#version 450 /* CRT - Guest - Advanced - HD - Pass1 Copyright (C) 2018-2022 guest(r) - guest.r@gmail.com Incorporates many good ideas and suggestions from Dr. Venom. I would also like give thanks to many Libretro forums members for continuous feedback, suggestions and caring about the shader. 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. */ /*layout(push_constant) uniform Push { //vec4 SourceSize; //vec4 OriginalSize; //vec4 OutputSize; //uint FrameCount; //float SIGMA_HOR; //float HSHARPNESS; float S_SHARP; float HARNG; float HSHARP; float prescalex; float prescaley; float spike; float SIGMA_VER; float VSHARPNESS; float S_SHARPV; float VARNG; float VSHARP; float internal_res; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; */ //#pragma parameter bogus_filtering "[ FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 //#pragma parameter internal_res " Internal Resolution" 1.0 1.0 8.0 0.10 #define internal_res 1.0 //#pragma parameter HSHARPNESS " Horizontal Filter Range" 1.0 1.0 8.0 0.25 #define HSHARPNESS 1.0 //#pragma parameter SIGMA_HOR " Horizontal Blur Sigma" 0.50 0.1 7.0 0.025 #define SIGMA_HOR 0.50 //#pragma parameter S_SHARP " Substractive Sharpness" 1.0 0.0 2.0 0.10 #define S_SHARP 1.0 //#pragma parameter HSHARP " Sharpness Definition" 1.25 0.0 2.0 0.10 #define HSHARP 1.25 //#pragma parameter HARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10 #define HARNG 0.2 //#pragma parameter bogus_vfiltering "[ VERTICAL/INTERLACING FILTERING OPTIONS ]: " 0.0 0.0 1.0 1.0 //#pragma parameter VSHARPNESS " Vertical Filter Range" 1.0 1.0 8.0 0.25 #define VSHARPNESS 1.0 //#pragma parameter SIGMA_VER " Vertical Blur Sigma" 0.50 0.1 7.0 0.025 #define SIGMA_VER 0.50 //#pragma parameter S_SHARPV " Vert. Substractive Sharpness" 1.0 0.0 2.0 0.10 #define S_SHARPV 1.0 //#pragma parameter VSHARP " Vert. Sharpness Definition" 1.25 0.0 2.0 0.10 #define VSHARP 1.25 //#pragma parameter VARNG " Substractive Sharpness Ringing" 0.2 0.0 4.0 0.10 #define VARNG 0.2 //#pragma parameter spike " Scanline Spike Removal" 1.0 0.0 2.0 0.10 #define spike 1.0 //#pragma parameter prescalex " Prescale-X Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with main pass, values must match #define prescalex 1.0 //#pragma parameter prescaley " Prescale-Y Factor (for xBR...pre-shader...)" 1.0 1.0 5.0 0.25 // Joint parameter with Linearize Pass pass, values must match #define prescaley 1.0 #define COMPAT_TEXTURE(c,d) texture(sampler2D(CustomMaterial_texture,c),d) #define TEX0 vTexCoord //#define OutputSize params.OutputSize //#define gl_FragCoord (vTexCoord * OutputSize.xy) //#pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 1, binding = 0) uniform texture2D CustomMaterial_texture; layout(set = 1, binding = 1) uniform sampler LinearizePass; layout(set = 1, binding = 2) uniform vec2 TextSize; //#define OriginalSize vec2(1.0,1.0) float invsqrsigma = 1.0/(2.0*SIGMA_HOR*SIGMA_HOR*internal_res*internal_res); float gaussian(float x) { return exp(-x*x*invsqrsigma); } void main() { vec2 invTextSize = 1 / TextSize; vec4 OriginalSize = vec4(TextSize,invTextSize.x,invTextSize.y); vec4 SourceSize = OriginalSize * vec4(prescalex, prescaley, (1.0/prescalex), (1.0/prescaley)); vec2 icoords = vTexCoord * TextSize; float f = fract(SourceSize.x * vTexCoord.x); f = 0.5 - f; vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw; //vec2 tex = SourceSize.xy * vTexCoord; vec3 color = vec3(0.0,0.0,0.0); float scolor = 0.0; vec2 dx = vec2(SourceSize.z, 0.0); float w = 0.0; float swsum = 0.0; float wsum = 0.0; vec3 pixel; float hsharpness = HSHARPNESS * internal_res; vec3 cmax = vec3(0.0,0.0,0.0); vec3 cmin = vec3(1.0,1.0,1.0); float sharp = gaussian(hsharpness) * S_SHARP; float maxsharp = 0.20; float FPR = hsharpness; float fpx = 0.0; float sp = 0.0; float sw = 0.0; float ts = 0.025; vec3 luma = vec3(0.2126, 0.7152, 0.0722); float LOOPSIZE = ceil(2.0*FPR); float CLAMPSIZE = round(2.0*LOOPSIZE/3.0); float n = -LOOPSIZE; do { pixel = COMPAT_TEXTURE(LinearizePass, tex + (n*dx)).rgb; sp = max(max(pixel.r,pixel.g),pixel.b); w = gaussian(n+f) - sharp; fpx = abs(n+f-sign(n)*FPR)/FPR; if (abs(n) <= CLAMPSIZE) { cmax = max(cmax, pixel); cmin = min(cmin, pixel); } if (w < 0.0) w = clamp(w, mix(-maxsharp, 0.0, pow(fpx, HSHARP)), 0.0); color = color + w * pixel; wsum = wsum + w; sw = max(w, 0.0) * (dot(pixel,luma) + ts); scolor = scolor + sw * sp; swsum = swsum + sw; n = n + 1.0; } while (n <= LOOPSIZE); color = color / wsum; scolor = scolor / swsum; color = clamp(mix(clamp(color, cmin, cmax), color, HARNG), 0.0, 1.0); scolor = clamp(mix(max(max(color.r, color.g),color.b), scolor, spike), 0.0, 1.0); FragColor = vec4(color, scolor); //FragColor = COMPAT_TEXTURE(LinearizePass,tex); }