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- #version 120
- /*
- Hyllian's CRT Shader
- Copyright (C) 2011-2020 Hyllian - sergiogdb@gmail.com
- Copyright (C) 2020, this file ported from Libretro's GLSL
- shader crt-hyllian.glslp to DOSBox-compatible format by Tyrells.
- 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.
- */
- /*
- #pragma parameter BEAM_PROFILE "BEAM PROFILE (BP)" 0.0 0.0 2.0 1.0
- #pragma parameter HFILTER_PROFILE "HORIZONTAL FILTER PROFILE [ HERMITE | CATMULL-ROM ]" 0.0 0.0 1.0 1.0
- #pragma parameter BEAM_MIN_WIDTH "Custom [If BP=0.00] MIN BEAM WIDTH" 1.0 0.0 1.0 0.01
- #pragma parameter BEAM_MAX_WIDTH "Custom [If BP=0.00] MAX BEAM WIDTH" 1.0 0.0 1.0 0.01
- #pragma parameter SCANLINES_STRENGTH "Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.01
- #pragma parameter COLOR_BOOST "Custom [If BP=0.00] COLOR BOOST" 1.30 1.0 2.0 0.05
- #pragma parameter SHARPNESS_HACK "SHARPNESS_HACK" 1.0 1.0 4.0 1.0
- #pragma parameter PHOSPHOR_LAYOUT "PHOSPHOR LAYOUT" 4.0 0.0 19.0 1.0
- #pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.7 0.0 1.0 0.1
- #pragma parameter CRT_ANTI_RINGING "ANTI RINGING" 1.0 0.0 1.0 0.2
- #pragma parameter INPUT_GAMMA "INPUT GAMMA" 2.4 0.0 5.0 0.1
- #pragma parameter OUTPUT_GAMMA "OUTPUT GAMMA" 2.2 0.0 5.0 0.1
- #pragma parameter VSCANLINES "VERTICAL SCANLINES [ OFF | ON ]" 0.0 0.0 1.0 1.0
- #pragma parameter BLACK_LEVEL "BLACK LEVEL" 0.0 0.0 0.005 0.0001
- #pragma parameter WP_ADJUST "White Point Adjustments [ OFF | ON ]" 0.0 0.0 1.0 1.0
- #pragma parameter TEMPERATURE "White Point" 9311.0 1031.0 12047.0 72.0
- #pragma parameter LUMA_PRESERVE "Preserve Luminance [ OFF | ON ]" 1.0 0.0 1.0 1.0
- #pragma parameter WP_RED "Red Shift" 0.0 -1.0 1.0 0.01
- #pragma parameter WP_GREEN "Green Shift" 0.0 -1.0 1.0 0.01
- #pragma parameter WP_BLUE "Blue Shift" 0.0 -1.0 1.0 0.01
- */
- #define GAMMA_IN(color) pow(color, vec4(INPUT_GAMMA, INPUT_GAMMA, INPUT_GAMMA, INPUT_GAMMA))
- #define GAMMA_OUT(color) pow(color, vec4(1.0 / OUTPUT_GAMMA, 1.0 / OUTPUT_GAMMA, 1.0 / OUTPUT_GAMMA, 1.0 / OUTPUT_GAMMA))
- #define texCoord v_texCoord
- #if defined(VERTEX)
- #if __VERSION__ >= 130
- #define OUT out
- #define IN in
- #define tex2D texture
- #else
- #define OUT varying
- #define IN attribute
- #define tex2D texture2D
- #endif
- #ifdef GL_ES
- #define PRECISION mediump
- #else
- #define PRECISION
- #endif
- IN vec4 a_position;
- IN vec4 Color;
- IN vec2 TexCoord;
- OUT vec4 color;
- OUT vec2 texCoord;
- uniform PRECISION vec2 rubyOutputSize;
- uniform PRECISION vec2 rubyTextureSize;
- uniform PRECISION vec2 rubyInputSize;
- void main()
- {
- gl_Position = a_position;
- v_texCoord = vec2(a_position.x + 1.0, 1.0 - a_position.y) / 2.0 * rubyInputSize / rubyTextureSize;
- }
- #elif defined(FRAGMENT)
- #if __VERSION__ >= 130
- #define IN in
- #define tex2D texture
- out vec4 FragColor;
- #else
- #define IN varying
- #define FragColor gl_FragColor
- #define tex2D texture2D
- #endif
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #define PRECISION mediump
- #else
- #define PRECISION
- #endif
- uniform PRECISION vec2 rubyOutputSize;
- uniform PRECISION vec2 rubyTextureSize;
- uniform PRECISION vec2 rubyInputSize;
- uniform sampler2D s_p;
- IN vec2 texCoord;
- #ifdef PARAMETER_UNIFORM
- uniform PRECISION float BEAM_PROFILE;
- uniform PRECISION float HFILTER_PROFILE;
- uniform PRECISION float BEAM_MIN_WIDTH;
- uniform PRECISION float BEAM_MAX_WIDTH;
- uniform PRECISION float SCANLINES_STRENGTH;
- uniform PRECISION float COLOR_BOOST;
- uniform PRECISION float SHARPNESS_HACK;
- uniform PRECISION float PHOSPHOR_LAYOUT;
- uniform PRECISION float MASK_INTENSITY;
- uniform PRECISION float CRT_ANTI_RINGING;
- uniform PRECISION float INPUT_GAMMA;
- uniform PRECISION float OUTPUT_GAMMA;
- uniform PRECISION float VSCANLINES;
- uniform PRECISION float WP_ADJUST;
- uniform PRECISION float TEMPERATURE;
- uniform PRECISION float LUMA_PRESERVE;
- uniform PRECISION float RED_SHIFT;
- uniform PRECISION float GREEN_SHIFT;
- uniform PRECISION float BLUE_SHIFT;
- #else
- #define BEAM_PROFILE 0.00
- #define HFILTER_PROFILE 0.00
- #define BEAM_MIN_WIDTH 0.90
- #define BEAM_MAX_WIDTH 1.10
- #define SCANLINES_STRENGTH 0.80
- #define COLOR_BOOST 6.00
- #define SHARPNESS_HACK 1.00
- #define PHOSPHOR_LAYOUT 11.00
- #define MASK_INTENSITY 0.85
- #define CRT_ANTI_RINGING 1.00
- #define INPUT_GAMMA 2.40
- #define OUTPUT_GAMMA 2.10
- #define VSCANLINES 0.00
- #define BLACK_LEVEL 0.0001
- #define WP_ADJUST 1.00
- #define TEMPERATURE 9300.00
- #define LUMA_PRESERVE 1.00
- #define RED_SHIFT 0.00
- #define GREEN_SHIFT 0.00
- #define BLUE_SHIFT 0.00
- #endif
- // END PARAMETERS //
- // White Point Mapping
- // ported by Dogway
- //
- // From the first comment post (sRGB primaries and linear light compensated)
- // http://www.zombieprototypes.com/?p=210#comment-4695029660
- // Based on the Neil Bartlett's blog update
- // http://www.zombieprototypes.com/?p=210
- // Inspired itself by Tanner Helland's work
- // http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
- vec3 wp_adjust(vec3 color){
- float temp = TEMPERATURE / 100.;
- float k = TEMPERATURE / 10000.;
- float lk = log(k);
- vec3 wp = vec3(1.);
- // calculate RED
- wp.r = (temp <= 65.) ? 1. : 0.32068362618584273 + (0.19668730877673762 * pow(k - 0.21298613432655075, - 1.5139012907556737)) + (- 0.013883432789258415 * lk);
- // calculate GREEN
- float mg = 1.226916242502167 + (- 1.3109482654223614 * pow(k - 0.44267061967913873, 3.) * exp(- 5.089297600846147 * (k - 0.44267061967913873))) + (0.6453936305542096 * lk);
- float pg = 0.4860175851734596 + (0.1802139719519286 * pow(k - 0.14573069517701578, - 1.397716496795082)) + (- 0.00803698899233844 * lk);
- wp.g = (temp <= 65.5) ? ((temp <= 8.) ? 0. : mg) : pg;
- // calculate BLUE
- wp.b = (temp <= 19.) ? 0. : (temp >= 66.) ? 1. : 1.677499032830161 + (- 0.02313594016938082 * pow(k - 1.1367244820333684, 3.) * exp(- 4.221279555918655 * (k - 1.1367244820333684))) + (1.6550275798913296 * lk);
- // clamp
- wp.rgb = clamp(wp.rgb, vec3(0.), vec3(1.));
- // R/G/B independent manual White Point adjustment
- wp.rgb += vec3(RED_SHIFT, GREEN_SHIFT, BLUE_SHIFT);
- // Linear color input
- return color * wp;
- }
- vec3 sRGB_to_XYZ(vec3 RGB){
- const mat3x3 m = mat3x3(
- 0.4124564, 0.3575761, 0.1804375,
- 0.2126729, 0.7151522, 0.0721750,
- 0.0193339, 0.1191920, 0.9503041);
- return RGB * m;
- }
- vec3 XYZtoYxy(vec3 XYZ){
- float XYZrgb = XYZ.r+XYZ.g+XYZ.b;
- float Yxyr = XYZ.g;
- float Yxyg = (XYZrgb <= 0.0) ? 0.3805 : XYZ.r / XYZrgb;
- float Yxyb = (XYZrgb <= 0.0) ? 0.3769 : XYZ.g / XYZrgb;
- return vec3(Yxyr,Yxyg,Yxyb);
- }
- vec3 XYZ_to_sRGB(vec3 XYZ){
- const mat3x3 m = mat3x3(
- 3.2404542, -1.5371385, -0.4985314,
- -0.9692660, 1.8760108, 0.0415560,
- 0.0556434, -0.2040259, 1.0572252);
- return XYZ * m;
- }
- vec3 YxytoXYZ(vec3 Yxy) {
- float Xs = Yxy.r * (Yxy.g/Yxy.b);
- float Xsz = (Yxy.r <= 0.0) ? 0 : 1;
- vec3 XYZ = vec3(Xsz,Xsz,Xsz) * vec3(Xs, Yxy.r, (Xs/Yxy.g)-Xs-Yxy.r);
- return XYZ;
- }
- /*
- A collection of CRT mask effects that work with LCD subpixel structures for
- small details
- author: hunterk
- license: public domain
- How to use it:
- Multiply your image by the vec3 output:
- FragColor.rgb *= mask_weights(gl_FragCoord.xy, 1.0, 1);
- The function needs to be tiled across the screen using the physical pixels, e.g.
- gl_FragCoord (the "vec2 coord" input). In the case of slang shaders, we use
- (vTexCoord.st * OutputSize.xy).
- The "mask_intensity" (float value between 0.0 and 1.0) is how strong the mask
- effect should be. Full-strength red, green and blue subpixels on a white pixel
- are the ideal, and are achieved with an intensity of 1.0, though this darkens
- the image significantly and may not always be desirable.
- The "phosphor_layout" (int value between 0 and 19) determines which phophor
- layout to apply. 0 is no mask/passthru.
- Many of these mask arrays are adapted from cgwg's crt-geom-deluxe LUTs, and
- those have their filenames included for easy identification
- */
- vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout) {
- vec3 weights = vec3(1.,1.,1.);
- float on = 1.;
- float off = 1.-mask_intensity;
- vec3 red = vec3(on, off, off);
- vec3 green = vec3(off, on, off);
- vec3 blue = vec3(off, off, on );
- vec3 magenta = vec3(on, off, on );
- vec3 yellow = vec3(on, on, off);
- vec3 cyan = vec3(off, on, on );
- vec3 black = vec3(off, off, off);
- vec3 white = vec3(on, on, on );
- int w, z = 0;
- // This pattern is used by a few layouts, so we'll define it here
- vec3 aperture_weights = mix(magenta, green, floor(mod(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) {
- // 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
- // aka delta_1_2x1_bgr
- vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
- weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
- return weights;
- } else if (phosphor_layout == 3) {
- // slot mask for RGB panels; looks okay at 1080p, looks better at 4K
- // {magenta, green, black, black},
- // {magenta, green, magenta, green},
- // {black, black, magenta, green}
- // GLSL can't do 2D arrays until version 430, so do this stupid thing instead for compatibility's sake:
- // First lay out the horizontal pixels in arrays
- vec3 slotmask_x1[4] = vec3[](magenta, green, black, black);
- vec3 slotmask_x2[4] = vec3[](magenta, green, magenta, green);
- vec3 slotmask_x3[4] = vec3[](black, black, magenta, green);
- // find the vertical index
- w = int(floor(mod(coord.y, 3.0)));
- // find the horizontal index
- z = int(floor(mod(coord.x, 4.0)));
- // do a big, dumb comparison in place of a 2D array
- weights = (w == 1) ? slotmask_x1[z] : (w == 2) ? slotmask_x2[z] : slotmask_x3[z];
- }
- if (phosphor_layout == 4) {
- // classic aperture for RBG panels; good for 1080p, too small for 4K+
- weights = mix(yellow, blue, floor(mod(coord.x, 2.0)));
- return weights;
- } else if (phosphor_layout == 5) {
- // 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
- vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0)));
- weights = mix(
- mix(yellow, blue, floor(mod(coord.x, 2.0))),
- inverse_aperture,
- floor(mod(coord.y, 2.0))
- );
- return weights;
- } else if (phosphor_layout == 6) {
- // aperture_1_4_rgb; good for simulating lower
- vec3 ap4[4] = vec3[](red, green, blue, black);
- z = int(floor(mod(coord.x, 4.0)));
- weights = ap4[z];
- return weights;
- } else if (phosphor_layout == 7) {
- // aperture_2_5_bgr
- vec3 ap3[5] = vec3[](red, magenta, blue, green, green);
- z = int(floor(mod(coord.x, 5.0)));
- weights = ap3[z];
- return weights;
- } else if (phosphor_layout == 8){
- // aperture_3_6_rgb
- vec3 big_ap[7] = vec3[](red, red, yellow, green, cyan, blue, blue);
- w = int(floor(mod(coord.x, 7.)));
- weights = big_ap[w];
- return weights;
- } else if (phosphor_layout == 9) {
- // reduced TVL aperture for RGB panels
- // aperture_2_4_rgb
- vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
- w = int(floor(mod(coord.x, 4.)));
- weights = big_ap_rgb[w];
- return weights;
- } else if (phosphor_layout == 10) {
- // reduced TVL aperture for RBG panels
- vec3 big_ap_rbg[4] = vec3[](red, magenta, cyan, green);
- w = int(floor(mod(coord.x, 4.)));
- weights = big_ap_rbg[w];
- return weights;
- } else if(phosphor_layout == 11){
- // delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
- vec3 delta_1_1[4] = vec3[](red, green, blue, black);
- vec3 delta_1_2[4] = vec3[](blue, black, red, green);
- w = int(floor(mod(coord.y, 2.0)));
- z = int(floor(mod(coord.x, 4.0)));
- weights = (w == 1) ? delta_1_1[z] : delta_1_2[z];
- return weights;
- } else if(phosphor_layout == 12){
- // delta_2_4x1_rgb
- vec3 delta_2_1[4] = vec3[](red, yellow, cyan, blue);
- vec3 delta_2_2[4] = vec3[](cyan, blue, red, yellow);
- z = int(floor(mod(coord.x, 4.0)));
- weights = (w == 1) ? delta_2_1[z] : delta_2_2[z];
- return weights;
- } else if(phosphor_layout == 13){
- // delta_2_4x2_rgb
- vec3 delta_1[4] = vec3[](red, yellow, cyan, blue);
- vec3 delta_2[4] = vec3[](red, yellow, cyan, blue);
- vec3 delta_3[4] = vec3[](cyan, blue, red, yellow);
- vec3 delta_4[4] = vec3[](cyan, blue, red, yellow);
- w = int(floor(mod(coord.y, 4.0)));
- z = int(floor(mod(coord.x, 4.0)));
- weights = (w == 1) ? delta_1[z] : (w == 2) ? delta_2[z] : (w == 3) ? delta_3[z] : delta_4[z];
- return weights;
- } else if(phosphor_layout == 14){
- // slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
- // {magenta, green, black, black, black, black},
- // {magenta, green, black, magenta, green, black},
- // {black, black, black, magenta, green, black}
- vec3 slot2_1[6] = vec3[](magenta, green, black, black, black, black);
- vec3 slot2_2[6] = vec3[](magenta, green, black, magenta, green, black);
- vec3 slot2_3[6] = vec3[](black, black, black, magenta, green, black);
- w = int(floor(mod(coord.y, 3.0)));
- z = int(floor(mod(coord.x, 6.0)));
- weights = (w == 1) ? slot2_1[z] : (w == 2) ? slot2_2[z] : slot2_3[z];
- return weights;
- } else if(phosphor_layout == 15){
- // slot_2_4x4_rgb
- // {red, yellow, cyan, blue, red, yellow, cyan, blue },
- // {red, yellow, cyan, blue, black, black, black, black},
- // {red, yellow, cyan, blue, red, yellow, cyan, blue },
- // {black, black, black, black, red, yellow, cyan, blue }
- vec3 slotmask_RBG_x1[8] = vec3[](red, yellow, cyan, blue, red, yellow, cyan, blue );
- vec3 slotmask_RBG_x2[8] = vec3[](red, yellow, cyan, blue, black, black, black, black);
- vec3 slotmask_RBG_x3[8] = vec3[](red, yellow, cyan, blue, red, yellow, cyan, blue );
- vec3 slotmask_RBG_x4[8] = vec3[](black, black, black, black, red, yellow, cyan, blue );
- // find the vertical index
- w = int(floor(mod(coord.y, 4.0)));
- // find the horizontal index
- z = int(floor(mod(coord.x, 8.0)));
- weights = (w == 1) ? slotmask_RBG_x1[z] : (w == 2) ? slotmask_RBG_x2[z] : (w == 3) ? slotmask_RBG_x3[z] : slotmask_RBG_x4[z];
- return weights;
- } else if(phosphor_layout == 16){
- // slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
- // {yellow, blue, black, black},
- // {yellow, blue, yellow, blue},
- // {black, black, yellow, blue}
- vec3 slot2_1[4] = vec3[](yellow, blue, black, black);
- vec3 slot2_2[4] = vec3[](yellow, blue, yellow, blue);
- vec3 slot2_3[4] = vec3[](black, black, yellow, blue);
- w = int(floor(mod(coord.y, 3.0)));
- z = int(floor(mod(coord.x, 4.0)));
- weights = (w == 1) ? slot2_1[z] : (w == 2) ? slot2_2[z] : slot2_3[z];
- return weights;
- } else if (phosphor_layout == 17) {
- // slot_2_5x4_bgr
- // {red, magenta, blue, green, green, red, magenta, blue, green, green},
- // {black, blue, blue, green, green, red, red, black, black, black},
- // {red, magenta, blue, green, green, red, magenta, blue, green, green},
- // {red, red, black, black, black, black, blue, blue, green, green}
- vec3 slot_1[10] = vec3[](red, magenta, blue, green, green, red, magenta, blue, green, green);
- vec3 slot_2[10] = vec3[](black, blue, blue, green, green, red, red, black, black, black);
- vec3 slot_3[10] = vec3[](red, magenta, blue, green, green, red, magenta, blue, green, green);
- vec3 slot_4[10] = vec3[](red, red, black, black, black, black, blue, blue, green, green);
- w = int(floor(mod(coord.y, 4.0)));
- z = int(floor(mod(coord.x, 10.0)));
- weights = (w == 1) ? slot_1[z] : (w == 2) ? slot_2[z] : (w == 3) ? slot_3[z] : slot_4[z];
- return weights;
- } else if (phosphor_layout == 18) {
- // same as above but for RBG panels
- // {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 }
- vec3 slot_1[10] = vec3[](red, yellow, green, blue, blue, red, yellow, green, blue, blue );
- vec3 slot_2[10] = vec3[](black, green, green, blue, blue, red, red, black, black, black);
- vec3 slot_3[10] = vec3[](red, yellow, green, blue, blue, red, yellow, green, blue, blue );
- vec3 slot_4[10] = vec3[](red, red, black, black, black, black, green, green, blue, blue );
- w = int(floor(mod(coord.y, 4.0)));
- z = int(floor(mod(coord.x, 10.0)));
- weights = (w == 1) ? slot_1[z] : (w == 2) ? slot_2[z] : (w == 3) ? slot_3[z] : slot_4[z];
- return weights;
- } else if(phosphor_layout == 19) {
- // slot_3_7x6_rgb
- // {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}
- vec3 slot_1[14] = vec3[](red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue);
- vec3 slot_2[14] = vec3[](red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue);
- vec3 slot_3[14] = vec3[](red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black);
- vec3 slot_4[14] = vec3[](red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue);
- vec3 slot_5[14] = vec3[](red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue);
- vec3 slot_6[14] = vec3[](black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue);
- w = int(floor(mod(coord.y, 6.0)));
- z = int(floor(mod(coord.x, 14.0)));
- weights = (w == 1) ? slot_1[z] : (w == 2) ? slot_2[z] : (w == 3) ? slot_3[z] : (w == 4) ? slot_4[z] : (w == 5) ? slot_5[z] : slot_6[z];
- return weights;
- } else {
- return weights;
- }
- }
- // Horizontal cubic filter.
- //
- // Some known filters use these values:
- //
- // B = 0.0, C = 0.0 => Hermite cubic filter.
- // B = 1.0, C = 0.0 => Cubic B-Spline filter.
- // B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
- // B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
- // B = 0.3782, C = 0.3109 => Robidoux filter.
- // B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
- // Using only Hermite and Catmull-Rom, as the others aren't useful for crt shader.
- // For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
- mat4x4 get_hfilter_profile()
- {
- float bf = 0.0;
- float cf = 0.0;
- if (HFILTER_PROFILE == 1) {
- bf = 0.0;
- cf = 0.5;
- }
- return mat4(
- (-bf - 6.0*cf)/6.0, (3.0*bf + 12.0*cf)/6.0, (-3.0*bf - 6.0*cf)/6.0, bf/6.0,
- (12.0 - 9.0*bf - 6.0*cf)/6.0, (-18.0 + 12.0*bf + 6.0*cf)/6.0, 0.0, (6.0 - 2.0*bf)/6.0,
- -(12.0 - 9.0*bf - 6.0*cf)/6.0, (18.0 - 15.0*bf - 12.0*cf)/6.0, (3.0*bf + 6.0*cf)/6.0, bf/6.0,
- (bf + 6.0*cf)/6.0, -cf, 0.0, 0.0
- );
- }
- #define scanlines_strength (4.0 * profile.x)
- #define beam_min_width profile.y
- #define beam_max_width profile.z
- #define color_boost profile.w
- vec4 get_beam_profile()
- {
- vec4 bp = vec4(SCANLINES_STRENGTH, BEAM_MIN_WIDTH, BEAM_MAX_WIDTH, COLOR_BOOST);
- if (BEAM_PROFILE == 1.0) bp = vec4(0.62, 1.00, 1.00, 1.40); // Catmull-rom
- if (BEAM_PROFILE == 2.0) bp = vec4(0.72, 1.00, 1.00, 1.20); // Catmull-rom
- return bp;
- }
- void main()
- {
- vec4 profile = get_beam_profile();
- vec2 TextureSize = mix(
- vec2(rubyTextureSize.x * SHARPNESS_HACK, rubyTextureSize.y),
- vec2(rubyTextureSize.x, rubyTextureSize.y * SHARPNESS_HACK), VSCANLINES
- );
- vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), VSCANLINES);
- vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), VSCANLINES);
- vec2 pix_coord = texCoord.xy * TextureSize + vec2(-0.5, 0.5);
- vec2 tc = mix(
- (floor(pix_coord) + vec2(0.5, 0.5)) / TextureSize,
- (floor(pix_coord) + vec2(1.0, -0.5)) / TextureSize,
- VSCANLINES
- );
- vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), VSCANLINES);
- vec4 c00 = GAMMA_IN(tex2D(s_p, tc - dx - dy).xyzw) + BLACK_LEVEL;
- vec4 c01 = GAMMA_IN(tex2D(s_p, tc - dy).xyzw) + BLACK_LEVEL;
- vec4 c02 = GAMMA_IN(tex2D(s_p, tc + dx - dy).xyzw) + BLACK_LEVEL;
- vec4 c03 = GAMMA_IN(tex2D(s_p, tc + 2.0*dx - dy).xyzw) + BLACK_LEVEL;
- vec4 c10 = GAMMA_IN(tex2D(s_p, tc - dx).xyzw) + BLACK_LEVEL;
- vec4 c11 = GAMMA_IN(tex2D(s_p, tc ).xyzw) + BLACK_LEVEL;
- vec4 c12 = GAMMA_IN(tex2D(s_p, tc + dx).xyzw) + BLACK_LEVEL;
- vec4 c13 = GAMMA_IN(tex2D(s_p, tc + 2.0*dx).xyzw) + BLACK_LEVEL;
- mat4 invX = get_hfilter_profile();
- mat4 color_matrix0 = mat4(c00, c01, c02, c03);
- mat4 color_matrix1 = mat4(c10, c11, c12, c13);
- vec4 invX_Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX;
- vec4 color0 = color_matrix0 * invX_Px;
- vec4 color1 = color_matrix1 * invX_Px;
- // Get min/max samples
- vec4 min_sample0 = min(c01, c02);
- vec4 max_sample0 = max(c01, c02);
- vec4 min_sample1 = min(c11, c12);
- vec4 max_sample1 = max(c11, c12);
- // Anti-ringing
- vec4 aux = color0;
- color0 = clamp(color0, min_sample0, max_sample0);
- color0 = mix(aux, color0, CRT_ANTI_RINGING * step(0.0, (c00-c01)*(c02-c03)));
- aux = color1;
- color1 = clamp(color1, min_sample1, max_sample1);
- color1 = mix(aux, color1, CRT_ANTI_RINGING * step(0.0, (c10-c11)*(c12-c13)));
- float pos0 = fp.y;
- float pos1 = 1.0 - fp.y;
- vec4 lum0 = mix(vec4(beam_min_width), vec4(beam_max_width), color0);
- vec4 lum1 = mix(vec4(beam_min_width), vec4(beam_max_width), color1);
- vec4 d0 = scanlines_strength * pos0 / (lum0 + 0.0000001);
- vec4 d1 = scanlines_strength * pos1 / (lum1 + 0.0000001);
- d0 = exp(-d0*d0);
- d1 = exp(-d1*d1);
- vec4 color = color_boost * (color0*d0 + color1*d1);
- // Mask
- vec2 mask_coords = gl_FragCoord.xy; //texCoord.xy * OutputSize.xy;
- mask_coords = mix(mask_coords.xy, mask_coords.yx, VSCANLINES);
- color.rgb *= mask_weights(mask_coords, MASK_INTENSITY, int(PHOSPHOR_LAYOUT));
- // Colour temperature
- if (WP_ADJUST == 1.0) {
- vec3 wp_adjusted = wp_adjust(color.rgb);
- vec3 base_luma = XYZtoYxy(sRGB_to_XYZ(color.rgb));
- vec3 adjusted_luma = XYZtoYxy(sRGB_to_XYZ(wp_adjusted));
- wp_adjusted = (LUMA_PRESERVE == 1.0) ? adjusted_luma + (vec3(base_luma.r,0.,0.) - vec3(adjusted_luma.r,0.,0.)) : adjusted_luma;
- color = vec4(XYZ_to_sRGB(YxytoXYZ(wp_adjusted)), 1.0);
- }
- // Output gamma
- color = clamp(GAMMA_OUT(color), 0.0, 1.0);
- FragColor = vec4(color.rgb, 1.0);
- }
- #endif
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