Add some shaders to dolphinfx folder
This is a first pack of shaders ported to dolphinfx specs. It includes: crt-hyllian, crt-easymode, zfast-crt, ddt, xbr, jinc2 and pixellate.
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// CRT Shader by EasyMode
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// License: GPL
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// A flat CRT shader ideally for 1080p or higher displays.
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// Recommended Settings:
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// Video
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// - Aspect Ratio: 4:3
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// - Integer Scale: Off
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// Shader
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// - Filter: Nearest
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// - Scale: Don't Care
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// Example RGB Mask Parameter Settings:
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// Aperture Grille (Default)
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// - Dot Width: 1
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// - Dot Height: 1
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// - Stagger: 0
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// Lottes' Shadow Mask
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// - Dot Width: 2
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// - Dot Height: 1
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// - Stagger: 3
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Sharpness Horizontal
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OptionName = SHARPNESS_H
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.5
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[OptionRangeFloat]
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GUIName = Sharpness Vertical
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OptionName = SHARPNESS_V
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Mask Strength
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OptionName = MASK_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.3
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[OptionRangeFloat]
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GUIName = Mask Dot Width
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OptionName = MASK_DOT_WIDTH
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MinValue = 1.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Mask Dot Height
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OptionName = MASK_DOT_HEIGHT
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MinValue = 1.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Mask Stagger
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OptionName = MASK_STAGGER
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MinValue = 0.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = Mask Size
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OptionName = MASK_SIZE
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MinValue = 1.0
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MaxValue = 100.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Scanline Strength
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OptionName = SCANLINE_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Scanline Beam Width Min.
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OptionName = SCANLINE_BEAM_WIDTH_MIN
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MinValue = 0.5
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MaxValue = 5.0
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StepAmount = 0.5
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DefaultValue = 1.5
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[OptionRangeFloat]
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GUIName = Scanline Beam Width Max.
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OptionName = SCANLINE_BEAM_WIDTH_MAX
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MinValue = 0.5
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MaxValue = 5.0
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StepAmount = 0.5
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DefaultValue = 1.5
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[OptionRangeFloat]
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GUIName = Scanline Brightness Min.
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OptionName = SCANLINE_BRIGHT_MIN
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.35
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[OptionRangeFloat]
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GUIName = Scanline Brightness Max.
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OptionName = SCANLINE_BRIGHT_MAX
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.65
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[OptionRangeFloat]
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GUIName = Scanline Cutoff
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OptionName = SCANLINE_CUTOFF
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MinValue = 1.0
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MaxValue = 1000.0
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StepAmount = 1.0
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DefaultValue = 400.0
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[OptionRangeFloat]
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GUIName = Gamma Input
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OptionName = GAMMA_INPUT
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MinValue = 0.1
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MaxValue = 5.0
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StepAmount = 0.1
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DefaultValue = 2.0
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[OptionRangeFloat]
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GUIName = Gamma Output
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OptionName = GAMMA_OUTPUT
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MinValue = 0.1
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MaxValue = 5.0
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StepAmount = 0.1
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DefaultValue = 1.8
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[OptionRangeFloat]
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GUIName = Brightness Boost
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OptionName = BRIGHT_BOOST
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MinValue = 1.0
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MaxValue = 2.0
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StepAmount = 0.01
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DefaultValue = 1.2
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[OptionRangeFloat]
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GUIName = Dilation
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OptionName = DILATION
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[/configuration]
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*/
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#define FIX(c) max(abs(c), 1e-5)
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#define PI 3.141592653589
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#define TEX2D(c) dilate(SampleLocation(c))
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// Set to 0 to use linear filter and gain speed
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#define ENABLE_LANCZOS 1
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vec4 dilate(vec4 col)
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{
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vec4 x = mix(vec4(1.0), col, GetOption(DILATION));
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return col * x;
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}
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float curve_distance(float x, float sharp)
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{
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/*
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apply half-circle s-curve to distance for sharper (more pixelated) interpolation
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single line formula for Graph Toy:
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0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
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*/
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float x_step = step(0.5, x);
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float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
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return mix(x, curve, sharp);
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}
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mat4x4 get_color_matrix(vec2 co, vec2 dx)
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{
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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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{
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vec4 col = color_matrix * coeffs;
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vec4 sample_min = min(color_matrix[1], color_matrix[2]);
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vec4 sample_max = max(color_matrix[1], color_matrix[2]);
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col = clamp(col, sample_min, sample_max);
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return col.rgb;
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}
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void main()
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{
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vec2 vTexCoord = GetCoordinates();
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vec2 nativeSize = 1.0 / GetInvNativePixelSize();
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vec4 SourceSize = vec4(nativeSize, 1.0/nativeSize);
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec2 pix_co = vTexCoord * SourceSize.xy - vec2(0.5, 0.5);
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vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * SourceSize.zw;
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vec2 dist = fract(pix_co);
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float curve_x;
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vec3 col, col2;
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#if ENABLE_LANCZOS
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curve_x = curve_distance(dist.x, GetOption(SHARPNESS_H) * GetOption(SHARPNESS_H));
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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coeffs = FIX(coeffs);
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coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
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coeffs /= dot(coeffs, vec4(1.0));
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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#else
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curve_x = curve_distance(dist.x, GetOption(SHARPNESS_H));
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col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
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col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
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#endif
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col = mix(col, col2, curve_distance(dist.y, GetOption(SHARPNESS_V)));
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col = pow(col, vec3(GetOption(GAMMA_INPUT) / (GetOption(DILATION) + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float scan_bright = clamp(bright, GetOption(SCANLINE_BRIGHT_MIN), GetOption(SCANLINE_BRIGHT_MAX));
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float scan_beam = clamp(bright * GetOption(SCANLINE_BEAM_WIDTH_MAX), GetOption(SCANLINE_BEAM_WIDTH_MIN), GetOption(SCANLINE_BEAM_WIDTH_MAX));
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * SourceSize.y) * 0.5 + 0.5, scan_beam) * GetOption(SCANLINE_STRENGTH);
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float mask = 1.0 - GetOption(MASK_STRENGTH);
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vec2 mod_fac = floor(vTexCoord * GetResolution().xy * SourceSize.xy / (SourceSize.xy * vec2(GetOption(MASK_SIZE), GetOption(MASK_DOT_HEIGHT) * GetOption(MASK_SIZE))));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * GetOption(MASK_STAGGER)) / GetOption(MASK_DOT_WIDTH), 3.0));
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vec3 mask_weight;
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if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else mask_weight = vec3(mask, mask, 1.0);
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if (SourceSize.y >= GetOption(SCANLINE_CUTOFF))
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scan_weight = 1.0;
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col2 = col.rgb;
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col *= vec3(scan_weight);
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col = mix(col, col2, scan_bright);
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col *= mask_weight;
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col = pow(col, vec3(1.0 / GetOption(GAMMA_OUTPUT)));
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SetOutput(vec4(col * GetOption(BRIGHT_BOOST), 1.0));
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}
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@ -0,0 +1,504 @@
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// Hyllian's CRT Shader
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// Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = HIGH RESOLUTION SCANLINES
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OptionName = SCANLINES_HIRES
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName =VERTICAL SCANLINES
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OptionName = VSCANLINES
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = BEAM PROFILE
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OptionName = BEAM_PROFILE
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MinValue = 0.0
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MaxValue = 2.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = HORIZONTAL FILTER PROFILE
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OptionName = HFILTER_PROFILE
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = COLOR BOOST
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OptionName = COLOR_BOOST
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 1.40
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[OptionRangeFloat]
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GUIName = SHARPNESS HACK
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OptionName = SHARPNESS_HACK
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MinValue = 1.0
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MaxValue = 4.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = PHOSPHOR LAYOUT
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OptionName = PHOSPHOR_LAYOUT
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MinValue = 0.0
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MaxValue = 15.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = MASK INTENSITY
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OptionName = MASK_INTENSITY
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.65
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[OptionRangeFloat]
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GUIName = MIN BEAM WIDTH
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OptionName = BEAM_MIN_WIDTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.86
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[OptionRangeFloat]
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GUIName = MAX BEAM WIDTH
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OptionName = BEAM_MAX_WIDTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = SCANLINES STRENGTH
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OptionName = SCANLINES_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.58
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[OptionRangeFloat]
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GUIName = MONITOR SUBPIXELS LAYOUT
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OptionName = MONITOR_SUBPIXELS
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = ANTI RINGING
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OptionName = CRT_ANTI_RINGING
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = INPUT GAMMA
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OptionName = CRT_InputGamma
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MinValue = 1.0
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MaxValue = 3.0
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StepAmount = 0.05
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DefaultValue = 2.4
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[OptionRangeFloat]
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GUIName = OUTPUT GAMMA
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OptionName = CRT_OutputGamma
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MinValue = 1.0
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MaxValue = 3.0
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StepAmount = 0.05
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DefaultValue = 2.2
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[/configuration]
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*/
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#define GAMMA_IN(color) pow(color, vec3(GetOption(CRT_InputGamma), GetOption(CRT_InputGamma), GetOption(CRT_InputGamma)))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / GetOption(CRT_OutputGamma), 1.0 / GetOption(CRT_OutputGamma), 1.0 / GetOption(CRT_OutputGamma)))
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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// A collection of CRT mask effects that work with LCD subpixel structures for
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// small details
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// author: hunterk
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// license: public domain
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// Mask code pasted from subpixel_masks.h. Masks 3 and 4 added.
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vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout, float monitor_subpixels){
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vec3 weights = vec3(1.,1.,1.);
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float on = 1.;
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float off = 1.-mask_intensity;
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vec3 red = monitor_subpixels==1.0 ? vec3(on, off, off) : vec3(off, off, on );
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vec3 green = vec3(off, on, off);
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vec3 blue = monitor_subpixels==1.0 ? vec3(off, off, on ) : vec3(on, off, off);
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vec3 magenta = vec3(on, off, on );
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vec3 yellow = monitor_subpixels==1.0 ? vec3(on, on, off) : vec3(off, on, on );
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vec3 cyan = monitor_subpixels==1.0 ? vec3(off, on, on ) : vec3(on, on, off);
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vec3 black = vec3(off, off, off);
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vec3 white = vec3(on, on, on );
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int w, z = 0;
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// This pattern is used by a few layouts, so we'll define it here
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vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
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if(phosphor_layout == 0) return weights;
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else if(phosphor_layout == 1){
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// classic aperture for RGB panels; good for 1080p, too small for 4K+
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// aka aperture_1_2_bgr
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weights = aperture_weights;
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return weights;
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}
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else if(phosphor_layout == 2){
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// Classic RGB layout; good for 1080p and lower
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vec3 bw3[3] = vec3[](red, green, blue);
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z = int(floor(mod(coord.x, 3.0)));
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weights = bw3[z];
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return weights;
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}
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else if(phosphor_layout == 3){
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// black and white aperture; good for weird subpixel layouts and low brightness; good for 1080p and lower
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vec3 bw3[3] = vec3[](black, white, black);
|
||||
|
||||
z = int(floor(mod(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
|
||||
|
||||
vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
|
||||
|
||||
w = int(floor(mod(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
|
||||
vec3 bw4[4] = vec3[](black, black, white, white);
|
||||
|
||||
z = int(floor(mod(coord.x, 4.0)));
|
||||
|
||||
weights = bw4[z];
|
||||
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){
|
||||
// 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 == 8){
|
||||
// delta_2_4x1_rgb
|
||||
vec3 delta[2][4] = {
|
||||
{red, yellow, cyan, blue},
|
||||
{cyan, blue, red, yellow}
|
||||
};
|
||||
|
||||
w = int(floor(mod(coord.y, 2.0)));
|
||||
z = int(floor(mod(coord.x, 4.0)));
|
||||
|
||||
weights = delta[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
|
||||
vec3 delta1[2][4] = {
|
||||
{red, green, blue, black},
|
||||
{blue, black, red, green}
|
||||
};
|
||||
|
||||
w = int(floor(mod(coord.y, 2.0)));
|
||||
z = int(floor(mod(coord.x, 4.0)));
|
||||
|
||||
weights = delta1[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 10){
|
||||
// delta_2_4x2_rgb
|
||||
vec3 delta[4][4] = {
|
||||
{red, yellow, cyan, blue},
|
||||
{red, yellow, cyan, blue},
|
||||
{cyan, blue, red, yellow},
|
||||
{cyan, blue, red, yellow}
|
||||
};
|
||||
|
||||
w = int(floor(mod(coord.y, 4.0)));
|
||||
z = int(floor(mod(coord.x, 4.0)));
|
||||
|
||||
weights = delta[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 11){
|
||||
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
||||
vec3 slotmask[4][6] = {
|
||||
{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(mod(coord.y, 4.0)));
|
||||
z = int(floor(mod(coord.x, 6.0)));
|
||||
|
||||
// use the indexes to find which color to apply to the current pixel
|
||||
weights = slotmask[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 12){
|
||||
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
||||
vec3 slotmask[4][6] = {
|
||||
{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(mod(coord.y, 4.0)));
|
||||
z = int(floor(mod(coord.x, 6.0)));
|
||||
|
||||
// use the indexes to find which color to apply to the current pixel
|
||||
weights = slotmask[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 13){
|
||||
// based on MajorPainInTheCactus' HDR slot mask
|
||||
vec3 slot[4][8] = {
|
||||
{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(mod(coord.y, 4.0)));
|
||||
z = int(floor(mod(coord.x, 8.0)));
|
||||
|
||||
weights = slot[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 14){
|
||||
// same as above but for RGB panels
|
||||
vec3 slot2[4][10] = {
|
||||
{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(mod(coord.y, 4.0)));
|
||||
z = int(floor(mod(coord.x, 10.0)));
|
||||
|
||||
weights = slot2[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
else if(phosphor_layout == 15){
|
||||
// slot_3_7x6_rgb
|
||||
vec3 slot[6][14] = {
|
||||
{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(mod(coord.y, 6.0)));
|
||||
z = int(floor(mod(coord.x, 14.0)));
|
||||
|
||||
weights = slot[w][z];
|
||||
return weights;
|
||||
}
|
||||
|
||||
|
||||
|
||||
else return weights;
|
||||
}
|
||||
|
||||
// Horizontal cubic filter.
|
||||
// Some known filters use these values:
|
||||
|
||||
// B = 0.5, C = 0.0 => A sharp almost gaussian filter.
|
||||
// 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.
|
||||
// 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.
|
||||
|
||||
// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
|
||||
|
||||
mat4x4 get_hfilter_profile()
|
||||
{
|
||||
float bf = 1.0;
|
||||
float cf = 0.0;
|
||||
|
||||
if (GetOption(HFILTER_PROFILE) == 1) {bf = 1.0/3.0; cf = 1.0/3.0;}
|
||||
|
||||
return mat4x4( (-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(GetOption(SCANLINES_STRENGTH), GetOption(BEAM_MIN_WIDTH), GetOption(BEAM_MAX_WIDTH), GetOption(COLOR_BOOST));
|
||||
|
||||
if (BEAM_PROFILE == 1) bp = vec4(0.58, 0.86, 1.00, 1.60); // Catmull-rom
|
||||
if (BEAM_PROFILE == 2) bp = vec4(0.58, 0.72, 1.00, 1.75); // Catmull-rom
|
||||
|
||||
return bp;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 vTexCoord = GetCoordinates();
|
||||
vec2 SourceSize = 1.0 / GetInvNativePixelSize(); // This work with previous build.
|
||||
|
||||
vec4 profile = get_beam_profile();
|
||||
|
||||
vec2 TextureSize = mix(vec2(SourceSize.x * GetOption(SHARPNESS_HACK), SourceSize.y), vec2(SourceSize.x, SourceSize.y * GetOption(SHARPNESS_HACK)), GetOption(VSCANLINES));
|
||||
|
||||
vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), GetOption(VSCANLINES));
|
||||
vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), GetOption(VSCANLINES));
|
||||
|
||||
vec2 pix_coord = vTexCoord.xy*TextureSize.xy - vec2(0.5, 0.5);
|
||||
|
||||
vec2 tc = ( (SCANLINES_HIRES > 0.5) ? (mix(vec2(floor(pix_coord.x), pix_coord.y), vec2(pix_coord.x, floor(pix_coord.y)), GetOption(VSCANLINES)) + vec2(0.5, 0.5)) : (floor(pix_coord) + vec2(0.5, 0.5)) )/TextureSize;
|
||||
|
||||
pix_coord = mix(pix_coord, pix_coord.yx, GetOption(VSCANLINES));
|
||||
|
||||
vec2 fp = fract(pix_coord);
|
||||
|
||||
vec3 c00 = GAMMA_IN(SampleLocation(tc - dx ).xyz);
|
||||
vec3 c01 = GAMMA_IN(SampleLocation(tc ).xyz);
|
||||
vec3 c02 = GAMMA_IN(SampleLocation(tc + dx ).xyz);
|
||||
vec3 c03 = GAMMA_IN(SampleLocation(tc + 2.0*dx ).xyz);
|
||||
|
||||
vec3 c10 = (SCANLINES_HIRES > 0.5) ? c00 : GAMMA_IN(SampleLocation(tc - dx +dy ).xyz);
|
||||
vec3 c11 = (SCANLINES_HIRES > 0.5) ? c01 : GAMMA_IN(SampleLocation(tc +dy ).xyz);
|
||||
vec3 c12 = (SCANLINES_HIRES > 0.5) ? c02 : GAMMA_IN(SampleLocation(tc + dx +dy ).xyz);
|
||||
vec3 c13 = (SCANLINES_HIRES > 0.5) ? c03 : GAMMA_IN(SampleLocation(tc + 2.0*dx +dy ).xyz);
|
||||
|
||||
mat4x4 invX = get_hfilter_profile();
|
||||
|
||||
mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
|
||||
mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
|
||||
|
||||
vec4 invX_Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX;
|
||||
vec3 color0 = color_matrix0 * invX_Px;
|
||||
vec3 color1 = color_matrix1 * invX_Px;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample0 = min(c01,c02);
|
||||
vec3 max_sample0 = max(c01,c02);
|
||||
vec3 min_sample1 = min(c11,c12);
|
||||
vec3 max_sample1 = max(c11,c12);
|
||||
|
||||
// Anti-ringing
|
||||
vec3 aux = color0;
|
||||
color0 = clamp(color0, min_sample0, max_sample0);
|
||||
color0 = mix(aux, color0, GetOption(CRT_ANTI_RINGING) * step(0.0, (c00-c01)*(c02-c03)));
|
||||
aux = color1;
|
||||
color1 = clamp(color1, min_sample1, max_sample1);
|
||||
color1 = mix(aux, color1, GetOption(CRT_ANTI_RINGING) * step(0.0, (c10-c11)*(c12-c13)));
|
||||
|
||||
float pos0 = fp.y;
|
||||
float pos1 = 1 - fp.y;
|
||||
|
||||
vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
|
||||
vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
|
||||
|
||||
vec3 d0 = scanlines_strength*pos0/(lum0*lum0+0.0000001);
|
||||
vec3 d1 = scanlines_strength*pos1/(lum1*lum1+0.0000001);
|
||||
|
||||
d0 = exp(-d0*d0);
|
||||
d1 = exp(-d1*d1);
|
||||
|
||||
vec3 color = (color0*d0+color1*d1);
|
||||
|
||||
color = GAMMA_OUT(color);
|
||||
|
||||
vec2 mask_coords =vTexCoord.xy * GetResolution().xy;
|
||||
|
||||
mask_coords = mix(mask_coords.xy, mask_coords.yx, GetOption(VSCANLINES));
|
||||
|
||||
color.rgb*=GAMMA_OUT(mask_weights(mask_coords, GetOption(MASK_INTENSITY), int(GetOption(PHOSPHOR_LAYOUT)), GetOption(MONITOR_SUBPIXELS)));
|
||||
|
||||
SetOutput(vec4(color_boost*color, 1.0));
|
||||
}
|
|
@ -0,0 +1,180 @@
|
|||
// zfast_crt - A very simple CRT shader.
|
||||
|
||||
// Copyright (C) 2017 Greg Hogan (SoltanGris42)
|
||||
// edited by metallic 77.
|
||||
// ported to slang by gregoricavichioli & hunterk.
|
||||
// ported to dolphinfx 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.
|
||||
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Curvature
|
||||
OptionName = Curvature
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 1.0
|
||||
DefaultValue = 1.0
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Convergence X-Axis
|
||||
OptionName = blurx
|
||||
MinValue = -1.0
|
||||
MaxValue = 2.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 0.85
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Convergence Y-Axis
|
||||
OptionName = blury
|
||||
MinValue = -1.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = -0.10
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Scanline Amount (Low)
|
||||
OptionName = HIGHSCANAMOUNT1
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 0.4
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Scanline Amount (High)
|
||||
OptionName = HIGHSCANAMOUNT2
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 0.3
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Mask Type
|
||||
OptionName = TYPE
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 1.0
|
||||
DefaultValue = 0.0
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Mask Effect Amount
|
||||
OptionName = MASK_DARK
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 0.3
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Mask/Scanline Fade
|
||||
OptionName = MASK_FADE
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 0.7
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Saturation
|
||||
OptionName = sat
|
||||
MinValue = 0.0
|
||||
MaxValue = 3.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 1.0
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Flicker
|
||||
OptionName = FLICK
|
||||
MinValue = 0.0
|
||||
MaxValue = 50.0
|
||||
StepAmount = 1.0
|
||||
DefaultValue = 10.0
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
#define pi 3.14159
|
||||
|
||||
#define blur_y GetOption(blury)/(SourceSize.y*2.0)
|
||||
#define blur_x GetOption(blurx)/(SourceSize.x*2.0)
|
||||
#define iTimer (float(GetTime())*2.0)
|
||||
#define flicker GetOption(FLICK)/1000.0
|
||||
|
||||
// Distortion of scanlines, and end of screen alpha.
|
||||
vec2 Warp(vec2 pos)
|
||||
{
|
||||
pos = pos*2.0-1.0;
|
||||
pos *= vec2(1.0 + (pos.y*pos.y)*0.03, 1.0 + (pos.x*pos.x)*0.05);
|
||||
|
||||
return pos*0.5 + 0.5;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 vTexCoord = GetCoordinates();
|
||||
vec2 texSize = 1.0 / GetInvNativePixelSize();
|
||||
vec4 SourceSize = vec4(texSize, 1.0 / texSize);
|
||||
|
||||
float maskFade = 0.3333*GetOption(MASK_FADE);
|
||||
float omega = 2.0*pi*SourceSize.y;
|
||||
|
||||
vec2 pos,corn;
|
||||
if (GetOption(Curvature) == 1.0)
|
||||
{
|
||||
pos = Warp(vTexCoord.xy);
|
||||
corn = min(pos,vec2(1.0)-pos); // This is used to mask the rounded
|
||||
corn.x = 0.00001/corn.x; // corners later on
|
||||
|
||||
}
|
||||
|
||||
else pos = vTexCoord;
|
||||
float OGL2Pos = pos.y*SourceSize.y;
|
||||
float cent = floor(OGL2Pos)+0.5;
|
||||
float ycoord = cent*SourceSize.w;
|
||||
ycoord = mix(pos.y,ycoord,0.6);
|
||||
pos = vec2(pos.x,ycoord);
|
||||
|
||||
|
||||
vec3 sample1 = sin(iTimer)*flicker + SampleLocation(vec2(pos.x + blur_x, pos.y - blur_y)).rgb;
|
||||
vec3 sample2 = 0.5*SampleLocation(pos).rgb;
|
||||
vec3 sample3 = sin(iTimer)*flicker + SampleLocation(vec2(pos.x - blur_x, pos.y + blur_y)).rgb;
|
||||
|
||||
vec3 colour = vec3 (sample1.r*0.5 + sample2.r,
|
||||
sample1.g*0.25 + sample2.g + sample3.g*0.25,
|
||||
sample2.b + sample3.b*0.5);
|
||||
|
||||
vec3 interl = colour;
|
||||
vec3 lumweight=vec3(0.22,0.71,0.07);
|
||||
float lumsat = dot(colour,lumweight);
|
||||
|
||||
vec3 graycolour = vec3(lumsat);
|
||||
colour = vec3(mix(graycolour,colour.rgb,sat));
|
||||
|
||||
float SCANAMOUNT = mix(GetOption(HIGHSCANAMOUNT1),GetOption(HIGHSCANAMOUNT2),max(max(colour.r,colour.g),colour.b));
|
||||
|
||||
|
||||
if (SourceSize.y > 400.0) {
|
||||
colour ;
|
||||
}
|
||||
else {
|
||||
colour *= SCANAMOUNT * sin(fract(OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
|
||||
colour *= SCANAMOUNT * sin(fract(1.0-OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
|
||||
colour *= SCANAMOUNT * sin(fract(1.0+OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
|
||||
}
|
||||
|
||||
float steps; if (GetOption(TYPE) == 0.0) steps = 0.5; else steps = 0.3333;
|
||||
float whichmask = fract(vTexCoord.x*GetResolution().x*steps);
|
||||
float mask = 1.0 + float(whichmask < steps) * (-GetOption(MASK_DARK));
|
||||
|
||||
colour.rgb = mix(mask*colour, colour, dot(colour.rgb,vec3(maskFade)));
|
||||
|
||||
if (GetOption(Curvature) == 1.0 && corn.y < corn.x || GetOption(Curvature) == 1.0 && corn.x < 0.00001 )
|
||||
colour = vec3(0.0);
|
||||
|
||||
SetOutput(vec4(colour.rgb, 1.0));
|
||||
}
|
|
@ -0,0 +1,110 @@
|
|||
// Hyllian's DDT Shader
|
||||
|
||||
// Copyright (C) 2011-2024 Hyllian - sergiogdb@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.
|
||||
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Bilinear Fallback Threshold
|
||||
OptionName = BIL_FALLBACK
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.05
|
||||
DefaultValue = 0.6
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
const vec3 Y = vec3(0.2126729, 0.7151522, 0.0721750);
|
||||
|
||||
float luma(vec3 color)
|
||||
{
|
||||
return dot(color, Y);
|
||||
}
|
||||
|
||||
vec3 bilinear(float p, float q, vec3 A, vec3 B, vec3 C, vec3 D)
|
||||
{
|
||||
return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texCoord = GetCoordinates();
|
||||
vec2 nativeSize = 1.0 / GetInvNativePixelSize();
|
||||
|
||||
vec2 loc = texCoord*nativeSize;
|
||||
vec2 pos = fract(loc) - vec2(0.5, 0.5); // pos = pixel position
|
||||
vec2 dir = sign(pos); // dir = pixel direction
|
||||
|
||||
vec2 dx = vec2(1.0/nativeSize.x, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0/nativeSize.y);
|
||||
|
||||
vec2 g1 = dir*dx;
|
||||
vec2 g2 = dir*dy;
|
||||
|
||||
vec2 tc = (floor(loc)+vec2(0.5,0.5))/nativeSize;
|
||||
|
||||
vec3 A = SampleLocation(tc ).rgb;
|
||||
vec3 B = SampleLocation(tc +g1 ).rgb;
|
||||
vec3 C = SampleLocation(tc +g2).rgb;
|
||||
vec3 D = SampleLocation(tc +g1+g2).rgb;
|
||||
|
||||
float a = luma(A);
|
||||
float b = luma(B);
|
||||
float c = luma(C);
|
||||
float d = luma(D);
|
||||
|
||||
float p = abs(pos.x);
|
||||
float q = abs(pos.y);
|
||||
|
||||
float k = distance(pos,g1);
|
||||
float l = distance(pos,g2);
|
||||
|
||||
float wd1 = abs(a-d);
|
||||
float wd2 = abs(b-c);
|
||||
|
||||
vec3 color = bilinear(p, q, A, B, C, D);
|
||||
|
||||
if ( wd1 < wd2 )
|
||||
{
|
||||
if (k < l)
|
||||
{
|
||||
C = A + D - B;
|
||||
}
|
||||
else
|
||||
{
|
||||
B = A + D - C;
|
||||
}
|
||||
}
|
||||
else if (wd1 > wd2)
|
||||
{
|
||||
D = B + C - A;
|
||||
}
|
||||
|
||||
|
||||
vec3 ddt = bilinear(p, q, A, B, C, D);
|
||||
|
||||
color = mix(color, ddt, smoothstep(0.0, BIL_FALLBACK, abs(wd2-wd1)));
|
||||
|
||||
SetOutput(vec4(color, 1.0));
|
||||
}
|
|
@ -0,0 +1,276 @@
|
|||
// Hyllian's xBR-lv2-standalone Shader
|
||||
|
||||
// Copyright (C) 2011-2024 Hyllian - sergiogdb@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.
|
||||
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = COLOR DISTINCTION THRESHOLD
|
||||
OptionName = XBR_EQ_THRESHOLD
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.32
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = SMOOTHNESS THRESHOLD
|
||||
OptionName = XBR_LV2_COEFFICIENT
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.1
|
||||
DefaultValue = 0.3
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = COLOR BLENDING
|
||||
OptionName = XBR_BLENDING
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 1.0
|
||||
DefaultValue = 1.0
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
// Uncomment just one of the three params below to choose the corner detection
|
||||
//#define CORNER_A
|
||||
//#define CORNER_B
|
||||
#define CORNER_C
|
||||
|
||||
#define lv2_cf (GetOption(XBR_LV2_COEFFICIENT)+2.0)
|
||||
#define P(x,y) (vec2(x,y)*vec2(dx,dy))
|
||||
|
||||
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
|
||||
const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
|
||||
const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
|
||||
const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
|
||||
const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
|
||||
const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
|
||||
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
|
||||
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
|
||||
|
||||
const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
|
||||
const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
|
||||
|
||||
// Return if A components are less than or equal B ones.
|
||||
vec4 LTE(vec4 A, vec4 B)
|
||||
{
|
||||
return step(A, B);
|
||||
}
|
||||
|
||||
// Return if A components are less than B ones.
|
||||
vec4 LT(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(lessThan(A, B));
|
||||
}
|
||||
|
||||
// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
|
||||
vec4 NOT(vec4 A)
|
||||
{
|
||||
return (vec4(1.0) - A);
|
||||
}
|
||||
|
||||
// Compare two vectors and return their components are different.
|
||||
vec4 diff(vec4 A, vec4 B)
|
||||
{
|
||||
return vec4(notEqual(A, B));
|
||||
}
|
||||
|
||||
float dist(vec3 A, vec3 B)
|
||||
{
|
||||
return dot(abs(A-B), Y);
|
||||
}
|
||||
|
||||
// Calculate color distance between two vectors of four pixels
|
||||
vec4 dist4(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
|
||||
}
|
||||
|
||||
// Tests if color components are under a threshold. In this case they are considered 'equal'.
|
||||
vec4 eq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (step(dist4(A, B), vec4(GetOption(XBR_EQ_THRESHOLD))));
|
||||
}
|
||||
|
||||
// Determine if two vector components are NOT equal based on a threshold.
|
||||
vec4 neq(mat4x3 A, mat4x3 B)
|
||||
{
|
||||
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
|
||||
}
|
||||
|
||||
// Calculate weighted distance among pixels in some directions.
|
||||
vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
|
||||
{
|
||||
return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texCoord = GetCoordinates();
|
||||
vec2 SourceSize = 1.0 / GetInvNativePixelSize();
|
||||
float aa_factor = 2.0* (1.0/GetResolution().x) * SourceSize.x;
|
||||
|
||||
vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule
|
||||
vec4 irlv0, irlv1, irlv2l, irlv2u;
|
||||
vec4 fx, fx_l, fx_u; // inequations of straight lines.
|
||||
vec3 res1, res2;
|
||||
vec4 fx45i, fx45, fx30, fx60;
|
||||
|
||||
float dx = 1.0/SourceSize.x;
|
||||
float dy = 1.0/SourceSize.y;
|
||||
|
||||
vec2 loc = texCoord*SourceSize.xy;
|
||||
|
||||
vec2 fp = fract(loc);
|
||||
|
||||
vec2 tc = (floor(loc)+vec2(0.5,0.5))/SourceSize;
|
||||
|
||||
// A1 B1 C1
|
||||
// A0 A B C C4
|
||||
// D0 D E F F4
|
||||
// G0 G H I I4
|
||||
// G5 H5 I5
|
||||
|
||||
vec3 A1 = SampleLocation(tc+P(-1.0,-2.0)).xyz;
|
||||
vec3 B1 = SampleLocation(tc+P( 0.0,-2.0)).xyz;
|
||||
vec3 C1 = SampleLocation(tc+P( 1.0,-2.0)).xyz;
|
||||
vec3 A = SampleLocation(tc+P(-1.0,-1.0)).xyz;
|
||||
vec3 B = SampleLocation(tc+P( 0.0,-1.0)).xyz;
|
||||
vec3 C = SampleLocation(tc+P( 1.0,-1.0)).xyz;
|
||||
vec3 D = SampleLocation(tc+P(-1.0, 0.0)).xyz;
|
||||
vec3 E = SampleLocation(tc+P( 0.0, 0.0)).xyz;
|
||||
vec3 F = SampleLocation(tc+P( 1.0, 0.0)).xyz;
|
||||
vec3 G = SampleLocation(tc+P(-1.0, 1.0)).xyz;
|
||||
vec3 H = SampleLocation(tc+P( 0.0, 1.0)).xyz;
|
||||
vec3 I = SampleLocation(tc+P( 1.0, 1.0)).xyz;
|
||||
vec3 G5 = SampleLocation(tc+P(-1.0, 2.0)).xyz;
|
||||
vec3 H5 = SampleLocation(tc+P( 0.0, 2.0)).xyz;
|
||||
vec3 I5 = SampleLocation(tc+P( 1.0, 2.0)).xyz;
|
||||
vec3 A0 = SampleLocation(tc+P(-2.0,-1.0)).xyz;
|
||||
vec3 D0 = SampleLocation(tc+P(-2.0, 0.0)).xyz;
|
||||
vec3 G0 = SampleLocation(tc+P(-2.0,-1.0)).xyz;
|
||||
vec3 C4 = SampleLocation(tc+P( 2.0,-1.0)).xyz;
|
||||
vec3 F4 = SampleLocation(tc+P( 2.0, 0.0)).xyz;
|
||||
vec3 I4 = SampleLocation(tc+P( 2.0, 1.0)).xyz;
|
||||
|
||||
mat4x3 b = mat4x3(B, D, H, F);
|
||||
mat4x3 c = mat4x3(C, A, G, I);
|
||||
mat4x3 d = mat4x3(D, H, F, B);
|
||||
mat4x3 e = mat4x3(E, E, E, E);
|
||||
mat4x3 f = mat4x3(F, B, D, H);
|
||||
mat4x3 g = mat4x3(G, I, C, A);
|
||||
mat4x3 h = mat4x3(H, F, B, D);
|
||||
mat4x3 i = mat4x3(I, C, A, G);
|
||||
|
||||
mat4x3 i4 = mat4x3(I4, C1, A0, G5);
|
||||
mat4x3 i5 = mat4x3(I5, C4, A1, G0);
|
||||
mat4x3 h5 = mat4x3(H5, F4, B1, D0);
|
||||
mat4x3 f4 = mat4x3(F4, B1, D0, H5);
|
||||
|
||||
vec4 b_ = v2f * b;
|
||||
vec4 c_ = v2f * c;
|
||||
vec4 d_ = b_.yzwx;
|
||||
vec4 e_ = v2f * e;
|
||||
vec4 f_ = b_.wxyz;
|
||||
vec4 g_ = c_.zwxy;
|
||||
vec4 h_ = b_.zwxy;
|
||||
vec4 i_ = c_.wxyz;
|
||||
|
||||
vec4 i4_ = v2f * i4;
|
||||
vec4 i5_ = v2f * i5;
|
||||
vec4 h5_ = v2f * h5;
|
||||
vec4 f4_ = h5_.yzwx;
|
||||
|
||||
// These inequations define the line below which interpolation occurs.
|
||||
fx = ( Ao*fp.y + Bo*fp.x );
|
||||
fx_l = ( Ax*fp.y + Bx*fp.x );
|
||||
fx_u = ( Ay*fp.y + By*fp.x );
|
||||
|
||||
irlv0 = diff(e_,f_) * diff(e_,h_);
|
||||
irlv1 = irlv0;
|
||||
|
||||
#ifdef CORNER_B
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
|
||||
#endif
|
||||
#ifdef CORNER_C
|
||||
irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
|
||||
#endif
|
||||
|
||||
irlv2l = diff(e_,g_) * diff( d_, g_);
|
||||
irlv2u = diff(e_,c_) * diff( b_, c_);
|
||||
|
||||
if (GetOption(XBR_BLENDING) == 1.0) {
|
||||
vec4 delta = vec4(aa_factor);
|
||||
vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
|
||||
vec4 deltaU = deltaL.yxwz;
|
||||
|
||||
fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
|
||||
fx45 = saturate( 0.5 + (fx - Co ) / delta );
|
||||
fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
|
||||
fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
|
||||
}
|
||||
else {
|
||||
fx45i = LT( Co + Ci, fx );
|
||||
fx45 = LT( Co, fx );
|
||||
fx30 = LT( Cx, fx_l );
|
||||
fx60 = LT( Cy, fx_u );
|
||||
}
|
||||
|
||||
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
|
||||
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
|
||||
|
||||
vec4 d_fg = dist4(f, g);
|
||||
vec4 d_hc = dist4(h, c);
|
||||
|
||||
edri = LTE(wd1, wd2) * irlv0;
|
||||
edr = LT( wd1, wd2) * irlv1 * NOT(edri.yzwx * edri.wxyz);
|
||||
edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
|
||||
edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
|
||||
|
||||
fx45i = edri * fx45i;
|
||||
fx45 = edr * fx45;
|
||||
fx30 = edr_l * fx30;
|
||||
fx60 = edr_u * fx60;
|
||||
|
||||
px = LTE(dist4(e,f), dist4(e,h));
|
||||
|
||||
vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
|
||||
|
||||
res1 = mix(E, mix(H, F, px.x), maximos.x);
|
||||
res2 = mix(E, mix(B, D, px.z), maximos.z);
|
||||
|
||||
vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
res1 = mix(E, mix(F, B, px.y), maximos.y);
|
||||
res2 = mix(E, mix(D, H, px.w), maximos.w);
|
||||
|
||||
vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
|
||||
|
||||
vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
|
||||
|
||||
SetOutput(vec4(res, 1.0));
|
||||
}
|
|
@ -0,0 +1,144 @@
|
|||
|
||||
// Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
|
||||
|
||||
// Copyright (C) 2011-2024 Hyllian - sergiogdb@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 (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.
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Window Sinc Param
|
||||
OptionName = JINC2_WINDOW_SINC
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.50
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Sinc Param
|
||||
OptionName = JINC2_SINC
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.88
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Anti-ringing Strength
|
||||
OptionName = JINC2_AR_STRENGTH
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 0.1
|
||||
DefaultValue = 0.5
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
#define halfpi 1.5707963267948966192313216916398
|
||||
#define pi 3.1415926535897932384626433832795
|
||||
#define wa (JINC2_WINDOW_SINC*pi)
|
||||
#define wb (JINC2_SINC*pi)
|
||||
|
||||
// Calculates the distance between two points
|
||||
float d(vec2 pt1, vec2 pt2)
|
||||
{
|
||||
vec2 v = pt2 - pt1;
|
||||
return sqrt(dot(v,v));
|
||||
}
|
||||
|
||||
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return min(a, min(b, min(c, d)));
|
||||
}
|
||||
|
||||
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
|
||||
{
|
||||
return max(a, max(b, max(c, d)));
|
||||
}
|
||||
|
||||
vec4 resampler(vec4 x)
|
||||
{
|
||||
vec4 res;
|
||||
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
|
||||
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
|
||||
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
|
||||
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
|
||||
return res;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 SourceSize = 1.0 / GetInvNativePixelSize();
|
||||
vec2 invSourceSize = 1.0 / SourceSize;
|
||||
vec2 vTexCoord = GetCoordinates();
|
||||
|
||||
vec3 color;
|
||||
mat4x4 weights;
|
||||
|
||||
vec2 dx = vec2(1.0, 0.0);
|
||||
vec2 dy = vec2(0.0, 1.0);
|
||||
|
||||
vec2 pc = vTexCoord*SourceSize;
|
||||
|
||||
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
|
||||
|
||||
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
|
||||
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
|
||||
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
|
||||
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
|
||||
|
||||
dx = dx * invSourceSize;
|
||||
dy = dy * invSourceSize;
|
||||
tc = tc * invSourceSize;
|
||||
|
||||
// reading the texels
|
||||
|
||||
vec3 c00 = SampleLocation(tc -dx -dy).xyz;
|
||||
vec3 c10 = SampleLocation(tc -dy).xyz;
|
||||
vec3 c20 = SampleLocation(tc +dx -dy).xyz;
|
||||
vec3 c30 = SampleLocation(tc+2.0*dx -dy).xyz;
|
||||
vec3 c01 = SampleLocation(tc -dx ).xyz;
|
||||
vec3 c11 = SampleLocation(tc ).xyz;
|
||||
vec3 c21 = SampleLocation(tc +dx ).xyz;
|
||||
vec3 c31 = SampleLocation(tc+2.0*dx ).xyz;
|
||||
vec3 c02 = SampleLocation(tc -dx +dy).xyz;
|
||||
vec3 c12 = SampleLocation(tc +dy).xyz;
|
||||
vec3 c22 = SampleLocation(tc +dx +dy).xyz;
|
||||
vec3 c32 = SampleLocation(tc+2.0*dx +dy).xyz;
|
||||
vec3 c03 = SampleLocation(tc -dx+2.0*dy).xyz;
|
||||
vec3 c13 = SampleLocation(tc +2.0*dy).xyz;
|
||||
vec3 c23 = SampleLocation(tc +dx+2.0*dy).xyz;
|
||||
vec3 c33 = SampleLocation(tc+2.0*dx+2.0*dy).xyz;
|
||||
|
||||
// Get min/max samples
|
||||
vec3 min_sample = min4(c11, c21, c12, c22);
|
||||
vec3 max_sample = max4(c11, c21, c12, c22);
|
||||
|
||||
color = mat4x3(c00, c10, c20, c30) * weights[0];
|
||||
color+= mat4x3(c01, c11, c21, c31) * weights[1];
|
||||
color+= mat4x3(c02, c12, c22, c32) * weights[2];
|
||||
color+= mat4x3(c03, c13, c23, c33) * weights[3];
|
||||
color = color/(dot(weights * vec4(1.0), vec4(1.0)));
|
||||
|
||||
// Anti-ringing
|
||||
vec3 aux = color;
|
||||
color = clamp(color, min_sample, max_sample);
|
||||
|
||||
color = mix(aux, color, JINC2_AR_STRENGTH);
|
||||
|
||||
// final sum and weight normalization
|
||||
SetOutput(vec4(color, 1.0));
|
||||
}
|
|
@ -0,0 +1,76 @@
|
|||
// Pixellate Shader
|
||||
// Copyright (c) 2011, 2012 Fes
|
||||
// Permission to use, copy, modify, and/or distribute this software for any
|
||||
// purpose with or without fee is hereby granted, provided that the above
|
||||
// copyright notice and this permission notice appear in all copies.
|
||||
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
|
||||
// SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
|
||||
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
|
||||
// IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
// (Fes gave their permission to have this shader distributed under this
|
||||
// licence in this forum post:
|
||||
// http://board.byuu.org/viewtopic.php?p=57295#p57295
|
||||
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Linear Gamma Weight
|
||||
OptionName = INTERPOLATE_IN_LINEAR_GAMMA
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 1.0
|
||||
DefaultValue = 1.0
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 vTexCoord = GetCoordinates();
|
||||
vec2 SourceSize = 1.0 / GetInvNativePixelSize();
|
||||
vec2 texelSize = 1.0 / SourceSize.xy;
|
||||
vec2 OutputSize = GetResolution().xy;
|
||||
|
||||
vec2 range = vec2(abs(SourceSize.x / (OutputSize.x * SourceSize.x)), abs(SourceSize.y / (OutputSize.y * SourceSize.y)));
|
||||
range = range / 2.0 * 0.999;
|
||||
|
||||
float left = vTexCoord.x - range.x;
|
||||
float top = vTexCoord.y + range.y;
|
||||
float right = vTexCoord.x + range.x;
|
||||
float bottom = vTexCoord.y - range.y;
|
||||
|
||||
vec3 topLeftColor;
|
||||
vec3 bottomRightColor;
|
||||
vec3 bottomLeftColor;
|
||||
vec3 topRightColor;
|
||||
|
||||
if (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5){
|
||||
topLeftColor = pow(SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
bottomRightColor = pow(SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
bottomLeftColor = pow(SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
topRightColor = pow(SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
}else{
|
||||
topLeftColor = SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb;
|
||||
bottomRightColor = SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
|
||||
bottomLeftColor = SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
|
||||
topRightColor = SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb;}
|
||||
|
||||
vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
|
||||
|
||||
float totalArea = 4.0 * range.x * range.y;
|
||||
|
||||
vec3 averageColor;
|
||||
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
|
||||
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
|
||||
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
|
||||
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
|
||||
|
||||
vec4 color = (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
|
||||
|
||||
SetOutput(color);
|
||||
}
|
Loading…
Reference in New Issue