Data: Remove license-incompatible shaders
This commit is contained in:
@ -1,151 +0,0 @@
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#include "ReShade.fxh"
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/*
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Deblur-Luma Shader
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Copyright (C) 2005 - 2024 guest(r) - guest.r@gmail.com
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Luma adaptation by Hyllian
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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 OFFSET <
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ui_type = "drag";
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ui_min = 0.25;
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ui_max = 4.0;
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ui_step = 0.25;
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ui_label = "Deblur offset";
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> = 2.0;
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uniform float DEBLUR <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 7.0;
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ui_step = 0.25;
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ui_label = "Deblur str.";
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> = 1.75;
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uniform float SMART <
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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 = 0.05;
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ui_label = "Smart deblur";
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> = 1.0;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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static const float3 luma = float3(0.299,0.587,0.114);
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static const float4 res = float4(0.0001, 0.0001, 0.0001, 0.0001);
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static const float4 uno = float4(1.,1.,1.,1.);
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float min8(float4 a4, float4 b4)
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{
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float4 ab4 = min(a4, b4); float2 ab2 = min(ab4.xy, ab4.zw); return min(ab2.x, ab2.y);
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}
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float max8(float4 a4, float4 b4)
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{
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float4 ab4 = max(a4, b4); float2 ab2 = max(ab4.xy, ab4.zw); return max(ab2.x, ab2.y);
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}
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struct ST_VertexOut
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{
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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float4 t3 : TEXCOORD3;
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};
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// Vertex shader generating a triangle covering the entire screen
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void VS_Deblur_Luma(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
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{
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texcoord.x = (id == 2) ? 2.0 : 0.0;
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texcoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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float dx = OFFSET/ViewportSize.x;
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float dy = OFFSET/ViewportSize.y;
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vVARS.t1 = texcoord.xxxy + float4( -dx, 0.0, dx, -dy); // c00 c10 c20
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vVARS.t2 = texcoord.xxxy + float4( -dx, 0.0, dx, 0.0); // c01 c11 c21
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vVARS.t3 = texcoord.xxxy + float4( -dx, 0.0, dx, dy); // c02 c12 c22
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}
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float4 PS_Deblur_Luma(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD, in ST_VertexOut vVARS) : SV_Target
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{
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float3 c11 = tex2D(ReShade::BackBuffer, vVARS.t2.yw).xyz;
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float3 c00 = tex2D(ReShade::BackBuffer, vVARS.t1.xw).xyz;
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float3 c20 = tex2D(ReShade::BackBuffer, vVARS.t1.zw).xyz;
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float3 c22 = tex2D(ReShade::BackBuffer, vVARS.t3.zw).xyz;
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float3 c02 = tex2D(ReShade::BackBuffer, vVARS.t3.xw).xyz;
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float3 c10 = tex2D(ReShade::BackBuffer, vVARS.t1.yw).xyz;
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float3 c21 = tex2D(ReShade::BackBuffer, vVARS.t2.zw).xyz;
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float3 c12 = tex2D(ReShade::BackBuffer, vVARS.t3.yw).xyz;
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float3 c01 = tex2D(ReShade::BackBuffer, vVARS.t2.xw).xyz;
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float4x3 chv = float4x3(c10, c01, c21, c12);
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float4x3 cdi = float4x3(c00, c02, c20, c22);
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float4 CHV = mul(chv, luma);
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float4 CDI = mul(cdi, luma);
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float C11 = dot(c11, luma);
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float mn1 = min8(CHV, CDI);
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float mx1 = max8(CHV, CDI);
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float2 mnmx = float2(min(C11, mn1), max(C11, mx1));
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float2 dif = abs(float2(C11, C11) - mnmx) + res.xy;
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dif = pow(dif, float2(DEBLUR, DEBLUR));
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float D11 = dot(dif, mnmx.yx)/(dif.x + dif.y);
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float k11 = 1.0/(abs(C11 - D11) + res.x);
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float4 khv = float4(1.0/(abs(CHV-float4(D11, D11, D11, D11)) + res));
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float4 kdi = float4(1.0/(abs(CDI-float4(D11, D11, D11, D11)) + res));
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float avg = (dot(khv + kdi, uno) + k11)/10.0;
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khv = max(khv-float4(avg, avg, avg, avg), float4(0.0, 0.0, 0.0, 0.0));
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kdi = max(kdi-float4(avg, avg, avg, avg), float4(0.0, 0.0, 0.0, 0.0));
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k11 = max(k11-avg, 0.0);
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float3 d11 = (mul(khv, chv) + mul(kdi, cdi) + (k11 + res.x)*c11) / (dot(khv + kdi, uno) + k11 + res.x);
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float contrast = mnmx.y - mnmx.x;
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c11 = lerp(c11, d11, clamp(1.75*contrast-0.125, 0.0, 1.0));
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c11 = lerp(d11, c11, SMART);
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return float4(c11, 1.0);
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}
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technique Deblur_Luma
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{
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pass
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{
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VertexShader = VS_Deblur_Luma;
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PixelShader = PS_Deblur_Luma;
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}
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}
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@ -1,325 +0,0 @@
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#include "ReShade.fxh"
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/*
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Geom Shader - a modified CRT-Geom without CRT features made to be appended/integrated
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into any other shaders and provide curvature/warping/oversampling features.
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Adapted by Hyllian (2024).
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*/
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/*
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CRT-interlaced
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Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
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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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(cgwg gave their consent to have the original version of this shader
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distributed under the GPL in this message:
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http://board.byuu.org/viewtopic.php?p=26075#p26075
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"Feel free to distribute my shaders under the GPL. After all, the
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barrel distortion code was taken from the Curvature shader, which is
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under the GPL."
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)
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This shader variant is pre-configured with screen curvature
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*/
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uniform bool geom_curvature <
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ui_type = "radio";
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ui_label = "Geom Curvature Toggle";
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> = 1.0;
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uniform float geom_R <
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ui_type = "drag";
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ui_min = 0.1;
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ui_max = 10.0;
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ui_step = 0.1;
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ui_label = "Geom Curvature Radius";
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> = 2.0;
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uniform float geom_d <
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ui_type = "drag";
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ui_min = 0.1;
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ui_max = 3.0;
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ui_step = 0.1;
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ui_label = "Geom Distance";
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> = 1.5;
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uniform bool geom_invert_aspect <
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ui_type = "radio";
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ui_label = "Geom Curvature Aspect Inversion";
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> = 0.0;
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uniform float geom_cornersize <
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ui_type = "drag";
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ui_min = 0.001;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Geom Corner Size";
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> = 0.03;
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uniform float geom_cornersmooth <
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ui_type = "drag";
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ui_min = 80.0;
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ui_max = 2000.0;
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ui_step = 100.0;
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ui_label = "Geom Corner Smoothness";
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> = 1000.0;
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uniform float geom_x_tilt <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Geom Horizontal Tilt";
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> = 0.0;
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uniform float geom_y_tilt <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Geom Vertical Tilt";
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> = 0.0;
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uniform float geom_overscan_x <
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ui_type = "drag";
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ui_min = -125.0;
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ui_max = 125.0;
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ui_step = 0.5;
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ui_label = "Geom Horiz. Overscan %";
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> = 100.0;
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uniform float geom_overscan_y <
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ui_type = "drag";
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ui_min = -125.0;
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ui_max = 125.0;
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ui_step = 0.5;
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ui_label = "Geom Vert. Overscan %";
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> = 100.0;
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uniform float centerx <
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ui_type = "drag";
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ui_min = -100.0;
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ui_max = 100.0;
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ui_step = 0.1;
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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 = -100.0;
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ui_max = 100.0;
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ui_step = 0.1;
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ui_label = "Image Center Y";
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> = 0.00;
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uniform float geom_lum <
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ui_type = "drag";
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ui_min = 0.5;
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ui_max = 2.0;
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ui_step = 0.01;
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ui_label = "Geom Luminance";
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> = 1.0;
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uniform float geom_target_gamma <
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ui_type = "drag";
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ui_min = 0.1;
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ui_max = 5.0;
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ui_step = 0.1;
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ui_label = "Geom Target Gamma";
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> = 2.4;
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uniform float geom_monitor_gamma <
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ui_type = "drag";
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ui_min = 0.1;
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ui_max = 5.0;
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ui_step = 0.1;
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ui_label = "Geom Monitor Gamma";
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> = 2.2;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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uniform float ViewportWidth < source = "viewportwidth"; >;
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uniform float ViewportHeight < source = "viewportheight"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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// Comment the next line to disable interpolation in linear gamma (and
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// gain speed).
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#define LINEAR_PROCESSING
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// Enable 3x oversampling of the beam profile; improves moire effect caused by scanlines+curvature
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#define OVERSAMPLE
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// Use the older, purely gaussian beam profile; uncomment for speed
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//#define USEGAUSSIAN
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// Macros.
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#define FIX(c) max(abs(c), 1e-5);
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#define PI 3.141592653589
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#ifdef LINEAR_PROCESSING
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# define TEX2D(c) pow(tex2D(sBackBuffer, (c)), geom_target_gamma.xxxx)
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#else
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# define TEX2D(c) tex2D(sBackBuffer, (c))
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#endif
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// aspect ratio
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#define aspect (geom_invert_aspect==true?float2(ViewportHeight/ViewportWidth,1.0):float2(1.0,ViewportHeight/ViewportWidth))
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#define overscan (1.01.xx);
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struct ST_VertexOut
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{
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float2 sinangle : TEXCOORD1;
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float2 cosangle : TEXCOORD2;
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float3 stretch : TEXCOORD3;
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float2 TextureSize : TEXCOORD4;
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};
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float intersect(float2 xy, float2 sinangle, float2 cosangle)
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{
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float A = dot(xy,xy) + geom_d*geom_d;
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float B, C;
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B = 2.0*(geom_R*(dot(xy,sinangle) - geom_d*cosangle.x*cosangle.y) - geom_d*geom_d);
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C = geom_d*geom_d + 2.0*geom_R*geom_d*cosangle.x*cosangle.y;
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return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
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}
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float2 bkwtrans(float2 xy, float2 sinangle, float2 cosangle)
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{
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float c = intersect(xy, sinangle, cosangle);
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float2 point = (c.xx*xy + geom_R.xx*sinangle) / geom_R.xx;
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float2 poc = point/cosangle;
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float2 tang = sinangle/cosangle;
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float A = dot(tang, tang) + 1.0;
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float B = -2.0*dot(poc, tang);
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float C = dot(poc, poc) - 1.0;
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float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
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float2 uv = (point - a*sinangle) / cosangle;
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float r = FIX(geom_R*acos(a));
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return uv*r/sin(r/geom_R);
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}
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float2 fwtrans(float2 uv, float2 sinangle, float2 cosangle)
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{
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float r = FIX(sqrt(dot(uv, uv)));
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uv *= sin(r/geom_R)/r;
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float x = 1.0 - cos(r/geom_R);
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float D;
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D = geom_d/geom_R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
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return geom_d*(uv*cosangle - x*sinangle)/D;
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}
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float3 maxscale(float2 sinangle, float2 cosangle)
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{
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float2 c = bkwtrans(-geom_R * sinangle / (1.0 + geom_R/geom_d*cosangle.x*cosangle.y), sinangle, cosangle);
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float2 a = 0.5.xx*aspect;
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float2 lo = float2(fwtrans(float2(-a.x, c.y), sinangle, cosangle).x,
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fwtrans(float2( c.x, -a.y), sinangle, cosangle).y)/aspect;
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float2 hi = float2(fwtrans(float2(+a.x, c.y), sinangle, cosangle).x,
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fwtrans(float2( c.x, +a.y), sinangle, cosangle).y)/aspect;
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return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
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}
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float2 transform(float2 coord, float2 sinangle, float2 cosangle, float3 stretch)
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{
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coord = (coord - 0.5.xx)*aspect*stretch.z + stretch.xy;
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return (bkwtrans(coord, sinangle, cosangle) /
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float2(geom_overscan_x / 100.0, geom_overscan_y / 100.0)/aspect + 0.5.xx);
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}
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// Vertex shader generating a triangle covering the entire screen
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void VS_CRT_Geom(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
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{
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texcoord.x = (id == 2) ? 2.0 : 0.0;
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texcoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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// Screen centering
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texcoord = texcoord - float2(centerx,centery)/100.0;
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float2 SourceSize = 1.0/NormalizedNativePixelSize;
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// Precalculate a bunch of useful values we'll need in the fragment
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// shader.
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vVARS.sinangle = sin(float2(geom_x_tilt, geom_y_tilt));
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vVARS.cosangle = cos(float2(geom_x_tilt, geom_y_tilt));
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vVARS.stretch = maxscale(vVARS.sinangle, vVARS.cosangle);
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vVARS.TextureSize = float2(SourceSize.x, SourceSize.y);
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}
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float corner(float2 coord)
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{
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coord = min(coord, 1.0.xx - coord) * aspect;
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float2 cdist = geom_cornersize.xx;
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coord = (cdist - min(coord, cdist));
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float dist = sqrt(dot(coord, coord));
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return clamp((cdist.x - dist)*geom_cornersmooth, 0.0, 1.0);
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}
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float fwidth(float value)
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{
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return abs(ddx(value)) + abs(ddy(value));
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}
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|
||||
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
|
||||
Reference in New Issue
Block a user