RetroArch-Wii-U-Slang-Shaders/crt/shaders/crt-easymode-halation/crt-easymode-halation.frag
2020-04-26 18:03:54 -05:00

254 lines
8.6 KiB
GLSL

#version 150
#define float2 vec2
#define float3 vec3
#define float4 vec4
uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
float GAMMA_OUTPUT;
float SHARPNESS_H;
float SHARPNESS_V;
float MASK_TYPE;
float MASK_STRENGTH_MIN;
float MASK_STRENGTH_MAX;
float MASK_SIZE;
float SCANLINE_STRENGTH_MIN;
float SCANLINE_STRENGTH_MAX;
float SCANLINE_BEAM_MIN;
float SCANLINE_BEAM_MAX;
float GEOM_CURVATURE;
float GEOM_WARP;
float GEOM_CORNER_SIZE;
float GEOM_CORNER_SMOOTH;
float INTERLACING_TOGGLE;
float HALATION;
float DIFFUSION;
float BRIGHTNESS;
}params;
#pragma parameterGAMMA_OUTPUT¡2.20.15.00.01
#pragma parameterSHARPNESS_H¡0.60.01.00.05
#pragma parameterSHARPNESS_V¡1.00.01.00.05
#pragma parameterMASK_TYPE¡4.00.07.01.0
#pragma parameterMASK_STRENGTH_MIN¡0.20.00.50.01
#pragma parameterMASK_STRENGTH_MAX¡0.20.00.50.01
#pragma parameterMASK_SIZE¡1.01.0100.01.0
#pragma parameterSCANLINE_STRENGTH_MIN¡0.20.01.00.05
#pragma parameterSCANLINE_STRENGTH_MAX¡0.40.01.00.05
#pragma parameterSCANLINE_BEAM_MIN¡1.00.255.00.05
#pragma parameterSCANLINE_BEAM_MAX¡1.00.255.00.05
#pragma parameterGEOM_CURVATURE¡0.00.00.10.01
#pragma parameterGEOM_WARP¡0.00.00.10.01
#pragma parameterGEOM_CORNER_SIZE¡0.00.00.10.01
#pragma parameterGEOM_CORNER_SMOOTH¡150.050.01000.025.0
#pragma parameterINTERLACING_TOGGLE¡1.00.01.01.0
#pragma parameterHALATION¡0.030.01.00.01
#pragma parameterDIFFUSION¡0.00.01.00.01
#pragma parameterBRIGHTNESS¡1.00.02.00.05
layout(std140) uniform UBO
{
mat4 MVP;
uint FrameCount;
vec4 OriginalSize;
vec4 ORIG_LINEARIZEDSize;
}global;
float curve_distance(float x, float sharp)
{
float x_step = step(0.5, x);
float curve = 0.5 - sqrt(0.25 -(x - x_step)*(x - x_step))* sign(0.5 - x);
return mix(x, curve, sharp);
}
mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
{
return mat4x4(texture(tex, co - dx), texture(tex, co), texture(tex, co + dx), texture(tex, co + 2.0 * dx));
}
vec4 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
{
vec4 col = color_matrix * coeffs;
vec4 sample_min = min(color_matrix[1], color_matrix[2]);
vec4 sample_max = max(color_matrix[1], color_matrix[2]);
col = clamp(col, sample_min, sample_max);
return col;
}
vec3 get_scanline_weight(float pos, float beam, float strength)
{
float weight = 1.0 - pow(cos(pos * 2.0 * 3.141592653589)* 0.5 + 0.5, beam);
weight = weight * strength * 2.0 +(1.0 - strength);
return vec3(weight);
}
vec2 curve_coordinate(vec2 co, float curvature)
{
vec2 curve = vec2(curvature, curvature * 0.75);
vec2 co2 = co + co * curve - curve / 2.0;
vec2 co_weight = vec2(co . y, co . x)* 2.0 - 1.0;
co = mix(co, co2, co_weight * co_weight);
return co;
}
float get_corner_weight(vec2 co, vec2 corner, float smoothfunc)
{
float corner_weight;
co = min(co, vec2(1.0)- co)* vec2(1.0, 0.75);
co =(corner - min(co, corner));
corner_weight = clamp((corner . x - sqrt(dot(co, co)))* smoothfunc, 0.0, 1.0);
corner_weight = mix(1.0, corner_weight, ceil(corner . x));
return corner_weight;
}
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
uniform sampler2D Source;
uniform sampler2D ORIG_LINEARIZED;
void main()
{
vec2 tex_size = params . SourceSize . xy;
vec2 midpoint = vec2(0.5, 0.5);
float scan_offset = 0.0;
float timer = vec2(global . FrameCount, global . FrameCount). x;
if(params . INTERLACING_TOGGLE > 0.5 && params . SourceSize . y >= 400)
{
tex_size . y *= 0.5;
if(mod(timer, 2.0)> 0.0)
{
midpoint . y = 0.75;
scan_offset = 0.5;
}
else midpoint . y = 0.25;
}
vec2 co = vTexCoord * tex_size * params . SourceSize . zw;
vec2 xy = curve_coordinate(co, params . GEOM_WARP);
float corner_weight = get_corner_weight(curve_coordinate(co, params . GEOM_CURVATURE), vec2(params . GEOM_CORNER_SIZE), params . GEOM_CORNER_SMOOTH);
xy *= params . SourceSize . xy / tex_size;
vec2 dx = vec2(1.0 / tex_size . x, 0.0);
vec2 dy = vec2(0.0, 1.0 / tex_size . y);
vec2 pix_co = xy * tex_size - midpoint;
vec2 tex_co =(floor(pix_co)+ midpoint)/ tex_size;
vec2 dist = fract(pix_co);
float curve_x, curve_y;
vec3 col, col2, diff;
curve_x = curve_distance(dist . x, params . SHARPNESS_H * params . SHARPNESS_H);
curve_y = curve_distance(dist . y, params . SHARPNESS_V * params . SHARPNESS_V);
vec4 coeffs_x = 3.141592653589 * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
vec4 coeffs_y = 3.141592653589 * vec4(1.0 + curve_y, curve_y, 1.0 - curve_y, 2.0 - curve_y);
coeffs_x = max(abs(coeffs_x), 1e-5);
coeffs_x = 2.0 * sin(coeffs_x)* sin(coeffs_x / 2.0)/(coeffs_x * coeffs_x);
coeffs_x /= dot(coeffs_x, vec4(1.0));
coeffs_y = max(abs(coeffs_y), 1e-5);
coeffs_y = 2.0 * sin(coeffs_y)* sin(coeffs_y / 2.0)/(coeffs_y * coeffs_y);
coeffs_y /= dot(coeffs_y, vec4(1.0));
mat4x4 color_matrix;
color_matrix[0]= filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co - dy, dx));
color_matrix[1]= filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co, dx));
color_matrix[2]= filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co + dy, dx));
color_matrix[3]= filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co + 2.0 * dy, dx));
col = filter_lanczos(coeffs_y, color_matrix). rgb;
diff = texture(Source, xy). rgb;
float rgb_max = max(col . r, max(col . g, col . b));
float sample_offset =(params . SourceSize . y * params . OutputSize . w)* 0.5;
float scan_pos = xy . y * tex_size . y + scan_offset;
float scan_strength = mix(params . SCANLINE_STRENGTH_MAX, params . SCANLINE_STRENGTH_MIN, rgb_max);
float scan_beam = clamp(rgb_max * params . SCANLINE_BEAM_MAX, params . SCANLINE_BEAM_MIN, params . SCANLINE_BEAM_MAX);
vec3 scan_weight = vec3(0.0);
float mask_colors;
float mask_dot_width;
float mask_dot_height;
float mask_stagger;
float mask_dither;
vec4 mask_config;
if(params . MASK_TYPE == 1)mask_config = vec4(2.0, 1.0, 1.0, 0.0);
else if(params . MASK_TYPE == 2)mask_config = vec4(3.0, 1.0, 1.0, 0.0);
else if(params . MASK_TYPE == 3)mask_config = vec4(2.1, 1.0, 1.0, 0.0);
else if(params . MASK_TYPE == 4)mask_config = vec4(3.1, 1.0, 1.0, 0.0);
else if(params . MASK_TYPE == 5)mask_config = vec4(2.0, 1.0, 1.0, 1.0);
else if(params . MASK_TYPE == 6)mask_config = vec4(3.0, 2.0, 1.0, 3.0);
else if(params . MASK_TYPE == 7)mask_config = vec4(3.0, 2.0, 2.0, 3.0);
mask_colors = floor(mask_config . x);
mask_dot_width = mask_config . y;
mask_dot_height = mask_config . z;
mask_stagger = mask_config . w;
mask_dither = fract(mask_config . x)* 10.0;
vec2 mod_fac = floor(vTexCoord * params . OutputSize . xy * params . SourceSize . xy /(params . SourceSize . xy * vec2(params . MASK_SIZE, mask_dot_height * params . MASK_SIZE)));
int dot_no = int(mod((mod_fac . x + mod(mod_fac . y, 2.0)* mask_stagger)/ mask_dot_width, mask_colors));
float dither = mod(mod_fac . y + mod(floor(mod_fac . x / mask_colors), 2.0), 2.0);
float mask_strength = mix(params . MASK_STRENGTH_MAX, params . MASK_STRENGTH_MIN, rgb_max);
float mask_dark, mask_bright, mask_mul;
vec3 mask_weight;
mask_dark = 1.0 - mask_strength;
mask_bright = 1.0 + mask_strength * 2.0;
if(dot_no == 0)mask_weight = mix(vec3(mask_bright, mask_bright, mask_bright), vec3(mask_bright, mask_dark, mask_dark), mask_colors - 2.0);
else if(dot_no == 1)mask_weight = mix(vec3(mask_dark, mask_dark, mask_dark), vec3(mask_dark, mask_bright, mask_dark), mask_colors - 2.0);
else mask_weight = vec3(mask_dark, mask_dark, mask_bright);
if(dither > 0.9)mask_mul = mask_dark;
else mask_mul = mask_bright;
mask_weight *= mix(1.0, mask_mul, mask_dither);
mask_weight = mix(vec3(1.0), mask_weight, clamp(params . MASK_TYPE, 0.0, 1.0));
col2 =(col * mask_weight);
col2 *= params . BRIGHTNESS;
scan_weight = get_scanline_weight(scan_pos - sample_offset, scan_beam, scan_strength);
col = clamp(col2 * scan_weight, 0.0, 1.0);
scan_weight = get_scanline_weight(scan_pos, scan_beam, scan_strength);
col += clamp(col2 * scan_weight, 0.0, 1.0);
scan_weight = get_scanline_weight(scan_pos + sample_offset, scan_beam, scan_strength);
col += clamp(col2 * scan_weight, 0.0, 1.0);
col /= 3.0;
col *= vec3(corner_weight);
col += diff * mask_weight * params . HALATION * vec3(corner_weight);
col += diff * params . DIFFUSION * vec3(corner_weight);
col = pow(col, vec3(1.0 / params . GAMMA_OUTPUT));
FragColor = vec4(col, 1.0);
}