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crt-aperture.glsl
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// Generated by mpv-libretro
//!PARAM BRIGHTNESS
//!DESC Brightness
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 2
1.5
//!PARAM GAMMA_INPUT
//!DESC Gamma Input
//!TYPE CONSTANT float
//!MINIMUM 1
//!MAXIMUM 5
2.4
//!PARAM GAMMA_OUTPUT
//!DESC Gamma Output
//!TYPE CONSTANT float
//!MINIMUM 1
//!MAXIMUM 5
2.4
//!PARAM GLOW_DIFFUSION
//!DESC Glow Diffusion
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0.05
//!PARAM GLOW_HALATION
//!DESC Glow Halation
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0.1
//!PARAM GLOW_HEIGHT
//!DESC Glow Height
//!TYPE CONSTANT float
//!MINIMUM 0.05
//!MAXIMUM 0.65
0.5
//!PARAM GLOW_WIDTH
//!DESC Glow Width
//!TYPE CONSTANT float
//!MINIMUM 0.05
//!MAXIMUM 0.65
0.5
//!PARAM MASK_COLORS
//!DESC Mask Colors
//!TYPE CONSTANT float
//!MINIMUM 2
//!MAXIMUM 3
2
//!PARAM MASK_SIZE
//!DESC Mask Size
//!TYPE CONSTANT float
//!MINIMUM 1
//!MAXIMUM 9
1
//!PARAM MASK_STRENGTH
//!DESC Mask Strength
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0.3
//!PARAM SCANLINE_OFFSET
//!DESC Scanline Offset
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
1
//!PARAM SCANLINE_SHAPE
//!DESC Scanline Shape
//!TYPE CONSTANT float
//!MINIMUM 1
//!MAXIMUM 100
2.5
//!PARAM SCANLINE_SIZE_MAX
//!DESC Scanline Size Max.
//!TYPE CONSTANT float
//!MINIMUM 0.5
//!MAXIMUM 1.5
1.5
//!PARAM SCANLINE_SIZE_MIN
//!DESC Scanline Size Min.
//!TYPE CONSTANT float
//!MINIMUM 0.5
//!MAXIMUM 1.5
0.5
//!PARAM SHARPNESS_EDGES
//!DESC Sharpness Edges
//!TYPE CONSTANT float
//!MINIMUM 1
//!MAXIMUM 5
3
//!PARAM SHARPNESS_IMAGE
//!DESC Sharpness Image
//!TYPE CONSTANT float
//!MINIMUM 1
//!MAXIMUM 5
1
//!HOOK MAIN
//!COMPONENTS 4
//!DESC sRGB to linear RGB
//!SAVE MAIN_RGB
//!BIND HOOKED
vec4 hook() {
return linearize(HOOKED_tex(HOOKED_pos));
}
//!HOOK MAIN
//!COMPONENTS 4
//!DESC crt-aperture.slang
//!WIDTH OUTPUT.width 1 *
//!HEIGHT OUTPUT.height 1 *
//!BIND MAIN_RGB
//!BIND HOOKED
vec4 vertex_gl_Position;
struct _params_ {
vec4 SourceSize;
vec4 OutputSize;
uint FrameCount;
float SHARPNESS_IMAGE;
float SHARPNESS_EDGES;
float GLOW_WIDTH;
float GLOW_HEIGHT;
float GLOW_HALATION;
float GLOW_DIFFUSION;
float MASK_COLORS;
float MASK_STRENGTH;
float MASK_SIZE;
float SCANLINE_SIZE_MIN;
float SCANLINE_SIZE_MAX;
float SCANLINE_SHAPE;
float SCANLINE_OFFSET;
float GAMMA_INPUT;
float GAMMA_OUTPUT;
float BRIGHTNESS;
} params = _params_(vec4(MAIN_RGB_size, MAIN_RGB_pt), vec4(target_size, 1. / target_size.x, 1. / target_size.y), uint(frame), float(SHARPNESS_IMAGE), float(SHARPNESS_EDGES), float(GLOW_WIDTH), float(GLOW_HEIGHT), float(GLOW_HALATION), float(GLOW_DIFFUSION), float(MASK_COLORS), float(MASK_STRENGTH), float(MASK_SIZE), float(SCANLINE_SIZE_MIN), float(SCANLINE_SIZE_MAX), float(SCANLINE_SHAPE), float(SCANLINE_OFFSET), float(GAMMA_INPUT), float(GAMMA_OUTPUT), float(BRIGHTNESS));
struct _global_ {
mat4 MVP;
} global = _global_(mat4(1.));
mat3x3 vertex_get_color_matrix(sampler2D tex, vec2 co, vec2 dx) {
return mat3x3(pow(texture(tex, co - dx).rgb, vec3(params.GAMMA_INPUT)), pow(texture(tex, co).rgb, vec3(params.GAMMA_INPUT)), pow(texture(tex, co + dx).rgb, vec3(params.GAMMA_INPUT)));
}
vec3 vertex_blur(mat3 m, float dist, float rad) {
vec3 x = vec3(dist - 1., dist, dist + 1.) / rad;
vec3 w = exp2(x * x * -1.);
return (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z);
}
vec3 vertex_filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size) {
vec2 dx = vec2(1. / tex_size.x, 0.);
vec2 dy = vec2(0., 1. / tex_size.y);
vec2 pix_co = co * tex_size;
vec2 tex_co = (floor(pix_co) + 0.5) / tex_size;
vec2 dist = (fract(pix_co) - 0.5) * -1.;
mat3x3 line0 = vertex_get_color_matrix(tex, tex_co - dy, dx);
mat3x3 line1 = vertex_get_color_matrix(tex, tex_co, dx);
mat3x3 line2 = vertex_get_color_matrix(tex, tex_co + dy, dx);
mat3x3 column = mat3x3(vertex_blur(line0, dist.x, params.GLOW_WIDTH), vertex_blur(line1, dist.x, params.GLOW_WIDTH), vertex_blur(line2, dist.x, params.GLOW_WIDTH));
return vertex_blur(column, dist.y, params.GLOW_HEIGHT);
}
vec3 vertex_filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp) {
tex_size.x *= sharp;
vec2 dx = vec2(1. / tex_size.x, 0.);
vec2 pix_co = co * tex_size - vec2(0.5, 0.);
vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.001)) / tex_size;
vec2 dist = fract(pix_co);
vec4 coef = 3.1415927 * vec4(dist.x + 1., dist.x, dist.x - 1., dist.x - 2.);
coef = max(abs(coef), 0.00001);
coef = 2. * sin(coef) * sin(coef / 2.) / (coef * coef);
coef /= dot(coef, vec4(1.));
vec4 col1 = vec4(pow(texture(tex, tex_co).rgb, vec3(params.GAMMA_INPUT)), 1.);
vec4 col2 = vec4(pow(texture(tex, tex_co + dx).rgb, vec3(params.GAMMA_INPUT)), 1.);
return (mat4x4(col1, col1, col2, col2) * coef).rgb;
}
vec3 vertex_get_scanline_weight(float x, vec3 col) {
vec3 beam = mix(vec3(params.SCANLINE_SIZE_MIN), vec3(params.SCANLINE_SIZE_MAX), pow(col, vec3(1. / params.SCANLINE_SHAPE)));
vec3 x_mul = 2. / beam;
vec3 x_offset = x_mul * 0.5;
return smoothstep(0., 1., 1. - abs(x * x_mul - x_offset)) * x_offset;
}
vec3 vertex_get_mask_weight(float x) {
float i = mod(floor(x * params.OutputSize.x * params.SourceSize.x / (params.SourceSize.x * params.MASK_SIZE)), params.MASK_COLORS);
if (i == 0.) return mix(vec3(1., 0., 1.), vec3(1., 0., 0.), params.MASK_COLORS - 2.); else if (i == 1.) return vec3(0., 1., 0.); else return vec3(0., 0., 1.);
}
vec4 Position = vec4(HOOKED_pos, 0., 1.);
vec2 TexCoord = HOOKED_pos;
vec2 vTexCoord;
void vertex_main() {
vertex_gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
mat3x3 fragment_get_color_matrix(sampler2D tex, vec2 co, vec2 dx) {
return mat3x3(pow(texture(tex, co - dx).rgb, vec3(params.GAMMA_INPUT)), pow(texture(tex, co).rgb, vec3(params.GAMMA_INPUT)), pow(texture(tex, co + dx).rgb, vec3(params.GAMMA_INPUT)));
}
vec3 fragment_blur(mat3 m, float dist, float rad) {
vec3 x = vec3(dist - 1., dist, dist + 1.) / rad;
vec3 w = exp2(x * x * -1.);
return (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z);
}
vec3 fragment_filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size) {
vec2 dx = vec2(1. / tex_size.x, 0.);
vec2 dy = vec2(0., 1. / tex_size.y);
vec2 pix_co = co * tex_size;
vec2 tex_co = (floor(pix_co) + 0.5) / tex_size;
vec2 dist = (fract(pix_co) - 0.5) * -1.;
mat3x3 line0 = fragment_get_color_matrix(tex, tex_co - dy, dx);
mat3x3 line1 = fragment_get_color_matrix(tex, tex_co, dx);
mat3x3 line2 = fragment_get_color_matrix(tex, tex_co + dy, dx);
mat3x3 column = mat3x3(fragment_blur(line0, dist.x, params.GLOW_WIDTH), fragment_blur(line1, dist.x, params.GLOW_WIDTH), fragment_blur(line2, dist.x, params.GLOW_WIDTH));
return fragment_blur(column, dist.y, params.GLOW_HEIGHT);
}
vec3 fragment_filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp) {
tex_size.x *= sharp;
vec2 dx = vec2(1. / tex_size.x, 0.);
vec2 pix_co = co * tex_size - vec2(0.5, 0.);
vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.001)) / tex_size;
vec2 dist = fract(pix_co);
vec4 coef = 3.1415927 * vec4(dist.x + 1., dist.x, dist.x - 1., dist.x - 2.);
coef = max(abs(coef), 0.00001);
coef = 2. * sin(coef) * sin(coef / 2.) / (coef * coef);
coef /= dot(coef, vec4(1.));
vec4 col1 = vec4(pow(texture(tex, tex_co).rgb, vec3(params.GAMMA_INPUT)), 1.);
vec4 col2 = vec4(pow(texture(tex, tex_co + dx).rgb, vec3(params.GAMMA_INPUT)), 1.);
return (mat4x4(col1, col1, col2, col2) * coef).rgb;
}
vec3 fragment_get_scanline_weight(float x, vec3 col) {
vec3 beam = mix(vec3(params.SCANLINE_SIZE_MIN), vec3(params.SCANLINE_SIZE_MAX), pow(col, vec3(1. / params.SCANLINE_SHAPE)));
vec3 x_mul = 2. / beam;
vec3 x_offset = x_mul * 0.5;
return smoothstep(0., 1., 1. - abs(x * x_mul - x_offset)) * x_offset;
}
vec3 fragment_get_mask_weight(float x) {
float i = mod(floor(x * params.OutputSize.x * params.SourceSize.x / (params.SourceSize.x * params.MASK_SIZE)), params.MASK_COLORS);
if (i == 0.) return mix(vec3(1., 0., 1.), vec3(1., 0., 0.), params.MASK_COLORS - 2.); else if (i == 1.) return vec3(0., 1., 0.); else return vec3(0., 0., 1.);
}
vec4 FragColor;
#define Source MAIN_RGB_raw
void fragment_main() {
float scale = floor(params.OutputSize.y * params.SourceSize.w);
float offset = 1. / scale * 0.5;
if (bool(mod(scale, 2.))) offset = 0.;
vec2 co = (vTexCoord * params.SourceSize.xy - vec2(0., offset * params.SCANLINE_OFFSET)) * params.SourceSize.zw;
vec3 col_glow = fragment_filter_gaussian(Source, co, params.SourceSize.xy);
vec3 col_soft = fragment_filter_lanczos(Source, co, params.SourceSize.xy, params.SHARPNESS_IMAGE);
vec3 col_sharp = fragment_filter_lanczos(Source, co, params.SourceSize.xy, params.SHARPNESS_EDGES);
vec3 col = sqrt(col_sharp * col_soft);
col *= fragment_get_scanline_weight(fract(co.y * params.SourceSize.y), col_soft);
col_glow = clamp(col_glow - col, 0., 1.);
col += col_glow * col_glow * params.GLOW_HALATION;
col = mix(col, col * fragment_get_mask_weight(vTexCoord.x) * params.MASK_COLORS, params.MASK_STRENGTH);
col += col_glow * params.GLOW_DIFFUSION;
col = pow(col * params.BRIGHTNESS, vec3(1. / params.GAMMA_OUTPUT));
FragColor = vec4(col, 1.);
}
vec4 hook() {
vertex_main();
fragment_main();
return delinearize(FragColor);
}