/***** COLOR CORRECTION *****/ // Color Space references: // https://www.unravel.com.au/understanding-color-spaces // SMPTE 170M - BT.601 (NTSC-M) -> BT.709 mat3 from_NTSCM = transpose(mat3( 0.939497225737661, 0.0502268452914346, 0.0102759289709032, 0.0177558637510127, 0.965824605885027, 0.0164195303639603, -0.00162163209967010, -0.00437400622653655, 1.00599563832621)); // ARIB TR-B9 (9300K+27MPCD with chromatic adaptation) (NTSC-J) -> BT.709 mat3 from_NTSCJ = transpose(mat3( 0.823613036967492, -0.0943227111084757, 0.00799341532931119, 0.0289258355537324, 1.02310733489462, 0.00243547111576797, -0.00569501554980891, 0.0161828357559315, 1.22328453915712)); // EBU - BT.470BG/BT.601 (PAL) -> BT.709 mat3 from_PAL = transpose(mat3( 1.04408168421813, -0.0440816842181253, 0.000000000000000, 0.000000000000000, 1.00000000000000, 0.000000000000000, 0.000000000000000, 0.0118044782106489, 0.988195521789351)); float3 LinearTosRGBGamma(float3 color) { const float a = 0.055; for (int i = 0; i < 3; ++i) { float x = color[i]; if (x <= 0.0031308) x = x * 12.92; else x = (1.0 + a) * pow(x, 1.0 / 2.4) - a; color[i] = x; } return color; } /***** COLOR SAMPLING *****/ // Non filtered gamma corrected sample (nearest neighbor) float4 QuickSample(float3 uvw, float gamma) { #if 0 // Test sampling range const float threshold = 0.00000001; float2 xy = uvw.xy * GetResolution(); // Sampling outside the valid range, draw in yellow if (xy.x < (0.0 - threshold) || xy.x > (GetResolution().x + threshold) || xy.y < (0.0 - threshold) || xy.y > (GetResolution().y + threshold)) return float4(1.0, 1.0, 0.0, 1); // Sampling at the edges, draw in purple if (xy.x < 1.0 || xy.x > (GetResolution().x - 1.0) || xy.y < 1.0 || xy.y > (GetResolution().y - 1.0)) return float4(0.5, 0, 0.5, 1); #endif float4 color = texture(samp1, uvw); color.rgb = pow(color.rgb, float3(gamma)); return color; } float4 QuickSample(float2 uv, float w, float gamma) { return QuickSample(float3(uv, w), gamma); } float4 QuickSampleByPixel(float2 xy, float w, float gamma) { float3 uvw = float3(xy * GetInvResolution(), w); return QuickSample(uvw, gamma); } /***** Bilinear Interpolation *****/ float4 BilinearSample(float3 uvw, float gamma) { // This emulates the (bi)linear filtering done directly from GPUs HW. // Note that GPUs might natively filter red green and blue differently, but we don't do it. // They might also use different filtering between upscaling and downscaling. float2 source_size = GetResolution(); float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner // Find the integer and floating point parts float2 int_pixel = floor(pixel); float2 frac_pixel = fract(pixel); // Take 4 samples around the original uvw float4 c11 = QuickSampleByPixel(int_pixel + float2(0.5, 0.5), uvw.z, gamma); float4 c21 = QuickSampleByPixel(int_pixel + float2(1.5, 0.5), uvw.z, gamma); float4 c12 = QuickSampleByPixel(int_pixel + float2(0.5, 1.5), uvw.z, gamma); float4 c22 = QuickSampleByPixel(int_pixel + float2(1.5, 1.5), uvw.z, gamma); // Blend the 4 samples by their weight return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y); } /***** Bicubic Interpolation *****/ // Formula derived from: // https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters#Definition // Values from: // https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/#mitchell-netravali-bicubic // Other references: // https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL // https://github.com/ValveSoftware/gamescope/pull/740 // https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl #define CUBIC_COEFF_GEN(B, C) \ (mat4(/* t^0 */ ((B) / 6.0), (-(B) / 3.0 + 1.0), ((B) / 6.0), (0.0), \ /* t^1 */ (-(B) / 2.0 - (C)), (0.0), ((B) / 2.0 + (C)), (0.0), \ /* t^2 */ ((B) / 2.0 + 2.0 * (C)), (2.0 * (B) + (C)-3.0), \ (-5.0 * (B) / 2.0 - 2.0 * (C) + 3.0), (-(C)), \ /* t^3 */ (-(B) / 6.0 - (C)), (-3.0 * (B) / 2.0 - (C) + 2.0), \ (3.0 * (B) / 2.0 + (C)-2.0), ((B) / 6.0 + (C)))) float4 CubicCoeffs(float t, mat4 coeffs) { return coeffs * float4(1.0, t, t * t, t * t * t); } float4 CubicMix(float4 c0, float4 c1, float4 c2, float4 c3, float4 coeffs) { return c0 * coeffs[0] + c1 * coeffs[1] + c2 * coeffs[2] + c3 * coeffs[3]; } // By Sam Belliveau. Public Domain license. // Simple 16 tap, gamma correct, implementation of bicubic filtering. float4 BicubicSample(float3 uvw, float gamma, mat4 coeffs) { float2 pixel = (uvw.xy * GetResolution()) - 0.5; float2 int_pixel = floor(pixel); float2 frac_pixel = fract(pixel); float4 c00 = QuickSampleByPixel(int_pixel + float2(-0.5, -0.5), uvw.z, gamma); float4 c10 = QuickSampleByPixel(int_pixel + float2(+0.5, -0.5), uvw.z, gamma); float4 c20 = QuickSampleByPixel(int_pixel + float2(+1.5, -0.5), uvw.z, gamma); float4 c30 = QuickSampleByPixel(int_pixel + float2(+2.5, -0.5), uvw.z, gamma); float4 c01 = QuickSampleByPixel(int_pixel + float2(-0.5, +0.5), uvw.z, gamma); float4 c11 = QuickSampleByPixel(int_pixel + float2(+0.5, +0.5), uvw.z, gamma); float4 c21 = QuickSampleByPixel(int_pixel + float2(+1.5, +0.5), uvw.z, gamma); float4 c31 = QuickSampleByPixel(int_pixel + float2(+2.5, +0.5), uvw.z, gamma); float4 c02 = QuickSampleByPixel(int_pixel + float2(-0.5, +1.5), uvw.z, gamma); float4 c12 = QuickSampleByPixel(int_pixel + float2(+0.5, +1.5), uvw.z, gamma); float4 c22 = QuickSampleByPixel(int_pixel + float2(+1.5, +1.5), uvw.z, gamma); float4 c32 = QuickSampleByPixel(int_pixel + float2(+2.5, +1.5), uvw.z, gamma); float4 c03 = QuickSampleByPixel(int_pixel + float2(-0.5, +2.5), uvw.z, gamma); float4 c13 = QuickSampleByPixel(int_pixel + float2(+0.5, +2.5), uvw.z, gamma); float4 c23 = QuickSampleByPixel(int_pixel + float2(+1.5, +2.5), uvw.z, gamma); float4 c33 = QuickSampleByPixel(int_pixel + float2(+2.5, +2.5), uvw.z, gamma); float4 cx = CubicCoeffs(frac_pixel.x, coeffs); float4 cy = CubicCoeffs(frac_pixel.y, coeffs); float4 x0 = CubicMix(c00, c10, c20, c30, cx); float4 x1 = CubicMix(c01, c11, c21, c31, cx); float4 x2 = CubicMix(c02, c12, c22, c32, cx); float4 x3 = CubicMix(c03, c13, c23, c33, cx); return CubicMix(x0, x1, x2, x3, cy); } /***** Sharp Bilinear Filtering *****/ // Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang // by Themaister, Public Domain license // Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, // giving a sharper image than plain bilinear. float4 SharpBilinearSample(float3 uvw, float gamma) { float2 source_size = GetResolution(); float2 inverted_source_size = GetInvResolution(); float2 target_size = GetWindowResolution(); float2 texel = uvw.xy * source_size; float2 texel_floored = floor(texel); float2 s = fract(texel); float scale = ceil(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)); float region_range = 0.5 - (0.5 / scale); // Figure out where in the texel to sample to get correct pre-scaled bilinear. float2 center_dist = s - 0.5; float2 f = ((center_dist - clamp(center_dist, -region_range, region_range)) * scale) + 0.5; float2 mod_texel = texel_floored + f; uvw.xy = mod_texel * inverted_source_size; return BilinearSample(uvw, gamma); } /***** Area Sampling *****/ // By Sam Belliveau and Filippo Tarpini. Public Domain license. // Effectively a more accurate sharp bilinear filter when upscaling, // that also works as a mathematically perfect downscale filter. // https://entropymine.com/imageworsener/pixelmixing/ // https://github.com/obsproject/obs-studio/pull/1715 // https://legacy.imagemagick.org/Usage/filter/ float4 AreaSampling(float3 uvw, float gamma) { // Determine the sizes of the source and target images. float2 source_size = GetResolution(); float2 target_size = GetWindowResolution(); float2 inverted_target_size = GetInvWindowResolution(); // Compute the top-left and bottom-right corners of the target pixel box. float2 t_beg = floor(uvw.xy * target_size); float2 t_end = t_beg + float2(1.0, 1.0); // Convert the target pixel box to source pixel box. float2 beg = t_beg * inverted_target_size * source_size; float2 end = t_end * inverted_target_size * source_size; // Compute the top-left and bottom-right corners of the pixel box. float2 f_beg = floor(beg); float2 f_end = floor(end); // Compute how much of the start and end pixels are covered horizontally & vertically. float area_w = 1.0 - fract(beg.x); float area_n = 1.0 - fract(beg.y); float area_e = fract(end.x); float area_s = fract(end.y); // Compute the areas of the corner pixels in the pixel box. float area_nw = area_n * area_w; float area_ne = area_n * area_e; float area_sw = area_s * area_w; float area_se = area_s * area_e; // Initialize the color accumulator. float4 avg_color = float4(0.0, 0.0, 0.0, 0.0); // Prevents rounding errors due to the coordinates flooring above const float2 offset = float2(0.5, 0.5); // Accumulate corner pixels. avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma); avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma); avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma); avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma); // Determine the size of the pixel box. int x_range = int(f_end.x - f_beg.x - 0.5); int y_range = int(f_end.y - f_beg.y - 0.5); // Workaround to compile the shader with DX11/12. // If this isn't done, it will complain that the loop could have too many iterations. // This number should be enough to guarantee downscaling from very high to very small resolutions. // Note that this number might be referenced in the UI. const int max_iterations = 16; // Fix up the average calculations in case we reached the upper limit x_range = min(x_range, max_iterations); y_range = min(y_range, max_iterations); // Accumulate top and bottom edge pixels. for (int ix = 0; ix < max_iterations; ++ix) { if (ix < x_range) { float x = f_beg.x + 1.0 + float(ix); avg_color += area_n * QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma); avg_color += area_s * QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma); } } // Accumulate left and right edge pixels and all the pixels in between. for (int iy = 0; iy < max_iterations; ++iy) { if (iy < y_range) { float y = f_beg.y + 1.0 + float(iy); avg_color += area_w * QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma); avg_color += area_e * QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma); for (int ix = 0; ix < max_iterations; ++ix) { if (ix < x_range) { float x = f_beg.x + 1.0 + float(ix); avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma); } } } } // Compute the area of the pixel box that was sampled. float area_corners = area_nw + area_ne + area_sw + area_se; float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e); float area_center = float(x_range) * float(y_range); // Return the normalized average color. return avg_color / (area_corners + area_edges + area_center); } /***** Main Functions *****/ // Returns an accurate (gamma corrected) sample of a gamma space space texture. // Outputs in linear space for simplicity. float4 LinearGammaCorrectedSample(float gamma) { float3 uvw = v_tex0; float4 color = float4(0, 0, 0, 1); if (resampling_method <= 1) // Bilinear { color = BilinearSample(uvw, gamma); } else if (resampling_method == 2) // Bicubic: B-Spline { color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0, 0.0)); } else if (resampling_method == 3) // Bicubic: Mitchell-Netravali { color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0 / 3.0, 1.0 / 3.0)); } else if (resampling_method == 4) // Bicubic: Catmull-Rom { color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.5)); } else if (resampling_method == 5) // Sharp Bilinear { color = SharpBilinearSample(uvw, gamma); } else if (resampling_method == 6) // Area Sampling { color = AreaSampling(uvw, gamma); } else if (resampling_method == 7) // Nearest Neighbor { color = QuickSample(uvw, gamma); } else if (resampling_method == 8) // Bicubic: Hermite { color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.0)); } return color; } void main() { // This tries to fall back on GPU HW sampling if it can (it won't be gamma corrected). bool raw_resampling = resampling_method <= 0; bool needs_rescaling = GetResolution() != GetWindowResolution(); bool needs_resampling = needs_rescaling && (OptionEnabled(hdr_output) || OptionEnabled(correct_gamma) || !raw_resampling); float4 color; if (needs_resampling) { // Doing linear sampling in "gamma space" on linear texture formats isn't correct. // If the source and target resolutions don't match, the GPU will return a color // that is the average of 4 gamma space colors, but gamma space colors can't be blended together, // gamma neeeds to be de-applied first. This makes a big difference if colors change // drastically between two pixels. color = LinearGammaCorrectedSample(game_gamma); } else { // Default GPU HW sampling. Bilinear is identical to Nearest Neighbor if the input and output resolutions match. if (needs_rescaling) color = texture(samp0, v_tex0); else color = texture(samp1, v_tex0); // Convert to linear before doing any other of follow up operations. color.rgb = pow(color.rgb, float3(game_gamma)); } if (OptionEnabled(correct_color_space)) { if (game_color_space == 0) color.rgb = color.rgb * from_NTSCM; else if (game_color_space == 1) color.rgb = color.rgb * from_NTSCJ; else if (game_color_space == 2) color.rgb = color.rgb * from_PAL; } if (OptionEnabled(hdr_output)) { float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits; color.rgb *= hdr_paper_white; } if (OptionEnabled(linear_space_output)) { // Nothing to do here } // Correct the SDR gamma for sRGB (PC/Monitor) or ~2.2 (Common TV gamma) else if (OptionEnabled(correct_gamma)) { if (OptionEnabled(sdr_display_gamma_sRGB)) color.rgb = LinearTosRGBGamma(color.rgb); else color.rgb = pow(color.rgb, float3(1.0 / sdr_display_custom_gamma)); } // Restore the original gamma without changes else { color.rgb = pow(color.rgb, float3(1.0 / game_gamma)); } SetOutput(color); }