2 output_size = VIEWPORT_SIZE*NormalizedNativePixelSize/float2(320.0, 240.0);
|
||||
// float2 output_size = 1.0/NormalizedNativePixelSize;
|
||||
|
||||
// Get the uv sample distance between output pixels. Blurs are not generic
|
||||
// Gaussian resizers, and correct blurs require:
|
||||
// 1.) IN.output_size == IN.video_size * 2^m, where m is an integer <= 0.
|
||||
// 2.) mipmap_inputN = "true" for this pass in .cgp preset if m != 0
|
||||
// 3.) filter_linearN = "true" except for 1x scale nearest neighbor blurs
|
||||
// Gaussian resizers would upsize using the distance between input texels
|
||||
// (not output pixels), but we avoid this and consistently blur at the
|
||||
// destination size. Otherwise, combining statically calculated weights
|
||||
// with bilinear sample exploitation would result in terrible artifacts.
|
||||
const float2 dxdy_scale = video_size/output_size;
|
||||
const float2 dxdy = dxdy_scale/texture_size;
|
||||
// This blur is vertical-only, so zero out the horizontal offset:
|
||||
OUT.blur_dxdy = float2(0.0, dxdy.y);
|
||||
}
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Blur9Fast_Vertical(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p3 VAR) : SV_Target
|
||||
{
|
||||
float3 color = tex2Dblur9fast(BLOOM_APPROX, vTexCoord, VAR.blur_dxdy);
|
||||
// Encode and output the blurred image:
|
||||
return encode_output(float4(color, 1.0));
|
||||
}
|
||||
@@ -1,363 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#define ORIG_LINEARIZEDvideo_size VERTICAL_SCANLINES_texture_size
|
||||
#define ORIG_LINEARIZEDtexture_size VERTICAL_SCANLINES_video_size
|
||||
|
||||
#define bloom_approx_scale_x (4.0/3.0)
|
||||
static const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/blur-functions.fxh"
|
||||
#include "../include/scanline-functions.fxh"
|
||||
#include "../include/bloom-functions.fxh"
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
float3 tex2Dresize_gaussian4x4(const sampler2D tex, const float2 tex_uv,
|
||||
const float2 dxdy, const float2 texture_size, const float2 texture_size_inv,
|
||||
const float2 tex_uv_to_pixel_scale, const float sigma)
|
||||
{
|
||||
// Requires: 1.) All requirements of gamma-management.h must be satisfied!
|
||||
// 2.) filter_linearN must == "true" in your .cgp preset.
|
||||
// 3.) mipmap_inputN must == "true" in your .cgp preset if
|
||||
// IN.output_size << SRC.video_size.
|
||||
// 4.) dxdy should contain the uv pixel spacing:
|
||||
// dxdy = max(float2(1.0),
|
||||
// SRC.video_size/IN.output_size)/SRC.texture_size;
|
||||
// 5.) texture_size == SRC.texture_size
|
||||
// 6.) texture_size_inv == float2(1.0)/SRC.texture_size
|
||||
// 7.) tex_uv_to_pixel_scale == IN.output_size *
|
||||
// SRC.texture_size / SRC.video_size;
|
||||
// 8.) sigma is the desired Gaussian standard deviation, in
|
||||
// terms of output pixels. It should be < ~0.66171875 to
|
||||
// ensure the first unused sample (outside the 4x4 box) has
|
||||
// a weight < 1.0/256.0.
|
||||
// Returns: A true 4x4 Gaussian resize of the input.
|
||||
// Description:
|
||||
// Given correct inputs, this Gaussian resizer samples 4 pixel locations
|
||||
// along each downsized dimension and/or 4 texel locations along each
|
||||
// upsized dimension. It computes dynamic weights based on the pixel-space
|
||||
// distance of each sample from the destination pixel. It is arbitrarily
|
||||
// resizable and higher quality than tex2Dblur3x3_resize, but it's slower.
|
||||
// TODO: Move this to a more suitable file once there are others like it.
|
||||
const float denom_inv = 0.5/(sigma*sigma);
|
||||
// We're taking 4x4 samples, and we're snapping to texels for upsizing.
|
||||
// Find texture coords for sample 5 (second row, second column):
|
||||
const float2 curr_texel = tex_uv * texture_size;
|
||||
const float2 prev_texel =
|
||||
floor(curr_texel - under_half.xx) + 0.5.xx;
|
||||
const float2 prev_texel_uv = prev_texel * texture_size_inv;
|
||||
const float2 snap = float2(dxdy <= texture_size_inv);
|
||||
const float2 sample5_downsize_uv = tex_uv - 0.5 * dxdy;
|
||||
const float2 sample5_uv = lerp(sample5_downsize_uv, prev_texel_uv, snap);
|
||||
// Compute texture coords for other samples:
|
||||
const float2 dx = float2(dxdy.x, 0.0);
|
||||
const float2 sample0_uv = sample5_uv - dxdy;
|
||||
const float2 sample10_uv = sample5_uv + dxdy;
|
||||
const float2 sample15_uv = sample5_uv + 2.0 * dxdy;
|
||||
const float2 sample1_uv = sample0_uv + dx;
|
||||
const float2 sample2_uv = sample0_uv + 2.0 * dx;
|
||||
const float2 sample3_uv = sample0_uv + 3.0 * dx;
|
||||
const float2 sample4_uv = sample5_uv - dx;
|
||||
const float2 sample6_uv = sample5_uv + dx;
|
||||
const float2 sample7_uv = sample5_uv + 2.0 * dx;
|
||||
const float2 sample8_uv = sample10_uv - 2.0 * dx;
|
||||
const float2 sample9_uv = sample10_uv - dx;
|
||||
const float2 sample11_uv = sample10_uv + dx;
|
||||
const float2 sample12_uv = sample15_uv - 3.0 * dx;
|
||||
const float2 sample13_uv = sample15_uv - 2.0 * dx;
|
||||
const float2 sample14_uv = sample15_uv - dx;
|
||||
// Load each sample:
|
||||
const float3 sample0 = tex2D_linearize(tex, sample0_uv).rgb;
|
||||
const float3 sample1 = tex2D_linearize(tex, sample1_uv).rgb;
|
||||
const float3 sample2 = tex2D_linearize(tex, sample2_uv).rgb;
|
||||
const float3 sample3 = tex2D_linearize(tex, sample3_uv).rgb;
|
||||
const float3 sample4 = tex2D_linearize(tex, sample4_uv).rgb;
|
||||
const float3 sample5 = tex2D_linearize(tex, sample5_uv).rgb;
|
||||
const float3 sample6 = tex2D_linearize(tex, sample6_uv).rgb;
|
||||
const float3 sample7 = tex2D_linearize(tex, sample7_uv).rgb;
|
||||
const float3 sample8 = tex2D_linearize(tex, sample8_uv).rgb;
|
||||
const float3 sample9 = tex2D_linearize(tex, sample9_uv).rgb;
|
||||
const float3 sample10 = tex2D_linearize(tex, sample10_uv).rgb;
|
||||
const float3 sample11 = tex2D_linearize(tex, sample11_uv).rgb;
|
||||
const float3 sample12 = tex2D_linearize(tex, sample12_uv).rgb;
|
||||
const float3 sample13 = tex2D_linearize(tex, sample13_uv).rgb;
|
||||
const float3 sample14 = tex2D_linearize(tex, sample14_uv).rgb;
|
||||
const float3 sample15 = tex2D_linearize(tex, sample15_uv).rgb;
|
||||
// Compute destination pixel offsets for each sample:
|
||||
const float2 dest_pixel = tex_uv * tex_uv_to_pixel_scale;
|
||||
const float2 sample0_offset = sample0_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample1_offset = sample1_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample2_offset = sample2_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample3_offset = sample3_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample4_offset = sample4_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample5_offset = sample5_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample6_offset = sample6_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample7_offset = sample7_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample8_offset = sample8_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample9_offset = sample9_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample10_offset = sample10_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample11_offset = sample11_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample12_offset = sample12_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample13_offset = sample13_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample14_offset = sample14_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
const float2 sample15_offset = sample15_uv * tex_uv_to_pixel_scale - dest_pixel;
|
||||
// Compute Gaussian sample weights:
|
||||
const float w0 = exp(-LENGTH_SQ(sample0_offset) * denom_inv);
|
||||
const float w1 = exp(-LENGTH_SQ(sample1_offset) * denom_inv);
|
||||
const float w2 = exp(-LENGTH_SQ(sample2_offset) * denom_inv);
|
||||
const float w3 = exp(-LENGTH_SQ(sample3_offset) * denom_inv);
|
||||
const float w4 = exp(-LENGTH_SQ(sample4_offset) * denom_inv);
|
||||
const float w5 = exp(-LENGTH_SQ(sample5_offset) * denom_inv);
|
||||
const float w6 = exp(-LENGTH_SQ(sample6_offset) * denom_inv);
|
||||
const float w7 = exp(-LENGTH_SQ(sample7_offset) * denom_inv);
|
||||
const float w8 = exp(-LENGTH_SQ(sample8_offset) * denom_inv);
|
||||
const float w9 = exp(-LENGTH_SQ(sample9_offset) * denom_inv);
|
||||
const float w10 = exp(-LENGTH_SQ(sample10_offset) * denom_inv);
|
||||
const float w11 = exp(-LENGTH_SQ(sample11_offset) * denom_inv);
|
||||
const float w12 = exp(-LENGTH_SQ(sample12_offset) * denom_inv);
|
||||
const float w13 = exp(-LENGTH_SQ(sample13_offset) * denom_inv);
|
||||
const float w14 = exp(-LENGTH_SQ(sample14_offset) * denom_inv);
|
||||
const float w15 = exp(-LENGTH_SQ(sample15_offset) * denom_inv);
|
||||
const float weight_sum_inv = 1.0/(
|
||||
w0 + w1 + w2 + w3 + w4 + w5 + w6 + w7 +
|
||||
w8 +w9 + w10 + w11 + w12 + w13 + w14 + w15);
|
||||
// Weight and sum the samples:
|
||||
const float3 sum = w0 * sample0 + w1 * sample1 + w2 * sample2 + w3 * sample3 +
|
||||
w4 * sample4 + w5 * sample5 + w6 * sample6 + w7 * sample7 +
|
||||
w8 * sample8 + w9 * sample9 + w10 * sample10 + w11 * sample11 +
|
||||
w12 * sample12 + w13 * sample13 + w14 * sample14 + w15 * sample15;
|
||||
return sum * weight_sum_inv;
|
||||
}
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p2
|
||||
{
|
||||
float2 tex_uv : TEXCOORD1;
|
||||
float2 blur_dxdy : TEXCOORD2;
|
||||
float2 uv_scanline_step : TEXCOORD3;
|
||||
float estimated_viewport_size_x : TEXCOORD4;
|
||||
float2 texture_size_inv : TEXCOORD5;
|
||||
float2 tex_uv_to_pixel_scale : TEXCOORD6;
|
||||
float2 output_size : TEXCOORD7;
|
||||
};
|
||||
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Bloom_Approx(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p2 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 texture_size = BLOOM_APPROX_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
|
||||
OUT.output_size = output_size;
|
||||
|
||||
// This vertex shader copies blurs/vertex-shader-blur-one-pass-resize.h,
|
||||
// except we're using a different source image.
|
||||
const float2 video_uv = texcoord * texture_size/video_size;
|
||||
OUT.tex_uv = video_uv * ORIG_LINEARIZEDvideo_size /
|
||||
ORIG_LINEARIZEDtexture_size;
|
||||
// The last pass (vertical scanlines) had a viewport y scale, so we can
|
||||
// use it to calculate a better runtime sigma:
|
||||
// OUT.estimated_viewport_size_x = video_size.y * geom_aspect_ratio_x/geom_aspect_ratio_y;
|
||||
OUT.estimated_viewport_size_x = video_size.y * texture_size.x/texture_size.y;
|
||||
|
||||
// Get the uv sample distance between output pixels. We're using a resize
|
||||
// blur, so arbitrary upsizing will be acceptable if filter_linearN =
|
||||
// "true," and arbitrary downsizing will be acceptable if mipmap_inputN =
|
||||
// "true" too. The blur will be much more accurate if a true 4x4 Gaussian
|
||||
// resize is used instead of tex2Dblur3x3_resize (which samples between
|
||||
// texels even for upsizing).
|
||||
const float2 dxdy_min_scale = ORIG_LINEARIZEDvideo_size/output_size;
|
||||
const float2 texture_size_inv = 1.0.xx/ORIG_LINEARIZEDtexture_size;
|
||||
if(bloom_approx_filter > 1.5) // 4x4 true Gaussian resize
|
||||
{
|
||||
// For upsizing, we'll snap to texels and sample the nearest 4.
|
||||
const float2 dxdy_scale = max(dxdy_min_scale, 1.0.xx);
|
||||
OUT.blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float2 dxdy_scale = dxdy_min_scale;
|
||||
OUT.blur_dxdy = dxdy_scale * texture_size_inv;
|
||||
}
|
||||
// tex2Dresize_gaussian4x4 needs to know a bit more than the other filters:
|
||||
OUT.tex_uv_to_pixel_scale = output_size *
|
||||
ORIG_LINEARIZEDtexture_size / ORIG_LINEARIZEDvideo_size;
|
||||
OUT.texture_size_inv = texture_size_inv;
|
||||
|
||||
// Detecting interlacing again here lets us apply convergence offsets in
|
||||
// this pass. il_step_multiple contains the (texel, scanline) step
|
||||
// multiple: 1 for progressive, 2 for interlaced.
|
||||
const float2 orig_video_size = ORIG_LINEARIZEDvideo_size;
|
||||
const float y_step = 1.0 + float(is_interlaced(orig_video_size.y));
|
||||
const float2 il_step_multiple = float2(1.0, y_step);
|
||||
// Get the uv distance between (texels, same-field scanlines):
|
||||
OUT.uv_scanline_step = il_step_multiple / ORIG_LINEARIZEDtexture_size;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Bloom_Approx(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p2 VAR) : SV_Target
|
||||
{
|
||||
// Would a viewport-relative size work better for this pass? (No.)
|
||||
// PROS:
|
||||
// 1.) Instead of writing an absolute size to user-cgp-constants.h, we'd
|
||||
// write a viewport scale. That number could be used to directly scale
|
||||
// the viewport-resolution bloom sigma and/or triad size to a smaller
|
||||
// scale. This way, we could calculate an optimal dynamic sigma no
|
||||
// matter how the dot pitch is specified.
|
||||
// CONS:
|
||||
// 1.) Texel smearing would be much worse at small viewport sizes, but
|
||||
// performance would be much worse at large viewport sizes, so there
|
||||
// would be no easy way to calculate a decent scale.
|
||||
// 2.) Worse, we could no longer get away with using a constant-size blur!
|
||||
// Instead, we'd have to face all the same difficulties as the real
|
||||
// phosphor bloom, which requires static #ifdefs to decide the blur
|
||||
// size based on the expected triad size...a dynamic value.
|
||||
// 3.) Like the phosphor bloom, we'd have less control over making the blur
|
||||
// size correct for an optical blur. That said, we likely overblur (to
|
||||
// maintain brightness) more than the eye would do by itself: 20/20
|
||||
// human vision distinguishes ~1 arc minute, or 1/60 of a degree. The
|
||||
// highest viewing angle recommendation I know of is THX's 40.04 degree
|
||||
// recommendation, at which 20/20 vision can distinguish about 2402.4
|
||||
// lines. Assuming the "TV lines" definition, that means 1201.2
|
||||
// distinct light lines and 1201.2 distinct dark lines can be told
|
||||
// apart, i.e. 1201.2 pairs of lines. This would correspond to 1201.2
|
||||
// pairs of alternating lit/unlit phosphors, so 2402.4 phosphors total
|
||||
// (if they're alternately lit). That's a max of 800.8 triads. Using
|
||||
// a more popular 30 degree viewing angle recommendation, 20/20 vision
|
||||
// can distinguish 1800 lines, or 600 triads of alternately lit
|
||||
// phosphors. In contrast, we currently blur phosphors all the way
|
||||
// down to 341.3 triads to ensure full brightness.
|
||||
// 4.) Realistically speaking, we're usually just going to use bilinear
|
||||
// filtering in this pass anyway, but it only works well to limit
|
||||
// bandwidth if it's done at a small constant scale.
|
||||
|
||||
// Get the constants we need to sample:
|
||||
float2 output_size = VAR.output_size;
|
||||
//const sampler2D Source = ORIG_LINEARIZED;
|
||||
const float2 tex_uv = VAR.tex_uv;
|
||||
const float2 blur_dxdy = VAR.blur_dxdy;
|
||||
const float2 texture_size = ORIG_LINEARIZEDtexture_size;
|
||||
const float2 texture_size_inv = VAR.texture_size_inv;
|
||||
const float2 tex_uv_to_pixel_scale = VAR.tex_uv_to_pixel_scale;
|
||||
float2 tex_uv_r, tex_uv_g, tex_uv_b;
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
const float2 uv_scanline_step = VAR.uv_scanline_step;
|
||||
const float2 convergence_offsets_r = get_convergence_offsets_r_vector();
|
||||
const float2 convergence_offsets_g = get_convergence_offsets_g_vector();
|
||||
const float2 convergence_offsets_b = get_convergence_offsets_b_vector();
|
||||
tex_uv_r = tex_uv - convergence_offsets_r * uv_scanline_step;
|
||||
tex_uv_g = tex_uv - convergence_offsets_g * uv_scanline_step;
|
||||
tex_uv_b = tex_uv - convergence_offsets_b * uv_scanline_step;
|
||||
}
|
||||
// Get the blur sigma:
|
||||
const float bloom_approx_sigma = get_bloom_approx_sigma(output_size.x,
|
||||
VAR.estimated_viewport_size_x);
|
||||
|
||||
// Sample the resized and blurred texture, and apply convergence offsets if
|
||||
// necessary. Applying convergence offsets here triples our samples from
|
||||
// 16/9/1 to 48/27/3, but faster and easier than sampling BLOOM_APPROX and
|
||||
// HALATION_BLUR 3 times at full resolution every time they're used.
|
||||
float3 color_r, color_g, color_b, color;
|
||||
if(bloom_approx_filter > 1.5)
|
||||
{
|
||||
// Use a 4x4 Gaussian resize. This is slower but technically correct.
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color_r = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_r,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
color_g = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_g,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
color_b = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv_b,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2Dresize_gaussian4x4(ORIG_LINEARIZED, tex_uv,
|
||||
blur_dxdy, texture_size, texture_size_inv,
|
||||
tex_uv_to_pixel_scale, bloom_approx_sigma);
|
||||
}
|
||||
}
|
||||
else if(bloom_approx_filter > 0.5)
|
||||
{
|
||||
// Use a 3x3 resize blur. This is the softest option, because we're
|
||||
// blurring already blurry bilinear samples. It doesn't play quite as
|
||||
// nicely with convergence offsets, but it has its charms.
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color_r = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_r,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
color_g = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_g,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
color_b = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv_b,
|
||||
blur_dxdy, bloom_approx_sigma);
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2Dblur3x3resize(ORIG_LINEARIZED, tex_uv, blur_dxdy);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use bilinear sampling. This approximates a 4x4 Gaussian resize MUCH
|
||||
// better than tex2Dblur3x3_resize for the very small sigmas we're
|
||||
// likely to use at small output resolutions. (This estimate becomes
|
||||
// too sharp above ~400x300, but the blurs break down above that
|
||||
// resolution too, unless min_allowed_viewport_triads is high enough to
|
||||
// keep bloom_approx_scale_x/min_allowed_viewport_triads < ~1.1658025.)
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color_r = tex2D_linearize(ORIG_LINEARIZED, tex_uv_r).rgb;
|
||||
color_g = tex2D_linearize(ORIG_LINEARIZED, tex_uv_g).rgb;
|
||||
color_b = tex2D_linearize(ORIG_LINEARIZED, tex_uv_b).rgb;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2D_linearize(ORIG_LINEARIZED, tex_uv).rgb;
|
||||
}
|
||||
}
|
||||
// Pack the colors from the red/green/blue beams into a single vector:
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
color = float3(color_r.r, color_g.g, color_b.b);
|
||||
}
|
||||
// Encode and output the blurred image:
|
||||
return encode_output(float4(color, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,129 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/bloom-functions.fxh"
|
||||
#include "../include/phosphor-mask-resizing.fxh"
|
||||
#include "../include/scanline-functions.fxh"
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p10
|
||||
{
|
||||
float2 video_uv : TEXCOORD1;
|
||||
float2 bloom_dxdy : TEXCOORD2;
|
||||
float bloom_sigma_runtime : TEXCOORD3;
|
||||
float2 sinangle : TEXCOORD4;
|
||||
float2 cosangle : TEXCOORD5;
|
||||
float3 stretch : TEXCOORD6;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Bloom_Horizontal(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p10 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 texture_size = BLOOM_HORIZONTAL_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
|
||||
// Screen centering
|
||||
texcoord = texcoord - float2(centerx,centery)/100.0;
|
||||
|
||||
float2 tex_uv = texcoord;
|
||||
|
||||
// Our various input textures use different coords:
|
||||
const float2 video_uv = tex_uv * texture_size/video_size;
|
||||
OUT.video_uv = video_uv;
|
||||
|
||||
// We're horizontally blurring the bloom input (vertically blurred
|
||||
// brightpass). Get the uv distance between output pixels / input texels
|
||||
// in the horizontal direction (this pass must NOT resize):
|
||||
OUT.bloom_dxdy = float2(1.0/texture_size.x, 0.0);
|
||||
|
||||
// Calculate a runtime bloom_sigma in case it's needed:
|
||||
const float mask_tile_size_x = get_resized_mask_tile_size(
|
||||
output_size, output_size * mask_resize_viewport_scale, false).x;
|
||||
OUT.bloom_sigma_runtime = get_min_sigma_to_blur_triad(
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
|
||||
|
||||
// Precalculate a bunch of useful values we'll need in the fragment
|
||||
// shader.
|
||||
OUT.sinangle = sin(float2(geom_x_tilt, geom_y_tilt));
|
||||
OUT.cosangle = cos(float2(geom_x_tilt, geom_y_tilt));
|
||||
OUT.stretch = maxscale(OUT.sinangle, OUT.cosangle);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Bloom_Horizontal(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p10 VAR) : SV_Target
|
||||
{
|
||||
VAR.video_uv = (geom_curvature == true) ? transform(VAR.video_uv, VAR.sinangle, VAR.cosangle, VAR.stretch) : VAR.video_uv;
|
||||
|
||||
float cval = corner((VAR.video_uv-0.5.xx) * BufferToViewportRatio + 0.5.xx);
|
||||
|
||||
// Blur the vertically blurred brightpass horizontally by 9/17/25/43x:
|
||||
const float bloom_sigma = get_final_bloom_sigma(VAR.bloom_sigma_runtime);
|
||||
const float3 blurred_brightpass = tex2DblurNfast(BLOOM_VERTICAL,
|
||||
VAR.video_uv, VAR.bloom_dxdy, bloom_sigma);
|
||||
|
||||
// Sample the masked scanlines. Alpha contains the auto-dim factor:
|
||||
const float3 intensity_dim =
|
||||
tex2D_linearize(MASKED_SCANLINES, VAR.video_uv).rgb;
|
||||
const float auto_dim_factor = levels_autodim_temp;
|
||||
const float undim_factor = 1.0/auto_dim_factor;
|
||||
|
||||
// Calculate the mask dimpass, add it to the blurred brightpass, and
|
||||
// undim (from scanline auto-dim) and amplify (from mask dim) the result:
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const float3 brightpass = tex2D_linearize(BRIGHTPASS,
|
||||
VAR.video_uv).rgb;
|
||||
const float3 dimpass = intensity_dim - brightpass;
|
||||
const float3 phosphor_bloom = (dimpass + blurred_brightpass) *
|
||||
mask_amplify * undim_factor * levels_contrast;
|
||||
|
||||
// Sample the halation texture, and let some light bleed into refractive
|
||||
// diffusion. Conceptually this occurs before the phosphor bloom, but
|
||||
// adding it in earlier passes causes black crush in the diffusion colors.
|
||||
const float3 diffusion_color = levels_contrast * tex2D_linearize(
|
||||
HALATION_BLUR, VAR.video_uv).rgb;
|
||||
float3 final_bloom = lerp(phosphor_bloom,
|
||||
diffusion_color, diffusion_weight);
|
||||
|
||||
final_bloom = (geom_curvature == true) ? final_bloom * cval.xxx : final_bloom;
|
||||
|
||||
final_bloom = pow(final_bloom.rgb, 1.0/get_output_gamma());
|
||||
|
||||
// Encode and output the bloomed image:
|
||||
return encode_output(float4(final_bloom, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,83 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/bloom-functions.fxh"
|
||||
#include "../include/phosphor-mask-resizing.fxh"
|
||||
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p9
|
||||
{
|
||||
float2 tex_uv : TEXCOORD1;
|
||||
float2 bloom_dxdy : TEXCOORD2;
|
||||
float bloom_sigma_runtime : TEXCOORD3;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Bloom_Vertical(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p9 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 texture_size = BLOOM_VERTICAL_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
|
||||
OUT.tex_uv = texcoord;
|
||||
|
||||
// Get the uv sample distance between output pixels. Calculate dxdy like
|
||||
// blurs/vertex-shader-blur-fast-vertical.h.
|
||||
const float2 dxdy_scale = video_size/output_size;
|
||||
const float2 dxdy = dxdy_scale/texture_size;
|
||||
// This blur is vertical-only, so zero out the vertical offset:
|
||||
OUT.bloom_dxdy = float2(0.0, dxdy.y);
|
||||
|
||||
// Calculate a runtime bloom_sigma in case it's needed:
|
||||
const float mask_tile_size_x = get_resized_mask_tile_size(
|
||||
output_size, output_size * mask_resize_viewport_scale, false).x;
|
||||
OUT.bloom_sigma_runtime = get_min_sigma_to_blur_triad(
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Bloom_Vertical(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p9 VAR) : SV_Target
|
||||
{
|
||||
// Blur the brightpass horizontally with a 9/17/25/43x blur:
|
||||
const float bloom_sigma = get_final_bloom_sigma(VAR.bloom_sigma_runtime);
|
||||
const float3 color = tex2DblurNfast(BRIGHTPASS, VAR.tex_uv,
|
||||
VAR.bloom_dxdy, bloom_sigma);
|
||||
// Encode and output the blurred image:
|
||||
return encode_output(float4(color, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,130 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/blur-functions.fxh"
|
||||
#include "../include/phosphor-mask-resizing.fxh"
|
||||
#include "../include/scanline-functions.fxh"
|
||||
#include "../include/bloom-functions.fxh"
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p8
|
||||
{
|
||||
float2 video_uv : TEXCOORD1;
|
||||
float2 scanline_tex_uv : TEXCOORD2;
|
||||
float2 blur3x3_tex_uv : TEXCOORD3;
|
||||
float bloom_sigma_runtime : TEXCOORD4;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Brightpass(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p8 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 tex_uv = texcoord;
|
||||
|
||||
float2 texture_size = BRIGHTPASS_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
|
||||
// Our various input textures use different coords:
|
||||
const float2 video_uv = tex_uv * texture_size/video_size;
|
||||
OUT.video_uv = video_uv;
|
||||
OUT.scanline_tex_uv = video_uv * MASKED_SCANLINES_video_size /
|
||||
MASKED_SCANLINES_texture_size;
|
||||
OUT.blur3x3_tex_uv = video_uv * BLOOM_APPROX_video_size / BLOOM_APPROX_texture_size;
|
||||
|
||||
// Calculate a runtime bloom_sigma in case it's needed:
|
||||
const float mask_tile_size_x = get_resized_mask_tile_size(
|
||||
output_size, output_size * mask_resize_viewport_scale, false).x;
|
||||
OUT.bloom_sigma_runtime = get_min_sigma_to_blur_triad(
|
||||
mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Brightpass(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p8 VAR) : SV_Target
|
||||
{
|
||||
// Sample the masked scanlines:
|
||||
const float3 intensity_dim =
|
||||
tex2D_linearize(MASKED_SCANLINES, VAR.scanline_tex_uv).rgb;
|
||||
// Get the full intensity, including auto-undimming, and mask compensation:
|
||||
const float auto_dim_factor = levels_autodim_temp;
|
||||
const float undim_factor = 1.0/auto_dim_factor;
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const float3 intensity = intensity_dim * undim_factor * mask_amplify *
|
||||
levels_contrast;
|
||||
|
||||
// Sample BLOOM_APPROX to estimate what a straight blur of masked scanlines
|
||||
// would look like, so we can estimate how much energy we'll receive from
|
||||
// blooming neighbors:
|
||||
const float3 phosphor_blur_approx = levels_contrast * tex2D_linearize(
|
||||
BLOOM_APPROX, VAR.blur3x3_tex_uv).rgb;
|
||||
|
||||
// Compute the blur weight for the center texel and the maximum energy we
|
||||
// expect to receive from neighbors:
|
||||
const float bloom_sigma = get_final_bloom_sigma(VAR.bloom_sigma_runtime);
|
||||
const float center_weight = get_center_weight(bloom_sigma);
|
||||
const float3 max_area_contribution_approx =
|
||||
max(0.0.xxx, phosphor_blur_approx - center_weight * intensity);
|
||||
// Assume neighbors will blur 100% of their intensity (blur_ratio = 1.0),
|
||||
// because it actually gets better results (on top of being very simple),
|
||||
// but adjust all intensities for the user's desired underestimate factor:
|
||||
const float3 area_contrib_underestimate =
|
||||
bloom_underestimate_levels * max_area_contribution_approx;
|
||||
const float3 intensity_underestimate =
|
||||
bloom_underestimate_levels * intensity;
|
||||
// Calculate the blur_ratio, the ratio of intensity we want to blur:
|
||||
#ifdef BRIGHTPASS_AREA_BASED
|
||||
// This area-based version changes blur_ratio more smoothly and blurs
|
||||
// more, clipping less but offering less phosphor differentiation:
|
||||
const float3 phosphor_blur_underestimate = bloom_underestimate_levels *
|
||||
phosphor_blur_approx;
|
||||
const float3 soft_intensity = max(intensity_underestimate,
|
||||
phosphor_blur_underestimate * mask_amplify);
|
||||
const float3 blur_ratio_temp =
|
||||
((1.0.xxx - area_contrib_underestimate) /
|
||||
soft_intensity - 1.0.xxx) / (center_weight - 1.0);
|
||||
#else
|
||||
const float3 blur_ratio_temp =
|
||||
((1.0.xxx - area_contrib_underestimate) /
|
||||
intensity_underestimate - 1.0.xxx) / (center_weight - 1.0);
|
||||
#endif
|
||||
const float3 blur_ratio = clamp(blur_ratio_temp, 0.0, 1.0);
|
||||
// Calculate the brightpass based on the auto-dimmed, unamplified, masked
|
||||
// scanlines, encode if necessary, and return!
|
||||
const float3 brightpass = intensity_dim *
|
||||
lerp(blur_ratio, 1.0.xxx, bloom_excess);
|
||||
return encode_output(float4(brightpass, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,109 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
// PASS SETTINGS:
|
||||
// gamma-management.h needs to know what kind of pipeline we're using and
|
||||
// what pass this is in that pipeline. This will become obsolete if/when we
|
||||
// can #define things like this in the .cgp preset file.
|
||||
#define FIRST_PASS
|
||||
#define SIMULATE_CRT_ON_LCD
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
#include "../include/gamma-management.fxh"
|
||||
#include "../include/scanline-functions.fxh"
|
||||
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex
|
||||
{
|
||||
float2 tex_uv : TEXCOORD1;
|
||||
float2 uv_step : TEXCOORD2;
|
||||
float interlaced : TEXCOORD3;
|
||||
};
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Linearize(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
OUT.tex_uv = texcoord;
|
||||
// OUT.tex_uv = (floor(texcoord / NormalizedNativePixelSize)+float2(0.5,0.5)) * NormalizedNativePixelSize;
|
||||
// Save the uv distance between texels:
|
||||
OUT.uv_step = NormalizedNativePixelSize;
|
||||
|
||||
// Detect interlacing: 1.0 = true, 0.0 = false.
|
||||
OUT.interlaced = is_interlaced(1.0/NormalizedNativePixelSize.y);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
|
||||
|
||||
#define input_texture sBackBuffer
|
||||
|
||||
float4 PS_Linearize(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex VAR) : SV_Target
|
||||
{
|
||||
// Linearize the input based on CRT gamma and bob interlaced fields.
|
||||
// Bobbing ensures we can immediately blur without getting artifacts.
|
||||
// Note: TFF/BFF won't matter for sources that double-weave or similar.
|
||||
// VAR.tex_uv = (floor(VAR.tex_uv / NormalizedNativePixelSize)+float2(0.5,0.5)) * NormalizedNativePixelSize;
|
||||
|
||||
if(interlace_detect)
|
||||
{
|
||||
// Sample the current line and an average of the previous/next line;
|
||||
// tex2D_linearize will decode CRT gamma. Don't bother branching:
|
||||
const float2 tex_uv = VAR.tex_uv;
|
||||
const float2 v_step = float2(0.0, VAR.uv_step.y);
|
||||
const float3 curr_line = tex2D_linearize_first(
|
||||
input_texture, tex_uv).rgb;
|
||||
const float3 last_line = tex2D_linearize_first(
|
||||
input_texture, tex_uv - v_step).rgb;
|
||||
const float3 next_line = tex2D_linearize_first(
|
||||
input_texture, tex_uv + v_step).rgb;
|
||||
const float3 interpolated_line = 0.5 * (last_line + next_line);
|
||||
// If we're interlacing, determine which field curr_line is in:
|
||||
const float modulus = VAR.interlaced + 1.0;
|
||||
const float field_offset =
|
||||
fmod(FrameCount + float(interlace_bff), modulus);
|
||||
const float curr_line_texel = tex_uv.y / NormalizedNativePixelSize.y;
|
||||
// Use under_half to fix a rounding bug around exact texel locations.
|
||||
const float line_num_last = floor(curr_line_texel - under_half);
|
||||
const float wrong_field = fmod(line_num_last + field_offset, modulus);
|
||||
// Select the correct color, and output the result:
|
||||
const float3 color = lerp(curr_line, interpolated_line, wrong_field);
|
||||
return encode_output(float4(color, 1.0));
|
||||
}
|
||||
else
|
||||
{
|
||||
return encode_output(tex2D_linearize_first(input_texture, VAR.tex_uv));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,130 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/phosphor-mask-resizing.fxh"
|
||||
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p6
|
||||
{
|
||||
float2 src_tex_uv_wrap : TEXCOORD1;
|
||||
float2 tile_uv_wrap : TEXCOORD2;
|
||||
float2 resize_magnification_scale : TEXCOORD3;
|
||||
float2 src_dxdy : TEXCOORD4;
|
||||
float2 tile_size_uv : TEXCOORD5;
|
||||
float2 input_tiles_per_texture : TEXCOORD6;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Mask_Resize_Horizontal(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p6 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 tex_uv = texcoord;
|
||||
|
||||
float2 texture_size = MASK_RESIZE_texture_size;
|
||||
float2 output_size = 0.0625*(VIEWPORT_SIZE);
|
||||
|
||||
// First estimate the viewport size (the user will get the wrong number of
|
||||
// triads if it's wrong and mask_specify_num_triads is 1.0/true).
|
||||
const float2 estimated_viewport_size =
|
||||
output_size / mask_resize_viewport_scale;
|
||||
// Find the final size of our resized phosphor mask tiles. We probably
|
||||
// estimated the viewport size and MASK_RESIZE output size differently last
|
||||
// pass, so do not swear they were the same. ;)
|
||||
const float2 mask_resize_tile_size = get_resized_mask_tile_size(
|
||||
estimated_viewport_size, output_size, false);
|
||||
|
||||
// We'll render resized tiles until filling the output FBO or meeting a
|
||||
// limit, so compute [wrapped] tile uv coords based on the output uv coords
|
||||
// and the number of tiles that will fit in the FBO.
|
||||
const float2 output_tiles_this_pass = output_size / mask_resize_tile_size;
|
||||
const float2 output_video_uv = tex_uv * texture_size / video_size;
|
||||
const float2 tile_uv_wrap = output_video_uv * output_tiles_this_pass;
|
||||
|
||||
// Get the texel size of an input tile and related values:
|
||||
const float2 input_tile_size = float2(min(
|
||||
mask_resize_src_lut_size.x, video_size.x), mask_resize_tile_size.y);
|
||||
const float2 tile_size_uv = input_tile_size / texture_size;
|
||||
const float2 input_tiles_per_texture = texture_size / input_tile_size;
|
||||
|
||||
// Derive [wrapped] texture uv coords from [wrapped] tile uv coords and
|
||||
// the tile size in uv coords, and save frac() for the fragment shader.
|
||||
const float2 src_tex_uv_wrap = tile_uv_wrap * tile_size_uv;
|
||||
|
||||
// Output the values we need, including the magnification scale and step:
|
||||
OUT.tile_uv_wrap = tile_uv_wrap;
|
||||
OUT.src_tex_uv_wrap = src_tex_uv_wrap;
|
||||
OUT.resize_magnification_scale = mask_resize_tile_size / input_tile_size;
|
||||
OUT.src_dxdy = float2(1.0/texture_size.x, 0.0);
|
||||
OUT.tile_size_uv = tile_size_uv;
|
||||
OUT.input_tiles_per_texture = input_tiles_per_texture;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Mask_Resize_Horizontal(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p6 VAR) : SV_Target
|
||||
{
|
||||
// The input contains one mask tile horizontally and a number vertically.
|
||||
// Resize the tile horizontally to its final screen size and repeat it
|
||||
// until drawing at least mask_resize_num_tiles, leaving it unchanged
|
||||
// vertically. Lanczos-resizing the phosphor mask achieves much sharper
|
||||
// results than mipmapping, outputting >= mask_resize_num_tiles makes for
|
||||
// easier tiled sampling later.
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
// Discard unneeded fragments in case our profile allows real branches.
|
||||
float2 texture_size = MASK_RESIZE_texture_size;
|
||||
const float2 tile_uv_wrap = VAR.tile_uv_wrap;
|
||||
if(get_mask_sample_mode() < 0.5 &&
|
||||
max(tile_uv_wrap.x, tile_uv_wrap.y) <= mask_resize_num_tiles)
|
||||
{
|
||||
const float src_dx = VAR.src_dxdy.x;
|
||||
const float2 src_tex_uv = frac(VAR.src_tex_uv_wrap);
|
||||
const float3 pixel_color = downsample_horizontal_sinc_tiled(MASK_RESIZE_VERTICAL,
|
||||
src_tex_uv, texture_size, VAR.src_dxdy.x,
|
||||
VAR.resize_magnification_scale.x, VAR.tile_size_uv.x);
|
||||
// The input LUT was linear RGB, and so is our output:
|
||||
return float4(pixel_color, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#else
|
||||
discard;
|
||||
return 1.0.xxxx;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1,164 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/phosphor-mask-resizing.fxh"
|
||||
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p5
|
||||
{
|
||||
float2 src_tex_uv_wrap : TEXCOORD1;
|
||||
float2 resize_magnification_scale : TEXCOORD2;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Mask_Resize_Vertical(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p5 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 tex_uv = texcoord;
|
||||
|
||||
float2 texture_size = MASK_RESIZE_VERT_texture_size;
|
||||
float2 output_size = float2(64.0, 0.0625*((VIEWPORT_SIZE).y));
|
||||
|
||||
// First estimate the viewport size (the user will get the wrong number of
|
||||
// triads if it's wrong and mask_specify_num_triads is 1.0/true).
|
||||
const float viewport_y = output_size.y / mask_resize_viewport_scale.y;
|
||||
// Now get aspect_ratio from texture_size.
|
||||
// const float aspect_ratio = geom_aspect_ratio_x / geom_aspect_ratio_y;
|
||||
const float aspect_ratio = texture_size.x / texture_size.y;
|
||||
const float2 estimated_viewport_size =
|
||||
float2(viewport_y * aspect_ratio, viewport_y);
|
||||
// Estimate the output size of MASK_RESIZE (the next pass). The estimated
|
||||
// x component shouldn't matter, because we're not using the x result, and
|
||||
// we're not swearing it's correct (if we did, the x result would influence
|
||||
// the y result to maintain the tile aspect ratio).
|
||||
const float2 estimated_mask_resize_output_size =
|
||||
float2(output_size.y * aspect_ratio, output_size.y);
|
||||
// Find the final intended [y] size of our resized phosphor mask tiles,
|
||||
// then the tile size for the current pass (resize y only):
|
||||
const float2 mask_resize_tile_size = get_resized_mask_tile_size(
|
||||
estimated_viewport_size, estimated_mask_resize_output_size, false);
|
||||
const float2 pass_output_tile_size = float2(min(
|
||||
mask_resize_src_lut_size.x, output_size.x), mask_resize_tile_size.y);
|
||||
|
||||
// We'll render resized tiles until filling the output FBO or meeting a
|
||||
// limit, so compute [wrapped] tile uv coords based on the output uv coords
|
||||
// and the number of tiles that will fit in the FBO.
|
||||
const float2 output_tiles_this_pass = output_size / pass_output_tile_size;
|
||||
const float2 output_video_uv = tex_uv * texture_size / video_size;
|
||||
const float2 tile_uv_wrap = output_video_uv * output_tiles_this_pass;
|
||||
|
||||
// The input LUT is just a single mask tile, so texture uv coords are the
|
||||
// same as tile uv coords (save frac() for the fragment shader). The
|
||||
// magnification scale is also straightforward:
|
||||
OUT.src_tex_uv_wrap = tile_uv_wrap;
|
||||
OUT.resize_magnification_scale =
|
||||
pass_output_tile_size / mask_resize_src_lut_size;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Mask_Resize_Vertical(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p5 VAR) : SV_Target
|
||||
{
|
||||
// Resize the input phosphor mask tile to the final vertical size it will
|
||||
// appear on screen. Keep 1x horizontal size if possible (IN.output_size
|
||||
// >= mask_resize_src_lut_size), and otherwise linearly sample horizontally
|
||||
// to fit exactly one tile. Lanczos-resizing the phosphor mask achieves
|
||||
// much sharper results than mipmapping, and vertically resizing first
|
||||
// minimizes the total number of taps required. We output a number of
|
||||
// resized tiles >= mask_resize_num_tiles for easier tiled sampling later.
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
// Discard unneeded fragments in case our profile allows real branches.
|
||||
const float2 tile_uv_wrap = VAR.src_tex_uv_wrap;
|
||||
if(get_mask_sample_mode() < 0.5 &&
|
||||
tile_uv_wrap.y <= mask_resize_num_tiles)
|
||||
{
|
||||
static const float src_dy = 1.0/mask_resize_src_lut_size.y;
|
||||
const float2 src_tex_uv = frac(VAR.src_tex_uv_wrap);
|
||||
float3 pixel_color;
|
||||
// If mask_type is static, this branch will be resolved statically.
|
||||
#ifdef PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT
|
||||
if(mask_type < 0.5)
|
||||
{
|
||||
pixel_color = downsample_vertical_sinc_tiled(
|
||||
mask_grille_texture_large, src_tex_uv, mask_resize_src_lut_size,
|
||||
src_dy, VAR.resize_magnification_scale.y, 1.0);
|
||||
}
|
||||
else if(mask_type < 1.5)
|
||||
{
|
||||
pixel_color = downsample_vertical_sinc_tiled(
|
||||
mask_slot_texture_large, src_tex_uv, mask_resize_src_lut_size,
|
||||
src_dy, VAR.resize_magnification_scale.y, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
pixel_color = downsample_vertical_sinc_tiled(
|
||||
mask_shadow_texture_large, src_tex_uv, mask_resize_src_lut_size,
|
||||
src_dy, VAR.resize_magnification_scale.y, 1.0);
|
||||
}
|
||||
#else
|
||||
if(mask_type < 0.5)
|
||||
{
|
||||
pixel_color = downsample_vertical_sinc_tiled(
|
||||
mask_grille_texture_small, src_tex_uv, mask_resize_src_lut_size,
|
||||
src_dy, VAR.resize_magnification_scale.y, 1.0);
|
||||
}
|
||||
else if(mask_type < 1.5)
|
||||
{
|
||||
pixel_color = downsample_vertical_sinc_tiled(
|
||||
mask_slot_texture_small, src_tex_uv, mask_resize_src_lut_size,
|
||||
src_dy, VAR.resize_magnification_scale.y, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
pixel_color = downsample_vertical_sinc_tiled(
|
||||
mask_shadow_texture_small, src_tex_uv, mask_resize_src_lut_size,
|
||||
src_dy, VAR.resize_magnification_scale.y, 1.0);
|
||||
}
|
||||
#endif
|
||||
// The input LUT was linear RGB, and so is our output:
|
||||
return float4(pixel_color, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
discard;
|
||||
}
|
||||
#else
|
||||
discard;
|
||||
return 1.0.xxxx;
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -1,283 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
|
||||
|
||||
#include "../include/user-settings.fxh"
|
||||
#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
#include "../include/scanline-functions.fxh"
|
||||
#include "../include/phosphor-mask-resizing.fxh"
|
||||
#include "../include/bloom-functions.fxh"
|
||||
#include "../include/gamma-management.fxh"
|
||||
|
||||
|
||||
/////////////////////////////////// HELPERS //////////////////////////////////
|
||||
|
||||
float4 tex2Dtiled_mask_linearize(const sampler2D tex,
|
||||
const float2 tex_uv)
|
||||
{
|
||||
// If we're manually tiling a texture, anisotropic filtering can get
|
||||
// confused. One workaround is to just select the lowest mip level:
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
|
||||
// TODO: Use tex2Dlod_linearize with a calculated mip level.
|
||||
return tex2Dlod_linearize(tex, float4(tex_uv, 0.0, 0.0));
|
||||
#else
|
||||
#ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
|
||||
return tex2Dbias_linearize(tex, float4(tex_uv, 0.0, -16.0));
|
||||
#else
|
||||
return tex2D_linearize(tex, tex_uv);
|
||||
#endif
|
||||
#endif
|
||||
#else
|
||||
return tex2D_linearize(tex, tex_uv);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
|
||||
struct out_vertex_p7
|
||||
{
|
||||
// Use explicit semantics so COLORx doesn't clamp values outside [0, 1].
|
||||
float2 video_uv : TEXCOORD1;
|
||||
float2 scanline_tex_uv : TEXCOORD2;
|
||||
float2 blur3x3_tex_uv : TEXCOORD3;
|
||||
float2 halation_tex_uv : TEXCOORD4;
|
||||
float2 scanline_texture_size_inv : TEXCOORD5;
|
||||
float4 mask_tile_start_uv_and_size : TEXCOORD6;
|
||||
float2 mask_tiles_per_screen : TEXCOORD7;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Scanlines_Horizontal_Apply_Mask(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p7 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 tex_uv = texcoord;
|
||||
|
||||
float2 texture_size = MASKED_SCANLINES_texture_size;
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
|
||||
// Our various input textures use different coords.
|
||||
const float2 video_uv = tex_uv * texture_size/video_size;
|
||||
const float2 scanline_texture_size_inv =
|
||||
1.0.xx/VERTICAL_SCANLINES_texture_size;
|
||||
OUT.video_uv = video_uv;
|
||||
OUT.scanline_tex_uv = video_uv * VERTICAL_SCANLINES_video_size *
|
||||
scanline_texture_size_inv;
|
||||
OUT.blur3x3_tex_uv = video_uv * BLOOM_APPROX_video_size /
|
||||
BLOOM_APPROX_texture_size;
|
||||
OUT.halation_tex_uv = video_uv * HALATION_BLUR_video_size /
|
||||
HALATION_BLUR_texture_size;
|
||||
OUT.scanline_texture_size_inv = scanline_texture_size_inv;
|
||||
|
||||
// Get a consistent name for the final mask texture size. Sample mode 0
|
||||
// uses the manually resized mask, but ignore it if we never resized.
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
const float mask_sample_mode = get_mask_sample_mode();
|
||||
const float2 mask_resize_texture_size = mask_sample_mode < 0.5 ?
|
||||
MASKED_SCANLINES_texture_size : mask_texture_large_size;
|
||||
const float2 mask_resize_video_size = mask_sample_mode < 0.5 ?
|
||||
MASKED_SCANLINES_video_size : mask_texture_large_size;
|
||||
#else
|
||||
const float2 mask_resize_texture_size = mask_texture_large_size;
|
||||
const float2 mask_resize_video_size = mask_texture_large_size;
|
||||
#endif
|
||||
// Compute mask tile dimensions, starting points, etc.:
|
||||
float2 mask_tiles_per_screen;
|
||||
OUT.mask_tile_start_uv_and_size = get_mask_sampling_parameters(
|
||||
mask_resize_texture_size, mask_resize_video_size, output_size,
|
||||
mask_tiles_per_screen);
|
||||
OUT.mask_tiles_per_screen = mask_tiles_per_screen;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Scanlines_Horizontal_Apply_Mask(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p7 VAR) : SV_Target
|
||||
{
|
||||
// This pass: Sample (misconverged?) scanlines to the final horizontal
|
||||
// resolution, apply halation (bouncing electrons), and apply the phosphor
|
||||
// mask. Fake a bloom if requested. Unless we fake a bloom, the output
|
||||
// will be dim from the scanline auto-dim, mask dimming, and low gamma.
|
||||
|
||||
// Horizontally sample the current row (a vertically interpolated scanline)
|
||||
// and account for horizontal convergence offsets, given in units of texels.
|
||||
// float2 VERTICAL_SCANLINES_texture_size = float2(1.0/NormalizedNativePixelSize.x, ViewportSize.y*BufferToViewportRatio.y);
|
||||
|
||||
float2 output_size = VIEWPORT_SIZE;
|
||||
|
||||
const float3 scanline_color_dim = sample_rgb_scanline_horizontal(
|
||||
VERTICAL_SCANLINES, VAR.scanline_tex_uv,
|
||||
VERTICAL_SCANLINES_texture_size, VAR.scanline_texture_size_inv);
|
||||
const float auto_dim_factor = levels_autodim_temp;
|
||||
|
||||
// Sample the phosphor mask:
|
||||
const float2 tile_uv_wrap = VAR.video_uv * VAR.mask_tiles_per_screen;
|
||||
const float2 mask_tex_uv = convert_phosphor_tile_uv_wrap_to_tex_uv(
|
||||
tile_uv_wrap, VAR.mask_tile_start_uv_and_size);
|
||||
float3 phosphor_mask_sample;
|
||||
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
|
||||
const bool sample_orig_luts = get_mask_sample_mode() > 0.5;
|
||||
#else
|
||||
static const bool sample_orig_luts = true;
|
||||
#endif
|
||||
if(sample_orig_luts)
|
||||
{
|
||||
// If mask_type is static, this branch will be resolved statically.
|
||||
if(mask_type < 0.5)
|
||||
{
|
||||
phosphor_mask_sample = tex2D_linearize(
|
||||
mask_grille_texture_large, mask_tex_uv).rgb;
|
||||
}
|
||||
else if(mask_type < 1.5)
|
||||
{
|
||||
phosphor_mask_sample = tex2D_linearize(
|
||||
mask_slot_texture_large, mask_tex_uv).rgb;
|
||||
}
|
||||
else
|
||||
{
|
||||
phosphor_mask_sample = tex2D_linearize(
|
||||
mask_shadow_texture_large, mask_tex_uv).rgb;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Sample the resized mask, and avoid tiling artifacts:
|
||||
phosphor_mask_sample = tex2Dtiled_mask_linearize(
|
||||
MASK_RESIZE, mask_tex_uv).rgb;
|
||||
}
|
||||
|
||||
// Sample the halation texture (auto-dim to match the scanlines), and
|
||||
// account for both horizontal and vertical convergence offsets, given
|
||||
// in units of texels horizontally and same-field scanlines vertically:
|
||||
const float3 halation_color = tex2D_linearize(
|
||||
HALATION_BLUR, VAR.halation_tex_uv).rgb;
|
||||
|
||||
// Apply halation: Halation models electrons flying around under the glass
|
||||
// and hitting the wrong phosphors (of any color). It desaturates, so
|
||||
// average the halation electrons to a scalar. Reduce the local scanline
|
||||
// intensity accordingly to conserve energy.
|
||||
const float3 halation_intensity_dim =
|
||||
dot(halation_color, auto_dim_factor.xxx/3.0).xxx;
|
||||
const float3 electron_intensity_dim = lerp(scanline_color_dim,
|
||||
halation_intensity_dim, halation_weight);
|
||||
|
||||
// Apply the phosphor mask:
|
||||
const float3 phosphor_emission_dim = electron_intensity_dim *
|
||||
phosphor_mask_sample;
|
||||
|
||||
#ifdef PHOSPHOR_BLOOM_FAKE
|
||||
// The BLOOM_APPROX pass approximates a blurred version of a masked
|
||||
// and scanlined image. It's usually used to compute the brightpass,
|
||||
// but we can also use it to fake the bloom stage entirely. Caveats:
|
||||
// 1.) A fake bloom is conceptually different, since we're mixing in a
|
||||
// fully blurred low-res image, and the biggest implication are:
|
||||
// 2.) If mask_amplify is incorrect, results deteriorate more quickly.
|
||||
// 3.) The inaccurate blurring hurts quality in high-contrast areas.
|
||||
// 4.) The bloom_underestimate_levels parameter seems less sensitive.
|
||||
// Reverse the auto-dimming and amplify to compensate for mask dimming:
|
||||
#define PHOSPHOR_BLOOM_FAKE_WITH_SIMPLE_BLEND
|
||||
#ifdef PHOSPHOR_BLOOM_FAKE_WITH_SIMPLE_BLEND
|
||||
static const float blur_contrast = 1.05;
|
||||
#else
|
||||
static const float blur_contrast = 1.0;
|
||||
#endif
|
||||
const float mask_amplify = get_mask_amplify();
|
||||
const float undim_factor = 1.0/auto_dim_factor;
|
||||
const float3 phosphor_emission =
|
||||
phosphor_emission_dim * undim_factor * mask_amplify;
|
||||
// Get a phosphor blur estimate, accounting for convergence offsets:
|
||||
const float3 electron_intensity = electron_intensity_dim * undim_factor;
|
||||
const float3 phosphor_blur_approx_soft = tex2D_linearize(
|
||||
BLOOM_APPROX, VAR.blur3x3_tex_uv).rgb;
|
||||
const float3 phosphor_blur_approx = lerp(phosphor_blur_approx_soft,
|
||||
electron_intensity, 0.1) * blur_contrast;
|
||||
// We could blend between phosphor_emission and phosphor_blur_approx,
|
||||
// solving for the minimum blend_ratio that avoids clipping past 1.0:
|
||||
// 1.0 >= total_intensity
|
||||
// 1.0 >= phosphor_emission * (1.0 - blend_ratio) +
|
||||
// phosphor_blur_approx * blend_ratio
|
||||
// blend_ratio = (phosphor_emission - 1.0)/
|
||||
// (phosphor_emission - phosphor_blur_approx);
|
||||
// However, this blurs far more than necessary, because it aims for
|
||||
// full brightness, not minimal blurring. To fix it, base blend_ratio
|
||||
// on a max area intensity only so it varies more smoothly:
|
||||
const float3 phosphor_blur_underestimate =
|
||||
phosphor_blur_approx * bloom_underestimate_levels;
|
||||
const float3 area_max_underestimate =
|
||||
phosphor_blur_underestimate * mask_amplify;
|
||||
#ifdef PHOSPHOR_BLOOM_FAKE_WITH_SIMPLE_BLEND
|
||||
const float3 blend_ratio_temp =
|
||||
(area_max_underestimate - 1.0.xxx) /
|
||||
(area_max_underestimate - phosphor_blur_underestimate);
|
||||
#else
|
||||
// Try doing it like an area-based brightpass. This is nearly
|
||||
// identical, but it's worth toying with the code in case I ever
|
||||
// find a way to make it look more like a real bloom. (I've had
|
||||
// some promising textures from combining an area-based blend ratio
|
||||
// for the phosphor blur and a more brightpass-like blend-ratio for
|
||||
// the phosphor emission, but I haven't found a way to make the
|
||||
// brightness correct across the whole color range, especially with
|
||||
// different bloom_underestimate_levels values.)
|
||||
const float desired_triad_size = lerp(mask_triad_size_desired,
|
||||
output_size.x/mask_num_triads_desired,
|
||||
mask_specify_num_triads);
|
||||
const float bloom_sigma = get_min_sigma_to_blur_triad(
|
||||
desired_triad_size, bloom_diff_thresh);
|
||||
const float center_weight = get_center_weight(bloom_sigma);
|
||||
const float3 max_area_contribution_approx =
|
||||
max(0.0.xxx, phosphor_blur_approx -
|
||||
center_weight * phosphor_emission);
|
||||
const float3 area_contrib_underestimate =
|
||||
bloom_underestimate_levels * max_area_contribution_approx;
|
||||
const float3 blend_ratio_temp =
|
||||
((1.0.xxx - area_contrib_underestimate) /
|
||||
area_max_underestimate - 1.0.xxx) / (center_weight - 1.0);
|
||||
#endif
|
||||
// Clamp blend_ratio in case it's out-of-range, but be SUPER careful:
|
||||
// min/max/clamp are BIZARRELY broken with lerp (optimization bug?),
|
||||
// and this redundant sequence avoids bugs, at least on nVidia cards:
|
||||
const float3 blend_ratio_clamped = max(clamp(blend_ratio_temp, 0.0, 1.0), 0.0);
|
||||
const float3 blend_ratio = lerp(blend_ratio_clamped, 1.0.xxx, bloom_excess);
|
||||
// Blend the blurred and unblurred images:
|
||||
const float3 phosphor_emission_unclipped =
|
||||
lerp(phosphor_emission, phosphor_blur_approx, blend_ratio);
|
||||
// Simulate refractive diffusion by reusing the halation sample.
|
||||
const float3 pixel_color = lerp(phosphor_emission_unclipped,
|
||||
halation_color, diffusion_weight);
|
||||
#else
|
||||
const float3 pixel_color = phosphor_emission_dim;
|
||||
#endif
|
||||
// Encode if necessary, and output.
|
||||
return encode_output(float4(pixel_color, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,241 +0,0 @@
|
||||
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
|
||||
|
||||
// crt-royale: A full-featured CRT shader, with cheese.
|
||||
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or modify it
|
||||
// under the terms of the GNU General Public License as published by the Free
|
||||
// Software Foundation; either version 2 of the License, or any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
// more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public License along with
|
||||
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
// Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
#undef FIRST_PASS
|
||||
////////////////////////////////// INCLUDES //////////////////////////////////
|
||||
|
||||
//#include "../include/user-settings.fxh"
|
||||
//#include "../include/derived-settings-and-constants.fxh"
|
||||
#include "../include/bind-shader-params.fxh"
|
||||
#include "../include/scanline-functions.fxh"
|
||||
//#include "../include/gamma-management.fxh"
|
||||
|
||||
///////////////////////////////// STRUCTURES /////////////////////////////////
|
||||
|
||||
struct out_vertex_p1
|
||||
{
|
||||
// Use explicit semantics so COLORx doesn't clamp values outside [0, 1].
|
||||
float2 tex_uv : TEXCOORD1;
|
||||
float2 uv_step : TEXCOORD2; // uv size of a texel (x) and scanline (y)
|
||||
float2 il_step_multiple : TEXCOORD3; // (1, 1) = progressive, (1, 2) = interlaced
|
||||
float pixel_height_in_scanlines : TEXCOORD4; // Height of an output pixel in scanlines
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////// VERTEX SHADER ///////////////////////////////
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Scanlines_Vertical_Interlacing(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out out_vertex_p1 OUT)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
OUT.tex_uv = texcoord;
|
||||
|
||||
float2 texture_size = VERTICAL_SCANLINES_texture_size;
|
||||
float2 output_size = float2(TEXTURE_SIZE.x, VIEWPORT_SIZE.y);
|
||||
|
||||
// Detect interlacing: il_step_multiple indicates the step multiple between
|
||||
// lines: 1 is for progressive sources, and 2 is for interlaced sources.
|
||||
// const float2 video_size = 1.0/NormalizedNativePixelSize;
|
||||
const float y_step = 1.0 + float(is_interlaced(video_size.y));
|
||||
OUT.il_step_multiple = float2(1.0, y_step);
|
||||
// Get the uv tex coords step between one texel (x) and scanline (y):
|
||||
OUT.uv_step = OUT.il_step_multiple / texture_size;
|
||||
|
||||
// If shader parameters are used, {min, max}_{sigma, shape} are runtime
|
||||
// values. Compute {sigma, shape}_range outside of scanline_contrib() so
|
||||
// they aren't computed once per scanline (6 times per fragment and up to
|
||||
// 18 times per vertex):
|
||||
/* const float sigma_range = max(beam_max_sigma, beam_min_sigma) -
|
||||
beam_min_sigma;
|
||||
const float shape_range = max(beam_max_shape, beam_min_shape) -
|
||||
beam_min_shape;
|
||||
*/
|
||||
// We need the pixel height in scanlines for antialiased/integral sampling:
|
||||
const float ph = (video_size.y / output_size.y) /
|
||||
OUT.il_step_multiple.y;
|
||||
OUT.pixel_height_in_scanlines = ph;
|
||||
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////// FRAGMENT SHADER //////////////////////////////
|
||||
|
||||
float4 PS_Scanlines_Vertical_Interlacing(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in out_vertex_p1 VAR) : SV_Target
|
||||
{
|
||||
// This pass: Sample multiple (misconverged?) scanlines to the final
|
||||
// vertical resolution. Temporarily auto-dim the output to avoid clipping.
|
||||
|
||||
// Read some attributes into local variables:
|
||||
const float2 texture_size = VERTICAL_SCANLINES_texture_size;
|
||||
const float2 texture_size_inv = 1.0/texture_size;
|
||||
const float2 uv_step = VAR.uv_step;
|
||||
const float2 il_step_multiple = VAR.il_step_multiple;
|
||||
const float frame_count = FrameCount;
|
||||
const float ph = VAR.pixel_height_in_scanlines;
|
||||
|
||||
// Get the uv coords of the previous scanline (in this field), and the
|
||||
// scanline's distance from this sample, in scanlines.
|
||||
float dist;
|
||||
const float2 scanline_uv = get_last_scanline_uv(VAR.tex_uv, texture_size,
|
||||
texture_size_inv, il_step_multiple, frame_count, dist);
|
||||
|
||||
// Consider 2, 3, 4, or 6 scanlines numbered 0-5: The previous and next
|
||||
// scanlines are numbered 2 and 3. Get scanline colors colors (ignore
|
||||
// horizontal sampling, since since IN.output_size.x = video_size.x).
|
||||
// NOTE: Anisotropic filtering creates interlacing artifacts, which is why
|
||||
// ORIG_LINEARIZED bobbed any interlaced input before this pass.
|
||||
const float2 v_step = float2(0.0, uv_step.y);
|
||||
const float3 scanline2_color = tex2D_linearize(ORIG_LINEARIZED, scanline_uv).rgb;
|
||||
const float3 scanline3_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv + v_step).rgb;
|
||||
float3 scanline0_color, scanline1_color, scanline4_color, scanline5_color,
|
||||
scanline_outside_color;
|
||||
float dist_round;
|
||||
// Use scanlines 0, 1, 4, and 5 for a total of 6 scanlines:
|
||||
if(beam_num_scanlines > 5.5)
|
||||
{
|
||||
scanline1_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv - v_step).rgb;
|
||||
scanline4_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv + 2.0 * v_step).rgb;
|
||||
scanline0_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv - 2.0 * v_step).rgb;
|
||||
scanline5_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv + 3.0 * v_step).rgb;
|
||||
}
|
||||
// Use scanlines 1, 4, and either 0 or 5 for a total of 5 scanlines:
|
||||
else if(beam_num_scanlines > 4.5)
|
||||
{
|
||||
scanline1_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv - v_step).rgb;
|
||||
scanline4_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv + 2.0 * v_step).rgb;
|
||||
// dist is in [0, 1]
|
||||
dist_round = round(dist);
|
||||
const float2 sample_0_or_5_uv_off =
|
||||
lerp(-2.0 * v_step, 3.0 * v_step, dist_round);
|
||||
// Call this "scanline_outside_color" to cope with the conditional
|
||||
// scanline number:
|
||||
scanline_outside_color = tex2D_linearize(
|
||||
ORIG_LINEARIZED, scanline_uv + sample_0_or_5_uv_off).rgb;
|
||||
}
|
||||
// Use scanlines 1 and 4 for a total of 4 scanlines:
|
||||
else if(beam_num_scanlines > 3.5)
|
||||
{
|
||||
scanline1_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv - v_step).rgb;
|
||||
scanline4_color =
|
||||
tex2D_linearize(ORIG_LINEARIZED, scanline_uv + 2.0 * v_step).rgb;
|
||||
}
|
||||
// Use scanline 1 or 4 for a total of 3 scanlines:
|
||||
else if(beam_num_scanlines > 2.5)
|
||||
{
|
||||
// dist is in [0, 1]
|
||||
dist_round = round(dist);
|
||||
const float2 sample_1or4_uv_off =
|
||||
lerp(-v_step, 2.0 * v_step, dist_round);
|
||||
scanline_outside_color = tex2D_linearize(
|
||||
ORIG_LINEARIZED, scanline_uv + sample_1or4_uv_off).rgb;
|
||||
}
|
||||
|
||||
// Compute scanline contributions, accounting for vertical convergence.
|
||||
// Vertical convergence offsets are in units of current-field scanlines.
|
||||
// dist2 means "positive sample distance from scanline 2, in scanlines:"
|
||||
float3 dist2 = dist.xxx;
|
||||
if(beam_misconvergence)
|
||||
{
|
||||
const float3 convergence_offsets_vert_rgb =
|
||||
get_convergence_offsets_y_vector();
|
||||
dist2 = dist.xxx - convergence_offsets_vert_rgb;
|
||||
}
|
||||
// Calculate {sigma, shape}_range outside of scanline_contrib so it's only
|
||||
// done once per pixel (not 6 times) with runtime params. Don't reuse the
|
||||
// vertex shader calculations, so static versions can be constant-folded.
|
||||
const float sigma_range = max(beam_max_sigma, beam_min_sigma) -
|
||||
beam_min_sigma;
|
||||
const float shape_range = max(beam_max_shape, beam_min_shape) -
|
||||
beam_min_shape;
|
||||
// Calculate and sum final scanline contributions, starting with lines 2/3.
|
||||
// There is no normalization step, because we're not interpolating a
|
||||
// continuous signal. Instead, each scanline is an additive light source.
|
||||
const float3 scanline2_contrib = scanline_contrib(dist2,
|
||||
scanline2_color, ph, sigma_range, shape_range);
|
||||
const float3 scanline3_contrib = scanline_contrib(abs(1.0.xxx - dist2),
|
||||
scanline3_color, ph, sigma_range, shape_range);
|
||||
float3 scanline_intensity = scanline2_contrib + scanline3_contrib;
|
||||
if(beam_num_scanlines > 5.5)
|
||||
{
|
||||
const float3 scanline0_contrib =
|
||||
scanline_contrib(dist2 + 2.0.xxx, scanline0_color,
|
||||
ph, sigma_range, shape_range);
|
||||
const float3 scanline1_contrib =
|
||||
scanline_contrib(dist2 + 1.0.xxx, scanline1_color,
|
||||
ph, sigma_range, shape_range);
|
||||
const float3 scanline4_contrib =
|
||||
scanline_contrib(abs(2.0.xxx - dist2), scanline4_color,
|
||||
ph, sigma_range, shape_range);
|
||||
const float3 scanline5_contrib =
|
||||
scanline_contrib(abs(3.0.xxx - dist2), scanline5_color,
|
||||
ph, sigma_range, shape_range);
|
||||
scanline_intensity += scanline0_contrib + scanline1_contrib +
|
||||
scanline4_contrib + scanline5_contrib;
|
||||
}
|
||||
else if(beam_num_scanlines > 4.5)
|
||||
{
|
||||
const float3 scanline1_contrib =
|
||||
scanline_contrib(dist2 + 1.0.xxx, scanline1_color,
|
||||
ph, sigma_range, shape_range);
|
||||
const float3 scanline4_contrib =
|
||||
scanline_contrib(abs(2.0.xxx - dist2), scanline4_color,
|
||||
ph, sigma_range, shape_range);
|
||||
const float3 dist0or5 = lerp(
|
||||
dist2 + 2.0.xxx, 3.0.xxx - dist2, dist_round);
|
||||
const float3 scanline0or5_contrib = scanline_contrib(
|
||||
dist0or5, scanline_outside_color, ph, sigma_range, shape_range);
|
||||
scanline_intensity += scanline1_contrib + scanline4_contrib +
|
||||
scanline0or5_contrib;
|
||||
}
|
||||
else if(beam_num_scanlines > 3.5)
|
||||
{
|
||||
const float3 scanline1_contrib =
|
||||
scanline_contrib(dist2 + 1.0.xxx, scanline1_color,
|
||||
ph, sigma_range, shape_range);
|
||||
const float3 scanline4_contrib =
|
||||
scanline_contrib(abs(2.0.xxx - dist2), scanline4_color,
|
||||
ph, sigma_range, shape_range);
|
||||
scanline_intensity += scanline1_contrib + scanline4_contrib;
|
||||
}
|
||||
else if(beam_num_scanlines > 2.5)
|
||||
{
|
||||
const float3 dist1or4 = lerp(
|
||||
dist2 + 1.0.xxx, 2.0.xxx - dist2, dist_round);
|
||||
const float3 scanline1or4_contrib = scanline_contrib(
|
||||
dist1or4, scanline_outside_color, ph, sigma_range, shape_range);
|
||||
scanline_intensity += scanline1or4_contrib;
|
||||
}
|
||||
|
||||
// Auto-dim the image to avoid clipping, encode if necessary, and output.
|
||||
// My original idea was to compute a minimal auto-dim factor and put it in
|
||||
// the alpha channel, but it wasn't working, at least not reliably. This
|
||||
// is faster anyway, levels_autodim_temp = 0.5 isn't causing banding.
|
||||
return encode_output(float4(scanline_intensity * levels_autodim_temp, 1.0));
|
||||
}
|
||||
|
||||
@@ -1,166 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
Bilateral - Smart
|
||||
|
||||
Copyright (C) 2024 guest(r)
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
uniform float FRANGE <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 10.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Filter Range";
|
||||
> = 5.0;
|
||||
|
||||
uniform float FBSMOOTH <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.05;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.025;
|
||||
ui_label = "Filter Base Smoothing";
|
||||
> = 0.3;
|
||||
|
||||
uniform float FSIGMA <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.15;
|
||||
ui_max = 1.5;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Filter Strength";
|
||||
> = 1.0;
|
||||
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
|
||||
|
||||
texture2D tBilateral_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
|
||||
sampler2D sBilateral_P0{Texture=tBilateral_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
|
||||
|
||||
#define FSIGMA1 (1.0/FSIGMA)
|
||||
|
||||
#define COMPAT_TEXTURE(c,d) tex2D(c,d)
|
||||
|
||||
float wt(float3 A, float3 B)
|
||||
{
|
||||
return clamp(FBSMOOTH - 2.33*dot(abs(A-B),1.0.xxx)/(dot(A+B,1.0.xxx)+1.0), 0.0, 0.25);
|
||||
}
|
||||
|
||||
|
||||
float getw(float x, float3 c, float3 p)
|
||||
{
|
||||
float y = pow(max(1.0-x,0.0), FSIGMA1);
|
||||
float d = wt(c,p);
|
||||
return y*d;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 PS_Bilateral_X(float4 position: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
|
||||
{
|
||||
float4 SourceSize = float4((ViewportSize*BufferToViewportRatio), 1.0/(ViewportSize*BufferToViewportRatio));
|
||||
// float4 SourceSize = float4(1.0/NormalizedNativePixelSize, NormalizedNativePixelSize);
|
||||
float2 pos = vTexCoord * SourceSize.xy;
|
||||
float f = 0.5-frac(pos.x);
|
||||
float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
|
||||
float2 dx = float2(SourceSize.z, 0.0);
|
||||
|
||||
float w, fp;
|
||||
float wsum = 0.0;
|
||||
float3 pixel;
|
||||
float FPR = FRANGE;
|
||||
float FPR1 = 1.0/FPR;
|
||||
float LOOPSIZE = FPR;
|
||||
float x = -FPR;
|
||||
|
||||
float3 comp = COMPAT_TEXTURE(sBackBuffer, tex).rgb;
|
||||
float3 color = 0.0.xxx;
|
||||
|
||||
do
|
||||
{
|
||||
pixel = COMPAT_TEXTURE(sBackBuffer, tex + x*dx).rgb;
|
||||
fp = min(abs(x+f),FPR)*FPR1;
|
||||
w = getw(fp,comp,pixel);
|
||||
color = color + w * pixel;
|
||||
wsum = wsum + w;
|
||||
|
||||
x = x + 1.0;
|
||||
|
||||
} while (x <= LOOPSIZE);
|
||||
|
||||
color = color / wsum;
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
float4 PS_Bilateral_Y(float4 position: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
|
||||
{
|
||||
float4 SourceSize = float4((ViewportSize*BufferToViewportRatio), 1.0/(ViewportSize*BufferToViewportRatio));
|
||||
float2 pos = vTexCoord * SourceSize.xy;
|
||||
float f = 0.5-frac(pos.y);
|
||||
float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
|
||||
float2 dy = float2(0.0, SourceSize.w);
|
||||
|
||||
float w, fp;
|
||||
float wsum = 0.0;
|
||||
float3 pixel;
|
||||
float FPR = FRANGE;
|
||||
float FPR1 = 1.0/FPR;
|
||||
float LOOPSIZE = FPR;
|
||||
float y = -FPR;
|
||||
|
||||
float3 comp = COMPAT_TEXTURE(sBilateral_P0, tex).rgb;
|
||||
float3 color = 0.0.xxx;
|
||||
|
||||
do
|
||||
{
|
||||
pixel = COMPAT_TEXTURE(sBilateral_P0, tex + y*dy).rgb;
|
||||
fp = min(abs(y+f),FPR)*FPR1;
|
||||
w = getw(fp,comp,pixel);
|
||||
color = color + w * pixel;
|
||||
wsum = wsum + w;
|
||||
|
||||
y = y + 1.0;
|
||||
|
||||
} while (y <= LOOPSIZE);
|
||||
|
||||
color = color / wsum;
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
technique Bilateral
|
||||
{
|
||||
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Bilateral_X;
|
||||
RenderTarget = tBilateral_P0;
|
||||
}
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Bilateral_Y;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,146 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
Lanczos3 - Multipass code by Hyllian 2022.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
Copyright (C) 2010 Team XBMC
|
||||
http://www.xbmc.org
|
||||
Copyright (C) 2011 Stefanos A.
|
||||
http://www.opentk.com
|
||||
|
||||
This Program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2, or (at your option)
|
||||
any later version.
|
||||
|
||||
This Program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with XBMC; see the file COPYING. If not, write to
|
||||
the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
http://www.gnu.org/copyleft/gpl.html
|
||||
*/
|
||||
|
||||
uniform float L3_PRESCALE <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 8.0;
|
||||
ui_step = 1.0;
|
||||
ui_label = "Prescale factor";
|
||||
> = 1.0;
|
||||
|
||||
|
||||
uniform bool LANCZOS3_ANTI_RINGING <
|
||||
ui_type = "radio";
|
||||
ui_label = "Lanczos3 Anti-Ringing";
|
||||
> = true;
|
||||
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float BufferWidth < source = "bufferwidth"; >;
|
||||
|
||||
texture2D tLanczos3_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
|
||||
sampler2D sLanczos3_P0{Texture=tLanczos3_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
|
||||
|
||||
|
||||
#define AR_STRENGTH 1.0
|
||||
#define FIX(c) (max(abs(c),1e-5))
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
#define radius 3.0
|
||||
|
||||
float3 weight3(float x)
|
||||
{
|
||||
float3 Sampling = FIX(2.0 * PI * float3(x - 1.5, x - 0.5, x + 0.5));
|
||||
|
||||
// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
|
||||
return sin(Sampling) * sin(Sampling / radius) / (Sampling * Sampling);
|
||||
}
|
||||
|
||||
float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C4, float3 C5)
|
||||
{
|
||||
float3 w1 = weight3(0.5 - fp * 0.5);
|
||||
float3 w2 = weight3(1.0 - fp * 0.5);
|
||||
|
||||
float sum = dot(w1, 1.0.xxx) + dot(w2, 1.0.xxx);
|
||||
w1 /= sum;
|
||||
w2 /= sum;
|
||||
|
||||
float3 color = mul(w1, float3x3( C0, C2, C4 )) + mul(w2, float3x3( C1, C3, C5));
|
||||
|
||||
// Anti-ringing
|
||||
if (LANCZOS3_ANTI_RINGING == true)
|
||||
{
|
||||
float3 aux = color;
|
||||
float3 min_sample = min(min(C1, C2), min(C3, C4));
|
||||
float3 max_sample = max(max(C1, C2), max(C3, C4));
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
color = lerp(aux, color, AR_STRENGTH*step(0.0, (C1-C2)*(C3-C4)));
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 PS_Lanczos3_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
|
||||
{
|
||||
// Both dimensions are unfiltered, so it looks for lores pixels.
|
||||
float2 ps = NormalizedNativePixelSize/L3_PRESCALE;
|
||||
float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
|
||||
float2 tc = (floor(pos) + 0.5.xx) * ps;
|
||||
float2 fp = frac(pos);
|
||||
|
||||
float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-2.0, 0.0)).rgb;
|
||||
float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
|
||||
float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
|
||||
float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
|
||||
float3 C4 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
|
||||
float3 C5 = tex2D(ReShade::BackBuffer, tc + ps*float2( 3.0, 0.0)).rgb;
|
||||
|
||||
float3 color = lanczos3ar(fp.x, C0, C1, C2, C3, C4, C5);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
float4 PS_Lanczos3_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
|
||||
{
|
||||
// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
|
||||
float2 ps = float2(1.0/BufferWidth, NormalizedNativePixelSize.y/L3_PRESCALE);
|
||||
float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
|
||||
float2 tc = (floor(pos) + 0.5.xx) * ps;
|
||||
float2 fp = frac(pos);
|
||||
|
||||
float3 C0 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -2.0)).rgb;
|
||||
float3 C1 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -1.0)).rgb;
|
||||
float3 C2 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 0.0)).rgb;
|
||||
float3 C3 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 1.0)).rgb;
|
||||
float3 C4 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 2.0)).rgb;
|
||||
float3 C5 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 3.0)).rgb;
|
||||
|
||||
float3 color = lanczos3ar(fp.y, C0, C1, C2, C3, C4, C5);
|
||||
|
||||
return float4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
technique Lanczos3
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Lanczos3_X;
|
||||
RenderTarget = tLanczos3_P0;
|
||||
}
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Lanczos3_Y;
|
||||
}
|
||||
}
|
||||
@@ -1,151 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
Deblur-Luma Shader
|
||||
|
||||
Copyright (C) 2005 - 2024 guest(r) - guest.r@gmail.com
|
||||
|
||||
Luma adaptation by Hyllian
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
|
||||
uniform float OFFSET <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.25;
|
||||
ui_max = 4.0;
|
||||
ui_step = 0.25;
|
||||
ui_label = "Deblur offset";
|
||||
> = 2.0;
|
||||
|
||||
uniform float DEBLUR <
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 7.0;
|
||||
ui_step = 0.25;
|
||||
ui_label = "Deblur str.";
|
||||
> = 1.75;
|
||||
|
||||
uniform float SMART <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Smart deblur";
|
||||
> = 1.0;
|
||||
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
|
||||
|
||||
static const float3 luma = float3(0.299,0.587,0.114);
|
||||
static const float4 res = float4(0.0001, 0.0001, 0.0001, 0.0001);
|
||||
static const float4 uno = float4(1.,1.,1.,1.);
|
||||
|
||||
|
||||
float min8(float4 a4, float4 b4)
|
||||
{
|
||||
float4 ab4 = min(a4, b4); float2 ab2 = min(ab4.xy, ab4.zw); return min(ab2.x, ab2.y);
|
||||
}
|
||||
|
||||
float max8(float4 a4, float4 b4)
|
||||
{
|
||||
float4 ab4 = max(a4, b4); float2 ab2 = max(ab4.xy, ab4.zw); return max(ab2.x, ab2.y);
|
||||
}
|
||||
|
||||
|
||||
struct ST_VertexOut
|
||||
{
|
||||
float4 t1 : TEXCOORD1;
|
||||
float4 t2 : TEXCOORD2;
|
||||
float4 t3 : TEXCOORD3;
|
||||
};
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_Deblur_Luma(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float dx = OFFSET/ViewportSize.x;
|
||||
float dy = OFFSET/ViewportSize.y;
|
||||
|
||||
vVARS.t1 = texcoord.xxxy + float4( -dx, 0.0, dx, -dy); // c00 c10 c20
|
||||
vVARS.t2 = texcoord.xxxy + float4( -dx, 0.0, dx, 0.0); // c01 c11 c21
|
||||
vVARS.t3 = texcoord.xxxy + float4( -dx, 0.0, dx, dy); // c02 c12 c22
|
||||
}
|
||||
|
||||
|
||||
float4 PS_Deblur_Luma(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
|
||||
{
|
||||
|
||||
float3 c11 = tex2D(ReShade::BackBuffer, vVARS.t2.yw).xyz;
|
||||
float3 c00 = tex2D(ReShade::BackBuffer, vVARS.t1.xw).xyz;
|
||||
float3 c20 = tex2D(ReShade::BackBuffer, vVARS.t1.zw).xyz;
|
||||
float3 c22 = tex2D(ReShade::BackBuffer, vVARS.t3.zw).xyz;
|
||||
float3 c02 = tex2D(ReShade::BackBuffer, vVARS.t3.xw).xyz;
|
||||
float3 c10 = tex2D(ReShade::BackBuffer, vVARS.t1.yw).xyz;
|
||||
float3 c21 = tex2D(ReShade::BackBuffer, vVARS.t2.zw).xyz;
|
||||
float3 c12 = tex2D(ReShade::BackBuffer, vVARS.t3.yw).xyz;
|
||||
float3 c01 = tex2D(ReShade::BackBuffer, vVARS.t2.xw).xyz;
|
||||
|
||||
float4x3 chv = float4x3(c10, c01, c21, c12);
|
||||
float4x3 cdi = float4x3(c00, c02, c20, c22);
|
||||
|
||||
float4 CHV = mul(chv, luma);
|
||||
float4 CDI = mul(cdi, luma);
|
||||
float C11 = dot(c11, luma);
|
||||
|
||||
float mn1 = min8(CHV, CDI);
|
||||
float mx1 = max8(CHV, CDI);
|
||||
|
||||
float2 mnmx = float2(min(C11, mn1), max(C11, mx1));
|
||||
|
||||
float2 dif = abs(float2(C11, C11) - mnmx) + res.xy;
|
||||
|
||||
dif = pow(dif, float2(DEBLUR, DEBLUR));
|
||||
|
||||
float D11 = dot(dif, mnmx.yx)/(dif.x + dif.y);
|
||||
|
||||
float k11 = 1.0/(abs(C11 - D11) + res.x);
|
||||
|
||||
float4 khv = float4(1.0/(abs(CHV-float4(D11, D11, D11, D11)) + res));
|
||||
float4 kdi = float4(1.0/(abs(CDI-float4(D11, D11, D11, D11)) + res));
|
||||
|
||||
float avg = (dot(khv + kdi, uno) + k11)/10.0;
|
||||
|
||||
khv = max(khv-float4(avg, avg, avg, avg), float4(0.0, 0.0, 0.0, 0.0));
|
||||
kdi = max(kdi-float4(avg, avg, avg, avg), float4(0.0, 0.0, 0.0, 0.0));
|
||||
k11 = max(k11-avg, 0.0);
|
||||
|
||||
float3 d11 = (mul(khv, chv) + mul(kdi, cdi) + (k11 + res.x)*c11) / (dot(khv + kdi, uno) + k11 + res.x);
|
||||
|
||||
float contrast = mnmx.y - mnmx.x;
|
||||
c11 = lerp(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
|
||||
c11 = lerp(d11, c11, SMART);
|
||||
|
||||
return float4(c11, 1.0);
|
||||
}
|
||||
|
||||
|
||||
technique Deblur_Luma
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_Deblur_Luma;
|
||||
PixelShader = PS_Deblur_Luma;
|
||||
}
|
||||
}
|
||||
@@ -1,325 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
Geom Shader - a modified CRT-Geom without CRT features made to be appended/integrated
|
||||
into any other shaders and provide curvature/warping/oversampling features.
|
||||
|
||||
Adapted by Hyllian (2024).
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
CRT-interlaced
|
||||
|
||||
Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
(cgwg gave their consent to have the original version of this shader
|
||||
distributed under the GPL in this message:
|
||||
|
||||
http://board.byuu.org/viewtopic.php?p=26075#p26075
|
||||
|
||||
"Feel free to distribute my shaders under the GPL. After all, the
|
||||
barrel distortion code was taken from the Curvature shader, which is
|
||||
under the GPL."
|
||||
)
|
||||
This shader variant is pre-configured with screen curvature
|
||||
*/
|
||||
|
||||
|
||||
|
||||
uniform bool geom_curvature <
|
||||
ui_type = "radio";
|
||||
ui_label = "Geom Curvature Toggle";
|
||||
> = 1.0;
|
||||
|
||||
uniform float geom_R <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Curvature Radius";
|
||||
> = 2.0;
|
||||
|
||||
uniform float geom_d <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Distance";
|
||||
> = 1.5;
|
||||
|
||||
uniform bool geom_invert_aspect <
|
||||
ui_type = "radio";
|
||||
ui_label = "Geom Curvature Aspect Inversion";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_cornersize <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.001;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Geom Corner Size";
|
||||
> = 0.03;
|
||||
|
||||
uniform float geom_cornersmooth <
|
||||
ui_type = "drag";
|
||||
ui_min = 80.0;
|
||||
ui_max = 2000.0;
|
||||
ui_step = 100.0;
|
||||
ui_label = "Geom Corner Smoothness";
|
||||
> = 1000.0;
|
||||
|
||||
uniform float geom_x_tilt <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Geom Horizontal Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_y_tilt <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Geom Vertical Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_overscan_x <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "Geom Horiz. Overscan %";
|
||||
> = 100.0;
|
||||
|
||||
uniform float geom_overscan_y <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "Geom Vert. Overscan %";
|
||||
> = 100.0;
|
||||
|
||||
uniform float centerx <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Image Center X";
|
||||
> = 0.00;
|
||||
|
||||
uniform float centery <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Image Center Y";
|
||||
> = 0.00;
|
||||
|
||||
uniform float geom_lum <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.5;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Geom Luminance";
|
||||
> = 1.0;
|
||||
|
||||
uniform float geom_target_gamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Target Gamma";
|
||||
> = 2.4;
|
||||
|
||||
uniform float geom_monitor_gamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Monitor Gamma";
|
||||
> = 2.2;
|
||||
|
||||
|
||||
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
uniform float ViewportWidth < source = "viewportwidth"; >;
|
||||
uniform float ViewportHeight < source = "viewportheight"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
|
||||
// Comment the next line to disable interpolation in linear gamma (and
|
||||
// gain speed).
|
||||
#define LINEAR_PROCESSING
|
||||
|
||||
// Enable 3x oversampling of the beam profile; improves moire effect caused by scanlines+curvature
|
||||
#define OVERSAMPLE
|
||||
|
||||
// Use the older, purely gaussian beam profile; uncomment for speed
|
||||
//#define USEGAUSSIAN
|
||||
|
||||
// Macros.
|
||||
#define FIX(c) max(abs(c), 1e-5);
|
||||
#define PI 3.141592653589
|
||||
|
||||
#ifdef LINEAR_PROCESSING
|
||||
# define TEX2D(c) pow(tex2D(sBackBuffer, (c)), geom_target_gamma.xxxx)
|
||||
#else
|
||||
# define TEX2D(c) tex2D(sBackBuffer, (c))
|
||||
#endif
|
||||
|
||||
// aspect ratio
|
||||
#define aspect (geom_invert_aspect==true?float2(ViewportHeight/ViewportWidth,1.0):float2(1.0,ViewportHeight/ViewportWidth))
|
||||
#define overscan (1.01.xx);
|
||||
|
||||
|
||||
struct ST_VertexOut
|
||||
{
|
||||
float2 sinangle : TEXCOORD1;
|
||||
float2 cosangle : TEXCOORD2;
|
||||
float3 stretch : TEXCOORD3;
|
||||
float2 TextureSize : TEXCOORD4;
|
||||
};
|
||||
|
||||
|
||||
float intersect(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float A = dot(xy,xy) + geom_d*geom_d;
|
||||
float B, C;
|
||||
|
||||
B = 2.0*(geom_R*(dot(xy,sinangle) - geom_d*cosangle.x*cosangle.y) - geom_d*geom_d);
|
||||
C = geom_d*geom_d + 2.0*geom_R*geom_d*cosangle.x*cosangle.y;
|
||||
|
||||
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||
}
|
||||
|
||||
float2 bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float c = intersect(xy, sinangle, cosangle);
|
||||
float2 point = (c.xx*xy + geom_R.xx*sinangle) / geom_R.xx;
|
||||
float2 poc = point/cosangle;
|
||||
float2 tang = sinangle/cosangle;
|
||||
|
||||
float A = dot(tang, tang) + 1.0;
|
||||
float B = -2.0*dot(poc, tang);
|
||||
float C = dot(poc, poc) - 1.0;
|
||||
|
||||
float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
|
||||
float2 uv = (point - a*sinangle) / cosangle;
|
||||
float r = FIX(geom_R*acos(a));
|
||||
|
||||
return uv*r/sin(r/geom_R);
|
||||
}
|
||||
|
||||
float2 fwtrans(float2 uv, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float r = FIX(sqrt(dot(uv, uv)));
|
||||
uv *= sin(r/geom_R)/r;
|
||||
float x = 1.0 - cos(r/geom_R);
|
||||
float D;
|
||||
|
||||
D = geom_d/geom_R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
|
||||
|
||||
return geom_d*(uv*cosangle - x*sinangle)/D;
|
||||
}
|
||||
|
||||
float3 maxscale(float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float2 c = bkwtrans(-geom_R * sinangle / (1.0 + geom_R/geom_d*cosangle.x*cosangle.y), sinangle, cosangle);
|
||||
float2 a = 0.5.xx*aspect;
|
||||
|
||||
float2 lo = float2(fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
|
||||
float2 hi = float2(fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
|
||||
}
|
||||
|
||||
float2 transform(float2 coord, float2 sinangle, float2 cosangle, float3 stretch)
|
||||
{
|
||||
coord = (coord - 0.5.xx)*aspect*stretch.z + stretch.xy;
|
||||
|
||||
return (bkwtrans(coord, sinangle, cosangle) /
|
||||
float2(geom_overscan_x / 100.0, geom_overscan_y / 100.0)/aspect + 0.5.xx);
|
||||
}
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_CRT_Geom(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
// Screen centering
|
||||
texcoord = texcoord - float2(centerx,centery)/100.0;
|
||||
|
||||
float2 SourceSize = 1.0/NormalizedNativePixelSize;
|
||||
|
||||
// Precalculate a bunch of useful values we'll need in the fragment
|
||||
// shader.
|
||||
vVARS.sinangle = sin(float2(geom_x_tilt, geom_y_tilt));
|
||||
vVARS.cosangle = cos(float2(geom_x_tilt, geom_y_tilt));
|
||||
vVARS.stretch = maxscale(vVARS.sinangle, vVARS.cosangle);
|
||||
vVARS.TextureSize = float2(SourceSize.x, SourceSize.y);
|
||||
}
|
||||
|
||||
|
||||
float corner(float2 coord)
|
||||
{
|
||||
coord = min(coord, 1.0.xx - coord) * aspect;
|
||||
float2 cdist = geom_cornersize.xx;
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
|
||||
return clamp((cdist.x - dist)*geom_cornersmooth, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float fwidth(float value)
|
||||
{
|
||||
return abs(ddx(value)) + abs(ddy(value));
|
||||
}
|
||||
|
||||
|
||||
float4 PS_CRT_Geom(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
|
||||
{
|
||||
// Texture coordinates of the texel containing the active pixel.
|
||||
float2 xy = (geom_curvature == true) ? transform(vTexCoord, vVARS.sinangle, vVARS.cosangle, vVARS.stretch) : vTexCoord;
|
||||
|
||||
float cval = corner((xy-0.5.xx) * BufferToViewportRatio + 0.5.xx);
|
||||
|
||||
float2 uv_ratio = frac((xy * vVARS.TextureSize - 0.5.xx) / vVARS.TextureSize);
|
||||
|
||||
float4 col = TEX2D(xy);
|
||||
|
||||
#ifndef LINEAR_PROCESSING
|
||||
col = pow(col, geom_target_gamma.xxxx);
|
||||
#endif
|
||||
|
||||
col.rgb *= (geom_lum * step(0.0, uv_ratio.y));
|
||||
|
||||
float3 mul_res = col.rgb * cval.xxx;
|
||||
|
||||
// Convert the image gamma for display on our output device.
|
||||
mul_res = pow(mul_res, 1.0 / geom_monitor_gamma.xxx);
|
||||
|
||||
return float4(mul_res, 1.0);
|
||||
}
|
||||
|
||||
|
||||
technique CRT_Geom
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_CRT_Geom;
|
||||
PixelShader = PS_CRT_Geom;
|
||||
}
|
||||
}
|
||||
@@ -1,224 +0,0 @@
|
||||
#ifndef GEOM_PARAMS_H
|
||||
#define GEOM_PARAMS_H
|
||||
|
||||
/*
|
||||
Geom Shader - a modified CRT-Geom without CRT features made to be appended/integrated
|
||||
into any other shaders and provide curvature/warping/oversampling features.
|
||||
|
||||
Adapted by Hyllian (2024).
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
CRT-interlaced
|
||||
|
||||
Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
(cgwg gave their consent to have the original version of this shader
|
||||
distributed under the GPL in this message:
|
||||
|
||||
http://board.byuu.org/viewtopic.php?p=26075#p26075
|
||||
|
||||
"Feel free to distribute my shaders under the GPL. After all, the
|
||||
barrel distortion code was taken from the Curvature shader, which is
|
||||
under the GPL."
|
||||
)
|
||||
This shader variant is pre-configured with screen curvature
|
||||
*/
|
||||
|
||||
|
||||
uniform bool geom_curvature <
|
||||
ui_type = "radio";
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Curvature Toggle";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_R <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.1;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Curvature Radius";
|
||||
> = 2.0;
|
||||
|
||||
uniform float geom_d <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.1;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Distance";
|
||||
> = 1.5;
|
||||
|
||||
uniform bool geom_invert_aspect <
|
||||
ui_type = "radio";
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Curvature Aspect Inversion";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_cornersize <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.001;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Corner Size";
|
||||
> = 0.03;
|
||||
|
||||
uniform float geom_cornersmooth <
|
||||
ui_type = "drag";
|
||||
ui_min = 80.0;
|
||||
ui_max = 2000.0;
|
||||
ui_step = 100.0;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Corner Smoothness";
|
||||
> = 1000.0;
|
||||
|
||||
uniform float geom_x_tilt <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Horizontal Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_y_tilt <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Vertical Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_overscan_x <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Horiz. Overscan %";
|
||||
> = 100.0;
|
||||
|
||||
uniform float geom_overscan_y <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Geom Vert. Overscan %";
|
||||
> = 100.0;
|
||||
|
||||
uniform float centerx <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Image Center X";
|
||||
> = 0.00;
|
||||
|
||||
uniform float centery <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_category = "Geom Curvature";
|
||||
ui_label = "Image Center Y";
|
||||
> = 0.00;
|
||||
|
||||
|
||||
|
||||
// Macros.
|
||||
#define FIX(c) max(abs(c), 1e-5);
|
||||
|
||||
// aspect ratio
|
||||
#define aspect (geom_invert_aspect==true?float2(ViewportHeight/ViewportWidth,1.0):float2(1.0,ViewportHeight/ViewportWidth))
|
||||
|
||||
|
||||
float intersect(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float A = dot(xy,xy) + geom_d*geom_d;
|
||||
float B, C;
|
||||
|
||||
B = 2.0*(geom_R*(dot(xy,sinangle) - geom_d*cosangle.x*cosangle.y) - geom_d*geom_d);
|
||||
C = geom_d*geom_d + 2.0*geom_R*geom_d*cosangle.x*cosangle.y;
|
||||
|
||||
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||
}
|
||||
|
||||
float2 bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float c = intersect(xy, sinangle, cosangle);
|
||||
float2 point = (c.xx*xy + geom_R.xx*sinangle) / geom_R.xx;
|
||||
float2 poc = point/cosangle;
|
||||
float2 tang = sinangle/cosangle;
|
||||
|
||||
float A = dot(tang, tang) + 1.0;
|
||||
float B = -2.0*dot(poc, tang);
|
||||
float C = dot(poc, poc) - 1.0;
|
||||
|
||||
float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
|
||||
float2 uv = (point - a*sinangle) / cosangle;
|
||||
float r = FIX(geom_R*acos(a));
|
||||
|
||||
return uv*r/sin(r/geom_R);
|
||||
}
|
||||
|
||||
float2 fwtrans(float2 uv, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float r = FIX(sqrt(dot(uv, uv)));
|
||||
uv *= sin(r/geom_R)/r;
|
||||
float x = 1.0 - cos(r/geom_R);
|
||||
float D;
|
||||
|
||||
D = geom_d/geom_R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
|
||||
|
||||
return geom_d*(uv*cosangle - x*sinangle)/D;
|
||||
}
|
||||
|
||||
float3 maxscale(float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float2 c = bkwtrans(-geom_R * sinangle / (1.0 + geom_R/geom_d*cosangle.x*cosangle.y), sinangle, cosangle);
|
||||
float2 a = 0.5.xx*aspect;
|
||||
|
||||
float2 lo = float2(fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
|
||||
float2 hi = float2(fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
|
||||
}
|
||||
|
||||
float2 transform(float2 coord, float2 sinangle, float2 cosangle, float3 stretch)
|
||||
{
|
||||
coord = (coord - 0.5.xx)*aspect*stretch.z + stretch.xy;
|
||||
|
||||
return (bkwtrans(coord, sinangle, cosangle) /
|
||||
float2(geom_overscan_x / 100.0, geom_overscan_y / 100.0)/aspect + 0.5.xx);
|
||||
}
|
||||
|
||||
|
||||
float corner(float2 coord)
|
||||
{
|
||||
coord = min(coord, 1.0.xx - coord) * aspect;
|
||||
float2 cdist = geom_cornersize.xx;
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
|
||||
return clamp((cdist.x - dist)*geom_cornersmooth, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float fwidth(float value)
|
||||
{
|
||||
return abs(ddx(value)) + abs(ddy(value));
|
||||
}
|
||||
|
||||
#endif // GEOM_PARAMS_H
|
||||
@@ -1,242 +0,0 @@
|
||||
#ifndef MASK_PARAMS_H
|
||||
#define MASK_PARAMS_H
|
||||
|
||||
uniform float MASK_DARK_STRENGTH <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.01;
|
||||
ui_category = "CRT Mask";
|
||||
ui_label = "MASK DARK SUBPIXEL STRENGTH";
|
||||
> = 0.5;
|
||||
|
||||
uniform float MASK_LIGHT_STRENGTH <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.0;
|
||||
ui_max = 6.0;
|
||||
ui_step = 0.01;
|
||||
ui_category = "CRT Mask";
|
||||
ui_label = "MASK LIGHT SUBPIXEL STRENGTH";
|
||||
> = 0.5;
|
||||
|
||||
/* Mask code pasted from subpixel_masks.h. Masks 3 and 4 added. */
|
||||
float3 mask_weights(float2 coord, int phosphor_layout, float monitor_subpixels, float mask_light_str, float mask_dark_str){
|
||||
float3 weights = float3(1.,1.,1.);
|
||||
float on = 1.+mask_light_str;
|
||||
// float on = 1.;
|
||||
float off = 1.-mask_dark_str;
|
||||
float3 red = monitor_subpixels==1.0 ? float3(on, off, off) : float3(off, off, on );
|
||||
float3 green = float3(off, on, off);
|
||||
float3 blue = monitor_subpixels==1.0 ? float3(off, off, on ) : float3(on, off, off);
|
||||
float3 magenta = float3(on, off, on );
|
||||
float3 yellow = monitor_subpixels==1.0 ? float3(on, on, off) : float3(off, on, on );
|
||||
float3 cyan = monitor_subpixels==1.0 ? float3(off, on, on ) : float3(on, on, off);
|
||||
float3 black = float3(off, off, off);
|
||||
float3 white = float3(on, on, on );
|
||||
int w, z = 0;
|
||||
|
||||
// This pattern is used by a few layouts, so we'll define it here
|
||||
float3 aperture_weights = lerp(magenta, green, floor(coord.x % 2.0));
|
||||
|
||||
if(phosphor_layout == 0) return weights;
|
||||
|
||||
else if(phosphor_layout == 1){
|
||||
// classic aperture for RGB panels; good for 1080p, too small for 4K+
|
||||
// aka aperture_1_2_bgr
|
||||
weights = aperture_weights;
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 2){
|
||||
// Classic RGB layout; good for 1080p and lower
|
||||
float3 bw3[3] = {red, green, blue};
|
||||
// float3 bw3[3] = float3[](black, yellow, blue);
|
||||
|
||||
z = int(floor(coord.x % 3.0));
|
||||
|
||||
weights = bw3[z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 3){
|
||||
// black and white aperture; good for weird subpixel layouts and low brightness; good for 1080p and lower
|
||||
float3 bw3[3] = {black, white, black};
|
||||
|
||||
z = int(floor(coord.x % 3.0));
|
||||
|
||||
weights = bw3[z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 4){
|
||||
// reduced TVL aperture for RGB panels. Good for 4k.
|
||||
// aperture_2_4_rgb
|
||||
|
||||
float3 big_ap_rgb[4] = {red, yellow, cyan, blue};
|
||||
|
||||
w = int(floor(coord.x % 4.0));
|
||||
|
||||
weights = big_ap_rgb[w];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 5){
|
||||
// black and white aperture; good for weird subpixel layouts and low brightness; good for 4k
|
||||
float3 bw4[4] = {black, black, white, white};
|
||||
|
||||
z = int(floor(coord.x % 4.0));
|
||||
|
||||
weights = bw4[z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 6){
|
||||
// aperture_1_4_rgb; good for simulating lower
|
||||
float3 ap4[4] = {red, green, blue, black};
|
||||
|
||||
z = int(floor(coord.x % 4.0));
|
||||
|
||||
weights = ap4[z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 7){
|
||||
// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
|
||||
// aka delta_1_2x1_bgr
|
||||
float3 inverse_aperture = lerp(green, magenta, floor(coord.x % 2.0));
|
||||
weights = lerp(aperture_weights, inverse_aperture, floor(coord.y % 2.0));
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 8){
|
||||
// delta_2_4x1_rgb
|
||||
float3 delta[8] = {
|
||||
red, yellow, cyan, blue,
|
||||
cyan, blue, red, yellow
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 2.0));
|
||||
z = int(floor(coord.x % 4.0));
|
||||
|
||||
weights = delta[4*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 9){
|
||||
// delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
|
||||
float3 delta1[8] = {
|
||||
red, green, blue, black,
|
||||
blue, black, red, green
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 2.0));
|
||||
z = int(floor(coord.x % 4.0));
|
||||
|
||||
weights = delta1[4*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 10){
|
||||
// delta_2_4x2_rgb
|
||||
float3 delta[16] = {
|
||||
red, yellow, cyan, blue,
|
||||
red, yellow, cyan, blue,
|
||||
cyan, blue, red, yellow,
|
||||
cyan, blue, red, yellow
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 4.0));
|
||||
z = int(floor(coord.x % 4.0));
|
||||
|
||||
weights = delta[4*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 11){
|
||||
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
||||
float3 slotmask[24] = {
|
||||
red, green, blue, red, green, blue,
|
||||
red, green, blue, black, black, black,
|
||||
red, green, blue, red, green, blue,
|
||||
black, black, black, red, green, blue,
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 4.0));
|
||||
z = int(floor(coord.x % 6.0));
|
||||
|
||||
// use the indexes to find which color to apply to the current pixel
|
||||
weights = slotmask[6*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 12){
|
||||
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
||||
float3 slotmask[24] = {
|
||||
black, white, black, black, white, black,
|
||||
black, white, black, black, black, black,
|
||||
black, white, black, black, white, black,
|
||||
black, black, black, black, white, black
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 4.0));
|
||||
z = int(floor(coord.x % 6.0));
|
||||
|
||||
// use the indexes to find which color to apply to the current pixel
|
||||
weights = slotmask[6*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 13){
|
||||
// based on MajorPainInTheCactus' HDR slot mask
|
||||
float3 slot[32] = {
|
||||
red, green, blue, black, red, green, blue, black,
|
||||
red, green, blue, black, black, black, black, black,
|
||||
red, green, blue, black, red, green, blue, black,
|
||||
black, black, black, black, red, green, blue, black
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 4.0));
|
||||
z = int(floor(coord.x % 8.0));
|
||||
|
||||
weights = slot[8*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 14){
|
||||
// same as above but for RGB panels
|
||||
float3 slot2[40] = {
|
||||
red, yellow, green, blue, blue, red, yellow, green, blue, blue ,
|
||||
black, green, green, blue, blue, red, red, black, black, black,
|
||||
red, yellow, green, blue, blue, red, yellow, green, blue, blue ,
|
||||
red, red, black, black, black, black, green, green, blue, blue
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 4.0));
|
||||
z = int(floor(coord.x % 10.0));
|
||||
|
||||
weights = slot2[10*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 15){
|
||||
// slot_3_7x6_rgb
|
||||
float3 slot[84] = {
|
||||
red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue,
|
||||
red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue,
|
||||
red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black,
|
||||
red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue,
|
||||
red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue,
|
||||
black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue
|
||||
};
|
||||
|
||||
w = int(floor(coord.y % 6.0));
|
||||
z = int(floor(coord.x % 14.0));
|
||||
|
||||
weights = slot[14*w+z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else return weights;
|
||||
}
|
||||
|
||||
#endif // MASK_PARAMS_H
|
||||
@@ -1,415 +0,0 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
/*
|
||||
Geom Shader - a modified CRT-Geom without CRT features made to be appended/integrated
|
||||
into any other shaders and provide curvature/warping/oversampling features.
|
||||
|
||||
Adapted by Hyllian (2024).
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
CRT-interlaced
|
||||
|
||||
Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
(cgwg gave their consent to have the original version of this shader
|
||||
distributed under the GPL in this message:
|
||||
|
||||
http://board.byuu.org/viewtopic.php?p=26075#p26075
|
||||
|
||||
"Feel free to distribute my shaders under the GPL. After all, the
|
||||
barrel distortion code was taken from the Curvature shader, which is
|
||||
under the GPL."
|
||||
)
|
||||
This shader variant is pre-configured with screen curvature
|
||||
*/
|
||||
|
||||
|
||||
|
||||
uniform bool geom_curvature <
|
||||
ui_type = "radio";
|
||||
ui_label = "Geom Curvature Toggle";
|
||||
ui_category = "Curvature";
|
||||
ui_tooltip = "This shader only works with Aspect Ratio: Stretch to Fill.";
|
||||
> = true;
|
||||
|
||||
uniform float geom_R <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Curvature Radius";
|
||||
> = 10.0;
|
||||
|
||||
uniform float geom_d <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Distance";
|
||||
> = 10.0;
|
||||
|
||||
uniform bool geom_invert_aspect <
|
||||
ui_type = "radio";
|
||||
ui_label = "Geom Curvature Aspect Inversion";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_cornersize <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.001;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.005;
|
||||
ui_label = "Geom Corner Size";
|
||||
> = 0.006;
|
||||
|
||||
uniform float geom_cornersmooth <
|
||||
ui_type = "drag";
|
||||
ui_min = 80.0;
|
||||
ui_max = 2000.0;
|
||||
ui_step = 100.0;
|
||||
ui_label = "Geom Corner Smoothness";
|
||||
> = 200.0;
|
||||
|
||||
uniform float geom_x_tilt <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Geom Horizontal Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_y_tilt <
|
||||
ui_type = "drag";
|
||||
ui_min = -1.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.05;
|
||||
ui_label = "Geom Vertical Tilt";
|
||||
> = 0.0;
|
||||
|
||||
uniform float geom_overscan_x <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "Geom Horiz. Overscan %";
|
||||
> = 48.5;
|
||||
|
||||
uniform float geom_overscan_y <
|
||||
ui_type = "drag";
|
||||
ui_min = -125.0;
|
||||
ui_max = 125.0;
|
||||
ui_step = 0.5;
|
||||
ui_label = "Geom Vert. Overscan %";
|
||||
> = 64.5;
|
||||
|
||||
uniform float centerx <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Image Center X";
|
||||
> = 0.0;
|
||||
|
||||
uniform float centery <
|
||||
ui_type = "drag";
|
||||
ui_min = -100.0;
|
||||
ui_max = 100.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Image Center Y";
|
||||
> = -8.8;
|
||||
|
||||
uniform float geom_lum <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.5;
|
||||
ui_max = 2.0;
|
||||
ui_step = 0.01;
|
||||
ui_label = "Geom Luminance";
|
||||
> = 1.0;
|
||||
|
||||
uniform float geom_target_gamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Target Gamma";
|
||||
> = 2.4;
|
||||
|
||||
uniform float geom_monitor_gamma <
|
||||
ui_type = "drag";
|
||||
ui_min = 0.1;
|
||||
ui_max = 5.0;
|
||||
ui_step = 0.1;
|
||||
ui_label = "Geom Monitor Gamma";
|
||||
> = 2.2;
|
||||
|
||||
|
||||
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
|
||||
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
|
||||
uniform float2 ViewportSize < source = "viewportsize"; >;
|
||||
uniform float ViewportX < source = "viewportx"; >;
|
||||
uniform float ViewportY < source = "viewporty"; >;
|
||||
uniform float ViewportWidth < source = "viewportwidth"; >;
|
||||
uniform float ViewportHeight < source = "viewportheight"; >;
|
||||
uniform float2 ViewportOffset < source = "viewportoffset"; >;
|
||||
|
||||
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
|
||||
|
||||
texture tOverlay < source = "overlay/psx.jpg"; >
|
||||
{
|
||||
Width = BUFFER_WIDTH;
|
||||
Height = BUFFER_HEIGHT;
|
||||
MipLevels = 1;
|
||||
};
|
||||
|
||||
sampler sOverlay { Texture = tOverlay; AddressU = BORDER; AddressV = BORDER; MinFilter = LINEAR; MagFilter = LINEAR;};
|
||||
|
||||
// Comment the next line to disable interpolation in linear gamma (and
|
||||
// gain speed).
|
||||
#define LINEAR_PROCESSING
|
||||
|
||||
// Enable 3x oversampling of the beam profile; improves moire effect caused by scanlines+curvature
|
||||
#define OVERSAMPLE
|
||||
|
||||
// Use the older, purely gaussian beam profile; uncomment for speed
|
||||
//#define USEGAUSSIAN
|
||||
|
||||
// Macros.
|
||||
#define FIX(c) max(abs(c), 1e-5);
|
||||
#define PI 3.141592653589
|
||||
|
||||
#ifdef LINEAR_PROCESSING
|
||||
# define TEX2D(c) pow(tex2D(sBackBuffer, (c)), float4(geom_target_gamma,geom_target_gamma,geom_target_gamma,geom_target_gamma))
|
||||
#else
|
||||
# define TEX2D(c) tex2D(sBackBuffer, (c))
|
||||
#endif
|
||||
|
||||
// aspect ratio
|
||||
#define aspect (geom_invert_aspect==true?float2(ViewportHeight/ViewportWidth,1.0):float2(1.0,ViewportHeight/ViewportWidth))
|
||||
#define overscan (float2(1.01,1.01));
|
||||
|
||||
|
||||
struct ST_VertexOut
|
||||
{
|
||||
float2 sinangle : TEXCOORD1;
|
||||
float2 cosangle : TEXCOORD2;
|
||||
float3 stretch : TEXCOORD3;
|
||||
float2 TextureSize : TEXCOORD4;
|
||||
};
|
||||
|
||||
|
||||
float vs_intersect(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float A = dot(xy,xy) + geom_d*geom_d;
|
||||
float B = 2.0*(geom_R*(dot(xy,sinangle)-geom_d*cosangle.x*cosangle.y)-geom_d*geom_d);
|
||||
float C = geom_d*geom_d + 2.0*geom_R*geom_d*cosangle.x*cosangle.y;
|
||||
|
||||
return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
|
||||
}
|
||||
|
||||
float2 vs_bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float c = vs_intersect(xy, sinangle, cosangle);
|
||||
float2 point = (float2(c, c)*xy - float2(-geom_R, -geom_R)*sinangle) / float2(geom_R, geom_R);
|
||||
float2 poc = point/cosangle;
|
||||
|
||||
float2 tang = sinangle/cosangle;
|
||||
float A = dot(tang, tang) + 1.0;
|
||||
float B = -2.0*dot(poc, tang);
|
||||
float C = dot(poc, poc) - 1.0;
|
||||
|
||||
float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||
float2 uv = (point - a*sinangle)/cosangle;
|
||||
float r = FIX(geom_R*acos(a));
|
||||
|
||||
return uv*r/sin(r/geom_R);
|
||||
}
|
||||
|
||||
float2 vs_fwtrans(float2 uv, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float r = FIX(sqrt(dot(uv,uv)));
|
||||
uv *= sin(r/geom_R)/r;
|
||||
float x = 1.0-cos(r/geom_R);
|
||||
float D = geom_d/geom_R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
|
||||
|
||||
return geom_d*(uv*cosangle-x*sinangle)/D;
|
||||
}
|
||||
|
||||
float3 vs_maxscale(float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float2 c = vs_bkwtrans(-geom_R * sinangle / (1.0 + geom_R/geom_d*cosangle.x*cosangle.y), sinangle, cosangle);
|
||||
float2 a = float2(0.5,0.5)*aspect;
|
||||
|
||||
float2 lo = float2(vs_fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
|
||||
vs_fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
float2 hi = float2(vs_fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
|
||||
vs_fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void VS_CRT_Geom(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
|
||||
float2 SourceSize = 1.0/NormalizedNativePixelSize;
|
||||
|
||||
// Precalculate a bunch of useful values we'll need in the fragment
|
||||
// shader.
|
||||
vVARS.sinangle = sin(float2(geom_x_tilt, geom_y_tilt));
|
||||
vVARS.cosangle = cos(float2(geom_x_tilt, geom_y_tilt));
|
||||
vVARS.stretch = vs_maxscale(vVARS.sinangle, vVARS.cosangle);
|
||||
vVARS.TextureSize = float2(SourceSize.x, SourceSize.y);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float intersect(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float A = dot(xy,xy) + geom_d*geom_d;
|
||||
float B, C;
|
||||
|
||||
B = 2.0*(geom_R*(dot(xy,sinangle) - geom_d*cosangle.x*cosangle.y) - geom_d*geom_d);
|
||||
C = geom_d*geom_d + 2.0*geom_R*geom_d*cosangle.x*cosangle.y;
|
||||
|
||||
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||
}
|
||||
|
||||
float2 bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float c = intersect(xy, sinangle, cosangle);
|
||||
float2 point = (float2(c, c)*xy - float2(-geom_R, -geom_R)*sinangle) / float2(geom_R, geom_R);
|
||||
float2 poc = point/cosangle;
|
||||
float2 tang = sinangle/cosangle;
|
||||
|
||||
float A = dot(tang, tang) + 1.0;
|
||||
float B = -2.0*dot(poc, tang);
|
||||
float C = dot(poc, poc) - 1.0;
|
||||
|
||||
float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
|
||||
float2 uv = (point - a*sinangle) / cosangle;
|
||||
float r = FIX(geom_R*acos(a));
|
||||
|
||||
return uv*r/sin(r/geom_R);
|
||||
}
|
||||
|
||||
float2 fwtrans(float2 uv, float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float r = FIX(sqrt(dot(uv, uv)));
|
||||
uv *= sin(r/geom_R)/r;
|
||||
float x = 1.0 - cos(r/geom_R);
|
||||
float D;
|
||||
|
||||
D = geom_d/geom_R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
|
||||
|
||||
return geom_d*(uv*cosangle - x*sinangle)/D;
|
||||
}
|
||||
|
||||
float3 maxscale(float2 sinangle, float2 cosangle)
|
||||
{
|
||||
float2 c = bkwtrans(-geom_R * sinangle / (1.0 + geom_R/geom_d*cosangle.x*cosangle.y), sinangle, cosangle);
|
||||
float2 a = float2(0.5, 0.5)*aspect;
|
||||
|
||||
float2 lo = float2(fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
|
||||
float2 hi = float2(fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
|
||||
fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
|
||||
|
||||
return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
|
||||
}
|
||||
|
||||
float2 transform(float2 coord, float2 sinangle, float2 cosangle, float3 stretch)
|
||||
{
|
||||
coord = (coord - float2(0.5, 0.5))*aspect*stretch.z + stretch.xy;
|
||||
|
||||
return (bkwtrans(coord, sinangle, cosangle) /
|
||||
float2(geom_overscan_x / 100.0, geom_overscan_y / 100.0)/aspect + float2(0.5, 0.5));
|
||||
}
|
||||
|
||||
float corner(float2 coord)
|
||||
{
|
||||
coord = min(coord, float2(1.0, 1.0) - coord) * aspect;
|
||||
float2 cdist = float2(geom_cornersize, geom_cornersize);
|
||||
coord = (cdist - min(coord, cdist));
|
||||
float dist = sqrt(dot(coord, coord));
|
||||
|
||||
return clamp((cdist.x - dist)*geom_cornersmooth, 0.0, 1.0);
|
||||
}
|
||||
|
||||
float fwidth(float value){
|
||||
return abs(ddx(value)) + abs(ddy(value));
|
||||
}
|
||||
|
||||
|
||||
// Code snippet borrowed from crt-cyclon. (credits to DariusG)
|
||||
float2 Warp(float2 pos)
|
||||
{
|
||||
pos = pos*2.0 - 1.0;
|
||||
pos *= float2(1.0 + pos.y*pos.y*0, 1.0 + pos.x*pos.x*0);
|
||||
pos = pos*0.5 + 0.5;
|
||||
|
||||
return pos;
|
||||
}
|
||||
|
||||
float4 PS_CRT_Geom(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
|
||||
{
|
||||
// Texture coordinates of the texel containing the active pixel.
|
||||
float2 xy;
|
||||
|
||||
if (geom_curvature == true)
|
||||
xy = transform(vTexCoord, vVARS.sinangle, vVARS.cosangle, vVARS.stretch);
|
||||
else
|
||||
xy = vTexCoord;
|
||||
|
||||
// center screen
|
||||
xy = Warp(xy - float2(centerx,centery)/100.0);
|
||||
|
||||
float cval = corner((xy-float2(0.5,0.5)) * BufferToViewportRatio + float2(0.5,0.5));
|
||||
|
||||
float2 uv_ratio = frac((xy * vVARS.TextureSize - float2(0.5, 0.5)) / vVARS.TextureSize);
|
||||
|
||||
float4 col = TEX2D(xy);
|
||||
|
||||
#ifndef LINEAR_PROCESSING
|
||||
col = pow(col , float4(geom_target_gamma, geom_target_gamma, geom_target_gamma, geom_target_gamma));
|
||||
#endif
|
||||
|
||||
col.rgb *= (geom_lum * step(0.0, uv_ratio.y));
|
||||
|
||||
float3 mul_res = col.rgb * float3(cval, cval, cval);
|
||||
|
||||
// Convert the image gamma for display on our output device.
|
||||
mul_res = pow(mul_res, float3(1.0 / geom_monitor_gamma, 1.0 / geom_monitor_gamma, 1.0 / geom_monitor_gamma));
|
||||
|
||||
float4 overlay = tex2D(sOverlay, vTexCoord);
|
||||
|
||||
float2 top_left = (float2(ViewportX, ViewportY) - ViewportOffset)/ViewportSize;
|
||||
float2 bottom_right = (float2(ViewportX + ViewportWidth, ViewportY + ViewportHeight) - ViewportOffset)/ViewportSize;
|
||||
|
||||
if (xy.x < top_left.x || xy.x > bottom_right.x || xy.y < top_left.y || xy.y > bottom_right.y)
|
||||
mul_res = overlay.rgb;
|
||||
|
||||
return float4(mul_res, 1.0);
|
||||
}
|
||||
|
||||
|
||||
technique CRT_Geom
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = VS_CRT_Geom;
|
||||
PixelShader = PS_CRT_Geom;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user