mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-26 23:55:40 +00:00
cf15591704
* Add crt-hyllian-sinc.fx, crt-geo-zfast.fx and update others - Add crt-hyllian-sinc.fx; - Add crt-geo-zfast.fx; - Updated bicubic.fx and lanczos3.fx to allow prescaling; - Add include folder and mask.fxh and geom.fxh; * Update psx.jpg - No logos anymore.
243 lines
7.5 KiB
HLSL
243 lines
7.5 KiB
HLSL
#ifndef MASK_PARAMS_H
|
|
#define MASK_PARAMS_H
|
|
|
|
uniform float MASK_DARK_STRENGTH <
|
|
ui_type = "drag";
|
|
ui_min = 0.0;
|
|
ui_max = 1.0;
|
|
ui_step = 0.01;
|
|
ui_category = "CRT Mask";
|
|
ui_label = "MASK DARK SUBPIXEL STRENGTH";
|
|
> = 0.5;
|
|
|
|
uniform float MASK_LIGHT_STRENGTH <
|
|
ui_type = "drag";
|
|
ui_min = 0.0;
|
|
ui_max = 6.0;
|
|
ui_step = 0.01;
|
|
ui_category = "CRT Mask";
|
|
ui_label = "MASK LIGHT SUBPIXEL STRENGTH";
|
|
> = 0.5;
|
|
|
|
/* Mask code pasted from subpixel_masks.h. Masks 3 and 4 added. */
|
|
float3 mask_weights(float2 coord, int phosphor_layout, float monitor_subpixels, float mask_light_str, float mask_dark_str){
|
|
float3 weights = float3(1.,1.,1.);
|
|
float on = 1.+mask_light_str;
|
|
// float on = 1.;
|
|
float off = 1.-mask_dark_str;
|
|
float3 red = monitor_subpixels==1.0 ? float3(on, off, off) : float3(off, off, on );
|
|
float3 green = float3(off, on, off);
|
|
float3 blue = monitor_subpixels==1.0 ? float3(off, off, on ) : float3(on, off, off);
|
|
float3 magenta = float3(on, off, on );
|
|
float3 yellow = monitor_subpixels==1.0 ? float3(on, on, off) : float3(off, on, on );
|
|
float3 cyan = monitor_subpixels==1.0 ? float3(off, on, on ) : float3(on, on, off);
|
|
float3 black = float3(off, off, off);
|
|
float3 white = float3(on, on, on );
|
|
int w, z = 0;
|
|
|
|
// This pattern is used by a few layouts, so we'll define it here
|
|
float3 aperture_weights = lerp(magenta, green, floor(coord.x % 2.0));
|
|
|
|
if(phosphor_layout == 0) return weights;
|
|
|
|
else if(phosphor_layout == 1){
|
|
// classic aperture for RGB panels; good for 1080p, too small for 4K+
|
|
// aka aperture_1_2_bgr
|
|
weights = aperture_weights;
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 2){
|
|
// Classic RGB layout; good for 1080p and lower
|
|
float3 bw3[3] = {red, green, blue};
|
|
// float3 bw3[3] = float3[](black, yellow, blue);
|
|
|
|
z = int(floor(coord.x % 3.0));
|
|
|
|
weights = bw3[z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 3){
|
|
// black and white aperture; good for weird subpixel layouts and low brightness; good for 1080p and lower
|
|
float3 bw3[3] = {black, white, black};
|
|
|
|
z = int(floor(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
|
|
|
|
float3 big_ap_rgb[4] = {red, yellow, cyan, blue};
|
|
|
|
w = int(floor(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
|
|
float3 bw4[4] = {black, black, white, white};
|
|
|
|
z = int(floor(coord.x % 4.0));
|
|
|
|
weights = bw4[z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 6){
|
|
// aperture_1_4_rgb; good for simulating lower
|
|
float3 ap4[4] = {red, green, blue, black};
|
|
|
|
z = int(floor(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
|
|
float3 inverse_aperture = lerp(green, magenta, floor(coord.x % 2.0));
|
|
weights = lerp(aperture_weights, inverse_aperture, floor(coord.y % 2.0));
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 8){
|
|
// delta_2_4x1_rgb
|
|
float3 delta[8] = {
|
|
red, yellow, cyan, blue,
|
|
cyan, blue, red, yellow
|
|
};
|
|
|
|
w = int(floor(coord.y % 2.0));
|
|
z = int(floor(coord.x % 4.0));
|
|
|
|
weights = delta[4*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
|
|
float3 delta1[8] = {
|
|
red, green, blue, black,
|
|
blue, black, red, green
|
|
};
|
|
|
|
w = int(floor(coord.y % 2.0));
|
|
z = int(floor(coord.x % 4.0));
|
|
|
|
weights = delta1[4*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 10){
|
|
// delta_2_4x2_rgb
|
|
float3 delta[16] = {
|
|
red, yellow, cyan, blue,
|
|
red, yellow, cyan, blue,
|
|
cyan, blue, red, yellow,
|
|
cyan, blue, red, yellow
|
|
};
|
|
|
|
w = int(floor(coord.y % 4.0));
|
|
z = int(floor(coord.x % 4.0));
|
|
|
|
weights = delta[4*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 11){
|
|
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
|
float3 slotmask[24] = {
|
|
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(coord.y % 4.0));
|
|
z = int(floor(coord.x % 6.0));
|
|
|
|
// use the indexes to find which color to apply to the current pixel
|
|
weights = slotmask[6*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 12){
|
|
// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
|
|
float3 slotmask[24] = {
|
|
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(coord.y % 4.0));
|
|
z = int(floor(coord.x % 6.0));
|
|
|
|
// use the indexes to find which color to apply to the current pixel
|
|
weights = slotmask[6*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 13){
|
|
// based on MajorPainInTheCactus' HDR slot mask
|
|
float3 slot[32] = {
|
|
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(coord.y % 4.0));
|
|
z = int(floor(coord.x % 8.0));
|
|
|
|
weights = slot[8*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 14){
|
|
// same as above but for RGB panels
|
|
float3 slot2[40] = {
|
|
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(coord.y % 4.0));
|
|
z = int(floor(coord.x % 10.0));
|
|
|
|
weights = slot2[10*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 15){
|
|
// slot_3_7x6_rgb
|
|
float3 slot[84] = {
|
|
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(coord.y % 6.0));
|
|
z = int(floor(coord.x % 14.0));
|
|
|
|
weights = slot[14*w+z];
|
|
return weights;
|
|
}
|
|
|
|
else return weights;
|
|
}
|
|
|
|
#endif // MASK_PARAMS_H
|