1 ///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
2
3 // crt-royale: A full-featured CRT shader, with cheese.
4 // Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
5 //
6 // This program is free software; you can redistribute it and/or modify it
7 // under the terms of the GNU General Public License as published by the Free
8 // Software Foundation; either version 2 of the License, or any later version.
9 //
10 // This program is distributed in the hope that it will be useful, but WITHOUT
11 // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
12 // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
13 // more details.
14 //
15 // You should have received a copy of the GNU General Public License along with
16 // this program; if not, write to the Free Software Foundation, Inc., 59 Temple
17 // Place, Suite 330, Boston, MA 02111-1307 USA
18
layout(push_constant)19 layout(push_constant) uniform Push
20 {
21 vec4 SourceSize;
22 vec4 OriginalSize;
23 vec4 OutputSize;
24 vec4 VERTICAL_SCANLINESSize;
25 vec4 BLOOM_APPROXSize;
26 vec4 HALATION_BLURSize;
27 vec4 MASK_RESIZESize;
28 } params;
29
30 #define VERTICAL_SCANLINEStexture VERTICAL_SCANLINES
31 #define VERTICAL_SCANLINEStexture_size params.VERTICAL_SCANLINESSize.xy
32 #define VERTICAL_SCANLINESvideo_size params.VERTICAL_SCANLINESSize.xy
33 #define BLOOM_APPROXtexture BLOOM_APPROX
34 #define BLOOM_APPROXtexture_size params.BLOOM_APPROXSize.xy
35 #define BLOOM_APPROXvideo_size params.BLOOM_APPROXSize.xy
36 #define HALATION_BLURtexture HALATION_BLUR
37 #define HALATION_BLURtexture_size params.HALATION_BLURSize.xy
38 #define HALATION_BLURvideo_size params.HALATION_BLURSize.xy
39 #ifdef INTEGRATED_GRAPHICS_COMPATIBILITY_MODE
40 #define MASK_RESIZEtexture Source
41 #else
42 #define MASK_RESIZEtexture MASK_RESIZE
43 #endif
44 #define MASK_RESIZEtexture_size params.MASK_RESIZESize.xy
45 #define MASK_RESIZEvideo_size params.MASK_RESIZESize.xy
46
47 float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y;
48 const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0);
49
50 ///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
51
52 #include "../../../../include/compat_macros.inc"
53 #include "../user-settings.h"
54 #include "derived-settings-and-constants.h"
55 #include "bind-shader-params.h"
56
57
58 /////////////////////////////// VERTEX INCLUDES ///////////////////////////////
59
60 #include "scanline-functions.h"
61 #include "phosphor-mask-resizing.h"
62 #include "../../../../include/gamma-management.h"
63
64 /////////////////////////////////// HELPERS //////////////////////////////////
65
tex2Dtiled_mask_linearize(const sampler2D tex,const float2 tex_uv)66 inline float4 tex2Dtiled_mask_linearize(const sampler2D tex,
67 const float2 tex_uv)
68 {
69 // If we're manually tiling a texture, anisotropic filtering can get
70 // confused. One workaround is to just select the lowest mip level:
71 #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
72 #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DLOD
73 // TODO: Use tex2Dlod_linearize with a calculated mip level.
74 return tex2Dlod_linearize(tex, float4(tex_uv, 0.0, 0.0));
75 #else
76 #ifdef ANISOTROPIC_TILING_COMPAT_TEX2DBIAS
77 return tex2Dbias_linearize(tex, float4(tex_uv, 0.0, -16.0));
78 #else
79 return tex2D_linearize(tex, tex_uv);
80 #endif
81 #endif
82 #else
83 return tex2D_linearize(tex, tex_uv);
84 #endif
85 }
86
87 #pragma stage vertex
88 layout(location = 0) in vec4 Position;
89 layout(location = 1) in vec2 TexCoord;
90 layout(location = 0) out vec2 video_uv;
91 layout(location = 1) out vec2 scanline_tex_uv;
92 layout(location = 2) out vec2 blur3x3_tex_uv;
93 layout(location = 3) out vec2 halation_tex_uv;
94 layout(location = 4) out vec2 scanline_texture_size_inv;
95 layout(location = 5) out vec4 mask_tile_start_uv_and_size;
96 layout(location = 6) out vec2 mask_tiles_per_screen;
97
main()98 void main()
99 {
100 gl_Position = global.MVP * Position;
101 float2 tex_uv = TexCoord;
102 // Our various input textures use different coords.
103 video_uv = tex_uv * IN.texture_size/IN.video_size;
104 scanline_texture_size_inv =
105 float2(1.0, 1.0)/VERTICAL_SCANLINEStexture_size;
106 //video_uv = video_uv;
107 scanline_tex_uv = video_uv * VERTICAL_SCANLINESvideo_size *
108 scanline_texture_size_inv;
109 blur3x3_tex_uv = video_uv * BLOOM_APPROXvideo_size /
110 BLOOM_APPROXtexture_size;
111 halation_tex_uv = video_uv * HALATION_BLURvideo_size /
112 HALATION_BLURtexture_size;
113 //scanline_texture_size_inv = scanline_texture_size_inv;
114
115 // Get a consistent name for the final mask texture size. Sample mode 0
116 // uses the manually resized mask, but ignore it if we never resized.
117 #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
118 const float mask_sample_mode = get_mask_sample_mode();
119 const float2 mask_resize_texture_size = mask_sample_mode < 0.5 ?
120 MASK_RESIZEtexture_size : mask_texture_large_size;
121 const float2 mask_resize_video_size = mask_sample_mode < 0.5 ?
122 MASK_RESIZEvideo_size : mask_texture_large_size;
123 #else
124 const float2 mask_resize_texture_size = mask_texture_large_size;
125 const float2 mask_resize_video_size = mask_texture_large_size;
126 #endif
127 // Compute mask tile dimensions, starting points, etc.:
128 //float2 mask_tiles_per_screen;
129 mask_tile_start_uv_and_size = get_mask_sampling_parameters(
130 mask_resize_texture_size, mask_resize_video_size, IN.output_size,
131 mask_tiles_per_screen);
132 //mask_tiles_per_screen = mask_tiles_per_screen;
133 }
134
135 #pragma stage fragment
136 layout(location = 0) in vec2 video_uv;
137 layout(location = 1) in vec2 scanline_tex_uv;
138 layout(location = 2) in vec2 blur3x3_tex_uv;
139 layout(location = 3) in vec2 halation_tex_uv;
140 layout(location = 4) in vec2 scanline_texture_size_inv;
141 layout(location = 5) in vec4 mask_tile_start_uv_and_size;
142 layout(location = 6) in vec2 mask_tiles_per_screen;
143 layout(location = 0) out vec4 FragColor;
144 layout(set = 0, binding = 2) uniform sampler2D Source;
145 layout(set = 0, binding = 3) uniform sampler2D mask_grille_texture_large;
146 layout(set = 0, binding = 4) uniform sampler2D mask_slot_texture_large;
147 layout(set = 0, binding = 5) uniform sampler2D mask_shadow_texture_large;
148 layout(set = 0, binding = 6) uniform sampler2D VERTICAL_SCANLINES;
149 layout(set = 0, binding = 7) uniform sampler2D BLOOM_APPROX;
150 layout(set = 0, binding = 8) uniform sampler2D HALATION_BLUR;
151 #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
152 layout(set = 0, binding = 9) uniform sampler2D MASK_RESIZE;
153 #endif
154
155 ////////////////////////////// FRAGMENT INCLUDES //////////////////////////////
156
157 #include "bloom-functions.h"
158
main()159 void main()
160 {
161 // This pass: Sample (misconverged?) scanlines to the final horizontal
162 // resolution, apply halation (bouncing electrons), and apply the phosphor
163 // mask. Fake a bloom if requested. Unless we fake a bloom, the output
164 // will be dim from the scanline auto-dim, mask dimming, and low gamma.
165
166 // Horizontally sample the current row (a vertically interpolated scanline)
167 // and account for horizontal convergence offsets, given in units of texels.
168 const float3 scanline_color_dim = sample_rgb_scanline_horizontal(
169 VERTICAL_SCANLINEStexture, scanline_tex_uv,
170 VERTICAL_SCANLINEStexture_size, scanline_texture_size_inv);
171 const float auto_dim_factor = levels_autodim_temp;
172
173 // Sample the phosphor mask:
174 const float2 tile_uv_wrap = video_uv * mask_tiles_per_screen;
175 const float2 mask_tex_uv = convert_phosphor_tile_uv_wrap_to_tex_uv(
176 tile_uv_wrap, mask_tile_start_uv_and_size);
177 float3 phosphor_mask_sample;
178 #ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
179 const bool sample_orig_luts = get_mask_sample_mode() > 0.5;
180 #else
181 static const bool sample_orig_luts = true;
182 #endif
183 if(sample_orig_luts)
184 {
185 // If mask_type is static, this branch will be resolved statically.
186 if(mask_type < 0.5)
187 {
188 phosphor_mask_sample = tex2D_linearize(
189 mask_grille_texture_large, mask_tex_uv).rgb;
190 }
191 else if(mask_type < 1.5)
192 {
193 phosphor_mask_sample = tex2D_linearize(
194 mask_slot_texture_large, mask_tex_uv).rgb;
195 }
196 else
197 {
198 phosphor_mask_sample = tex2D_linearize(
199 mask_shadow_texture_large, mask_tex_uv).rgb;
200 }
201 }
202 else
203 {
204 // Sample the resized mask, and avoid tiling artifacts:
205 phosphor_mask_sample = tex2Dtiled_mask_linearize(
206 MASK_RESIZEtexture, mask_tex_uv).rgb;
207 }
208
209 // Sample the halation texture (auto-dim to match the scanlines), and
210 // account for both horizontal and vertical convergence offsets, given
211 // in units of texels horizontally and same-field scanlines vertically:
212 const float3 halation_color = tex2D_linearize(
213 HALATION_BLURtexture, halation_tex_uv).rgb;
214
215 // Apply halation: Halation models electrons flying around under the glass
216 // and hitting the wrong phosphors (of any color). It desaturates, so
217 // average the halation electrons to a scalar. Reduce the local scanline
218 // intensity accordingly to conserve energy.
219 const float3 halation_intensity_dim =
220 float3(dot(halation_color, float3(auto_dim_factor/3.0)));
221 const float3 electron_intensity_dim = lerp(scanline_color_dim,
222 halation_intensity_dim, global.halation_weight);
223
224 // Apply the phosphor mask:
225 const float3 phosphor_emission_dim = electron_intensity_dim *
226 phosphor_mask_sample;
227
228 #ifdef PHOSPHOR_BLOOM_FAKE
229 // The BLOOM_APPROX pass approximates a blurred version of a masked
230 // and scanlined image. It's usually used to compute the brightpass,
231 // but we can also use it to fake the bloom stage entirely. Caveats:
232 // 1.) A fake bloom is conceptually different, since we're mixing in a
233 // fully blurred low-res image, and the biggest implication are:
234 // 2.) If mask_amplify is incorrect, results deteriorate more quickly.
235 // 3.) The inaccurate blurring hurts quality in high-contrast areas.
236 // 4.) The bloom_underestimate_levels parameter seems less sensitive.
237 // Reverse the auto-dimming and amplify to compensate for mask dimming:
238 #define PHOSPHOR_BLOOM_FAKE_WITH_SIMPLE_BLEND
239 #ifdef PHOSPHOR_BLOOM_FAKE_WITH_SIMPLE_BLEND
240 static const float blur_contrast = 1.05;
241 #else
242 static const float blur_contrast = 1.0;
243 #endif
244 const float mask_amplify = get_mask_amplify();
245 const float undim_factor = 1.0/auto_dim_factor;
246 const float3 phosphor_emission =
247 phosphor_emission_dim * undim_factor * mask_amplify;
248 // Get a phosphor blur estimate, accounting for convergence offsets:
249 const float3 electron_intensity = electron_intensity_dim * undim_factor;
250 const float3 phosphor_blur_approx_soft = tex2D_linearize(
251 BLOOM_APPROXtexture, blur3x3_tex_uv).rgb;
252 const float3 phosphor_blur_approx = lerp(phosphor_blur_approx_soft,
253 electron_intensity, 0.1) * blur_contrast;
254 // We could blend between phosphor_emission and phosphor_blur_approx,
255 // solving for the minimum blend_ratio that avoids clipping past 1.0:
256 // 1.0 >= total_intensity
257 // 1.0 >= phosphor_emission * (1.0 - blend_ratio) +
258 // phosphor_blur_approx * blend_ratio
259 // blend_ratio = (phosphor_emission - 1.0)/
260 // (phosphor_emission - phosphor_blur_approx);
261 // However, this blurs far more than necessary, because it aims for
262 // full brightness, not minimal blurring. To fix it, base blend_ratio
263 // on a max area intensity only so it varies more smoothly:
264 const float3 phosphor_blur_underestimate =
265 phosphor_blur_approx * bloom_underestimate_levels;
266 const float3 area_max_underestimate =
267 phosphor_blur_underestimate * mask_amplify;
268 #ifdef PHOSPHOR_BLOOM_FAKE_WITH_SIMPLE_BLEND
269 const float3 blend_ratio_temp =
270 (area_max_underestimate - float3(1.0, 1.0, 1.0)) /
271 (area_max_underestimate - phosphor_blur_underestimate);
272 #else
273 // Try doing it like an area-based brightpass. This is nearly
274 // identical, but it's worth toying with the code in case I ever
275 // find a way to make it look more like a real bloom. (I've had
276 // some promising textures from combining an area-based blend ratio
277 // for the phosphor blur and a more brightpass-like blend-ratio for
278 // the phosphor emission, but I haven't found a way to make the
279 // brightness correct across the whole color range, especially with
280 // different bloom_underestimate_levels values.)
281 const float desired_triad_size = lerp(global.mask_triad_size_desired,
282 IN.output_size.x/global.mask_num_triads_desired,
283 global.mask_specify_num_triads);
284 const float bloom_sigma = get_min_sigma_to_blur_triad(
285 desired_triad_size, bloom_diff_thresh);
286 const float center_weight = get_center_weight(bloom_sigma);
287 const float3 max_area_contribution_approx =
288 max(float3(0.0, 0.0, 0.0), phosphor_blur_approx -
289 center_weight * phosphor_emission);
290 const float3 area_contrib_underestimate =
291 bloom_underestimate_levels * max_area_contribution_approx;
292 const float3 blend_ratio_temp =
293 ((float3(1.0, 1.0, 1.0) - area_contrib_underestimate) /
294 area_max_underestimate - float3(1.0, 1.0, 1.0)) / (center_weight - 1.0);
295 #endif
296 // Clamp blend_ratio in case it's out-of-range, but be SUPER careful:
297 // min/max/clamp are BIZARRELY broken with lerp (optimization bug?),
298 // and this redundant sequence avoids bugs, at least on nVidia cards:
299 const float3 blend_ratio_clamped = max(clamp(blend_ratio_temp, 0.0, 1.0), 0.0);
300 const float3 blend_ratio = lerp(blend_ratio_clamped, float3(1.0,1.0,1.0), global.bloom_excess);
301 // Blend the blurred and unblurred images:
302 const float3 phosphor_emission_unclipped =
303 lerp(phosphor_emission, phosphor_blur_approx, blend_ratio);
304 // Simulate refractive diffusion by reusing the halation sample.
305 const float3 pixel_color = lerp(phosphor_emission_unclipped,
306 halation_color, global.diffusion_weight);
307 #else
308 const float3 pixel_color = phosphor_emission_dim;
309 #endif
310 // Encode if necessary, and output.
311 FragColor = encode_output(float4(pixel_color, 1.0));
312 }
313