Since we were talking about bezel reflection in the 10 yrs of CRT shaders thread, I modified crt-guest to add that and some in-shader integer scaling (mostly to make room for the bezel, but it’s not strictly necessary):
To use it, you need to replace the preset file with:
shaders = 10
shader0 = shaders/guest/lut/lut.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = shaders/guest/lut/sony_trinitron1.png
SamplerLUT1_linear = true
SamplerLUT2 = shaders/guest/lut/sony_trinitron2.png
SamplerLUT2_linear = true
SamplerLUT3 = shaders/guest/lut/other1.png
SamplerLUT3_linear = true
shader1 = shaders/guest/color-profiles.slang
filter_linear1 = false
scale_type1 = source
scale1 = 1.0
shader2 = shaders/guest/d65-d50.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
alias2 = WhitePointPass
shader3 = shaders/guest/afterglow.slang
filter_linear3 = false
scale_type3 = source
scale3 = 1.0
alias3 = AfterglowPass
shader4 = shaders/guest/avg-lum0.slang
filter_linear4 = false
scale_type4 = source
scale4 = 1.0
shader5 = shaders/guest/avg-lum.slang
filter_linear5 = false
scale_type5 = source
scale5 = 1.0
mipmap_input5 = true
alias5 = AvgLumPass
shader6 = shaders/guest/linearize.slang
filter_linear6 = false
scale_type6 = source
scale6 = 1.0
float_framebuffer6 = true
alias6 = LinearizePass
shader7 = shaders/guest/blur_horiz.slang
filter_linear7 = false
scale_type7 = source
scale7 = 1.0
float_framebuffer7 = true
shader8 = shaders/guest/blur_vert.slang
filter_linear8 = false
scale_type8 = source
scale8 = 1.0
float_framebuffer8 = true
shader9 = shaders/guest/crt-guest-dr-venom.slang
filter_linear9 = true
scale_type9 = viewport
scale_x9 = 1.0
scale_y9 = 1.0
wrap_mode9 = mirrored_repeat
and the crt/shaders/guest/crt-guest-dr-venom.slang with:
#version 450
/*
CRT - Guest - Dr. Venom
Copyright (C) 2018-2019 guest(r) - [email protected]
Incorporates many good ideas and suggestions from Dr. Venom.
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
{
float TATE, IOS, OS, BLOOM, brightboost, gsl, scanline1, scanline2, beam_min, beam_max, beam_size,
h_sharp, s_sharp, h_smart, csize, bsize, warpX, warpY, glow, shadowMask, masksize, vertmask,
slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, GTW, gamma_out, bezel_reflection_brightness;
} params;
#pragma parameter TATE "TATE Mode" 0.0 0.0 1.0 1.0
#define TATE params.TATE // Screen orientation
#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 1.0
#define IOS params.IOS // Smart Integer Scaling
#pragma parameter OS "R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
#define OS params.OS // Do overscan
#pragma parameter BLOOM "Raster bloom %" 0.0 0.0 20.0 1.0
#define BLOOM params.BLOOM // Bloom overscan percentage
#pragma parameter brightboost "Bright boost" 1.35 0.50 2.00 0.01
#define brightboost params.brightboost // adjust brightness
#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0
#define gsl params.gsl // Alternate scanlines
#pragma parameter scanline1 "Scanline beam shape low" 8.0 1.0 15.0 1.0
#define scanline1 params.scanline1 // scanline param, vertical sharpness
#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
#define scanline2 params.scanline2 // scanline param, vertical sharpness
#pragma parameter beam_min "Scanline dark" 1.35 0.5 2.0 0.05
#define beam_min params.beam_min // dark area beam min - narrow
#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05
#define beam_max params.beam_max // bright area beam max - wide
#pragma parameter beam_size "Increased bright scanline beam" 0.65 0.0 1.0 0.05
#define beam_size params.beam_size // increased max. beam size
#pragma parameter h_sharp "Horizontal sharpness" 5.25 1.5 20.0 0.25
#define h_sharp params.h_sharp // pixel sharpness
#pragma parameter s_sharp "Substractive sharpness" 0.05 0.0 0.20 0.01
#define s_sharp params.s_sharp // substractive sharpness
#pragma parameter h_smart "Smart Horizontal Smoothing" 0.0 0.0 1.0 0.1
#define h_smart params.h_smart // smart horizontal smoothing
#pragma parameter csize "Corner size" 0.0 0.0 0.07 0.01
#define csize params.csize // corner size
#pragma parameter bsize "Border smoothness" 600.0 100.0 600.0 25.0
#define bsize params.bsize // border smoothness
#pragma parameter warpX "CurvatureX (default 0.03)" 0.0 0.0 0.125 0.01
#define warpX params.warpX // Curvature X
#pragma parameter warpY "CurvatureY (default 0.04)" 0.0 0.0 0.125 0.01
#define warpY params.warpY // Curvature Y
#pragma parameter glow "Glow Strength" 0.02 0.0 0.5 0.01
#define glow params.glow // Glow Strength
#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 0.0 -1.0 7.0 1.0
#define shadowMask params.shadowMask // Mask Style
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
#define masksize params.masksize // Mask Size
#pragma parameter vertmask "PVM Like Colors" 0.0 0.0 0.25 0.01
#define vertmask params.vertmask // Vertical mask
#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
#define slotmask params.slotmask // Slot Mask ON/OFF
#pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5
#define slotwidth params.slotwidth // Slot Mask Width
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#define double_slot params.double_slot // Slot Mask Height
#pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05
#define mcut params.mcut // Mask 5&6 cutoff
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.05
#define maskDark params.maskDark // Dark "Phosphor"
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.05
#define maskLight params.maskLight // Light "Phosphor"
#pragma parameter CGWG "CGWG Mask Str." 0.3 0.0 1.0 0.05
#define CGWG params.CGWG // CGWG Mask Strength
#pragma parameter GTW "Gamma Tweak" 1.05 0.5 1.5 0.01
#define GTW params.GTW // Gamma tweak
#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
#define gamma_out params.gamma_out // output gamma
#pragma parameter bezel_reflection "Bezel Reflection Toggle" 0.0 0.0 1.0 1.0
#pragma parameter bezel_reflection_brightness "Bezel Reflection Brightness" 0.1 0.0 0.5 0.05
#define bezel_reflection_brightness params.bezel_reflection_brightness
#define COMPAT_TEXTURE(c,d) texture(c,d)
#define TEX0 vTexCoord
#define InputSize SourceSize
#define TextureSize SourceSize
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float aspect_x;
float aspect_y;
float integer_scale;
float overscale;
float bezel_reflection;
} global;
#define SourceSize global.SourceSize
#define OutputSize global.OutputSize
#define gl_FragCoord (screenCoord * OutputSize.xy)
#pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0
#pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0
#pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0
#pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0
#define bezel_reflection global.bezel_reflection
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 screenCoord;
void main()
{
gl_Position = global.MVP * Position;
screenCoord = TexCoord * 1.0001;
if(bezel_reflection < 0.5) // do the normal scaling
{
vTexCoord = TexCoord * 1.0001;
return;
}
else // do some integer scaling shenanigans for the bezel reflection effect
{
vec2 out_res = OutputSize.xy;
vec2 corrected_size = SourceSize.xy * vec2(global.aspect_x / global.aspect_y, 1.0)
* vec2(SourceSize.y / SourceSize.x, 1.0);
float full_scale = (global.integer_scale > 0.5) ? floor(OutputSize.y /
SourceSize.y) + global.overscale : OutputSize.y / SourceSize.y;
vec2 scale = (OutputSize.xy / corrected_size) / full_scale;
vec2 middle = vec2(0.49999, 0.49999);
vec2 diff = TexCoord.xy - middle;
vTexCoord = middle + diff * scale;
}
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 screenCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D LinearizePass;
layout(set = 0, binding = 4) uniform sampler2D AvgLumPass;
#define Texture Source
#define PassPrev3Texture LinearizePass
#define PassPrev4Texture AvgLumPass
#define eps 1e-10
float st(float x, float scanline)
{
return exp2(-scanline*x*x);
}
vec3 sw0(vec3 x, vec3 color, float scanline)
{
vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
vec3 ex = x*tmp;
return exp2(-scanline*ex*ex);
}
vec3 sw1(vec3 x, vec3 color, float scanline)
{
float mx = max(max(color.r, color.g),color.b);
x = mix (x, beam_min*x, max(x-0.4*mx,0.0));
vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color);
vec3 ex = x*tmp;
float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45);
return exp2(-scanline*ex*ex)/(1.0-br+br*color);
}
vec3 sw2(vec3 x, vec3 color, float scanline)
{
vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color);
tmp = mix(vec3(beam_max), tmp, pow(x, vec3(max(max(color.r, color.g),color.b)+0.3)));
vec3 ex = x*tmp;
return exp2(-scanline*ex*ex)/(0.6 + 0.4*color);
}
// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, vec3 c)
{
pos = floor(pos/masksize);
vec3 mask = vec3(maskDark, maskDark, maskDark);
// No mask
if (shadowMask == -1.0)
{
mask = vec3(1.0);
}
// Phosphor.
else if (shadowMask == 0.0)
{
pos.x = fract(pos.x*0.5);
float mc = 1.0 - CGWG;
if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
}
// Very compressed TV style shadow mask.
else if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// Alternate mask 5
else if (shadowMask == 5.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5)
{ mask.r = adj;
mask.b = adj;
}
else mask.g = adj;
}
// Alternate mask 6
else if (shadowMask == 6.0)
{
float mx = max(max(c.r,c.g),c.b);
vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
mask = maskTmp;
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = adj;
else if (pos.x < 0.666) mask.g = adj;
else mask.b = adj;
}
// Alternate mask 7
else if (shadowMask == 7.0)
{
float mx = max(max(c.r,c.g),c.b);
float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) ,1.0 + 0.6*(1.0-mx));
mask = vec3(maskTmp);
pos.x = fract(pos.x/2.0);
if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
}
return mask;
}
float SlotMask(vec2 pos, vec3 c)
{
if (slotmask == 0.0) return 1.0;
float mx = pow(max(max(c.r,c.g),c.b),1.33);
float mlen = slotwidth*2.0;
float px = fract(pos.x/mlen);
float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx);
float slot = 1.0 + 0.7*slotmask*(1.0-mx);
if (py == 0.0 && px < 0.5) slot = slot_dark; else
if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
// Distortion of scanlines, and end of screen alpha (PD Lottes Curvature)
vec2 Warp(vec2 pos)
{
pos = pos*2.0-1.0;
pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
return pos*0.5 + 0.5;
}
vec2 Overscan(vec2 pos, float dx, float dy){
pos=pos*2.0-1.0;
pos*=vec2(dx,dy);
return pos*0.5+0.5;
}
// Borrowed from cgwg's crt-geom, under GPL
float corner(vec2 coord)
{
coord *= SourceSize.xy / InputSize.xy;
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OutputSize.y/OutputSize.x);
vec2 cdist = vec2(max(csize, max((1.0-smoothstep(100.0,600.0,bsize))*0.01,0.002)));
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*bsize,0.0, 1.0);
}
vec3 gamma_correct(vec3 color, vec3 tmp)
{
return color*mix(GTW, 1.0, max(max(tmp.r,tmp.g),tmp.b));
}
void main()
{
float lum = COMPAT_TEXTURE(PassPrev4Texture, vec2(0.33,0.33)).a;
// Calculating texel coordinates
vec2 texcoord = TEX0.xy;
vec2 texcoord0 = TEX0.xy;
if (IOS > 0.0){
vec2 ofactor = OutputSize.xy/InputSize.xy;
vec2 intfactor = round(ofactor);
vec2 diff = ofactor/intfactor;
float scan = mix(diff.y, diff.x, TATE);
texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), scan, scan)*(InputSize.xy/SourceSize.xy);
if (IOS == 1.0) texcoord = mix(vec2(TEX0.x, texcoord.y), vec2(texcoord.x, TEX0.y), TATE);
}
float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum*BLOOM/100.0;
texcoord = Overscan(texcoord*(SourceSize.xy/InputSize.xy), factor, factor)*(InputSize.xy/SourceSize.xy);
vec2 pos = Warp(texcoord*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
vec2 pos0 = Warp(TEX0.xy*(TextureSize.xy/InputSize.xy))*(InputSize.xy/TextureSize.xy);
vec2 ps = SourceSize.zw;
vec2 OGL2Pos = pos * SourceSize.xy - ((TATE < 0.5) ?
vec2(0.0,0.5) : vec2(0.5, 0.0));
vec2 fp = fract(OGL2Pos);
vec2 dx = vec2(ps.x,0.0);
vec2 dy = vec2(0.0, ps.y);
vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
// Reading the texels
vec2 x2 = 2.0*dx;
vec2 y2 = 2.0*dy;
vec2 offx = dx;
vec2 off2 = x2;
vec2 offy = dy;
float fpx = fp.x;
if(TATE > 0.5)
{
offx = dy;
off2 = y2;
offy = dx;
fpx = fp.y;
}
bool sharp = (s_sharp > 0.0);
float hsharp_tl, hsharp_tr, hsharp_bl, hsharp_br, hsharp_tc, hsharp_bc;
if (h_smart == 0.0)
{
hsharp_tl = h_sharp; hsharp_tr = h_sharp; hsharp_bl = h_sharp; hsharp_br = h_sharp; hsharp_tc = h_sharp; hsharp_bc = h_sharp;
}
else
{
// reading differences for smoothing
vec3 diffs_top = COMPAT_TEXTURE(PassPrev4Texture, pC4 ).xyz;
vec3 diffs_bot = COMPAT_TEXTURE(PassPrev4Texture, pC4 + offy).xyz;
if(TATE > 0.5)
{
diffs_top.x = floor(10.0*diffs_top.z)*0.11111; diffs_top.y = fract(10.0*diffs_top.z)*1.11111;
diffs_bot.x = floor(10.0*diffs_bot.z)*0.11111; diffs_bot.y = fract(10.0*diffs_bot.z)*1.11111;
}
float ls = mix (4.5, 2.25, h_smart);
hsharp_tl = mix(h_sharp, ls, diffs_top.x);
hsharp_tr = mix(h_sharp, ls, diffs_top.y);
hsharp_bl = mix(h_sharp, ls, diffs_bot.x);
hsharp_br = mix(h_sharp, ls, diffs_bot.y);
hsharp_tc = hsharp_tl;
hsharp_bc = hsharp_bl;
if (fpx == 0.5) { hsharp_tc = 0.5*(hsharp_tl + hsharp_tr); hsharp_bc = 0.5*(hsharp_bl + hsharp_br); }
if (fpx > 0.5) { hsharp_tc = hsharp_tr; hsharp_bc = hsharp_bl; }
}
float wl2 = 1.5 + fpx; wl2*=wl2; float twl2 = exp2(-hsharp_tl*wl2); twl2 = max(twl2 - s_sharp, -twl2); float bwl2 = exp2(-hsharp_bl*wl2); bwl2 = max(bwl2 - s_sharp, -bwl2);
float wl1 = 0.5 + fpx; wl1*=wl1; float twl1 = exp2(-hsharp_tl*wl1); twl1 = max(twl1 - s_sharp, -0.4*s_sharp); float bwl1 = exp2(-hsharp_bl*wl1); bwl1 = max(bwl1 - s_sharp, -0.4*s_sharp);
float wct = 0.5 - fpx; wct*=wct; float twct = exp2(-hsharp_tc*wct); twct = max(twct - s_sharp, s_sharp); float bwct = exp2(-hsharp_bc*wct); bwct = max(bwct - s_sharp, s_sharp);
float wr1 = 1.5 - fpx; wr1*=wr1; float twr1 = exp2(-hsharp_tr*wr1); twr1 = max(twr1 - s_sharp, -0.4*s_sharp); float bwr1 = exp2(-hsharp_br*wr1); bwr1 = max(bwr1 - s_sharp, -0.4*s_sharp);
float wr2 = 2.5 - fpx; wr2*=wr2; float twr2 = exp2(-hsharp_tr*wr2); twr2 = max(twr2 - s_sharp, -twr2); float bwr2 = exp2(-hsharp_br*wr2); bwr2 = max(bwr2 - s_sharp, -bwr2);
float wtt = 1.0/(twl2+twl1+twct+twr1+twr2);
float wtb = 1.0/(bwl2+bwl1+bwct+bwr1+bwr2);
vec3 l2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -off2).xyz;
vec3 l1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -offx).xyz;
vec3 ct = COMPAT_TEXTURE(PassPrev3Texture, pC4 ).xyz;
vec3 r1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offx).xyz;
vec3 r2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +off2).xyz;
vec3 color1 = (l2*twl2 + l1*twl1 + ct*twct + r1*twr1 + r2*twr2)*wtt;
if (sharp) color1 = clamp(color1, min(min(l1,r1),ct), max(max(l1,r1),ct));
l2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -off2 +offy).xyz;
l1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 -offx +offy).xyz;
ct = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offy).xyz;
r1 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +offx +offy).xyz;
r2 = COMPAT_TEXTURE(PassPrev3Texture, pC4 +off2 +offy).xyz;
vec3 color2 = (l2*bwl2 + l1*bwl1 + ct*bwct + r1*bwr1 + r2*bwr2)*wtb;
if (sharp) color2 = clamp(color2, min(min(l1,r1),ct), max(max(l1,r1),ct));
// calculating scanlines
float f = (TATE < 0.5) ? fp.y : fp.x;
float shape1 = mix(scanline1, scanline2, f);
float shape2 = mix(scanline1, scanline2, 1.0-f);
float wt1 = st(f, shape1);
float wt2 = st(1.0-f, shape2);
vec3 color0 = color1*wt1 + color2*wt2;
vec3 ctmp = color0/(wt1+wt2);
vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
vec3 w1,w2 = vec3(0.0);
vec3 cref1 = mix(ctmp, color1, beam_size);
vec3 cref2 = mix(ctmp, color2, beam_size);
vec3 shift = vec3(-vertmask, vertmask, -vertmask);
vec3 f1 = clamp(vec3(f) + shift*0.5*(1.0+f), 0.0, 1.0);
vec3 f2 = clamp(vec3(1.0-f) - shift*0.5*(2.0-f), 0.0, 1.0);
if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else
if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else
if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);}
vec3 color = color1*w1 + color2*w2;
color*=brightboost;
color = min(color, 1.0);
// Apply Mask
color *= (TATE < 0.5) ? Mask(gl_FragCoord.xy * 1.000001,tmp) :
Mask(gl_FragCoord.yx * 1.000001,tmp);
color = min(color,1.0);
color *= (TATE < 0.5) ? SlotMask(gl_FragCoord.xy * 1.000001,tmp) :
SlotMask(gl_FragCoord.yx * 1.000001,tmp);
vec3 Bloom = COMPAT_TEXTURE(Texture, pos).xyz;
color+=glow*Bloom;
color = pow(color, vec3(1.0/gamma_out));
FragColor = vec4(color*corner(pos0), 1.0);
if(bezel_reflection < 0.5) return; // save some cycles if we're not doing the bezel reflection
else{
// reuse the blur pass we already use for halation, but sample around offsets to make it blurrier
vec4 borderglow = COMPAT_TEXTURE(Texture, pos0 + x2);
borderglow += COMPAT_TEXTURE(Texture, pos0 + y2);
borderglow += COMPAT_TEXTURE(Texture, pos0 - x2);
borderglow += COMPAT_TEXTURE(Texture, pos0 - y2);
borderglow /= 4.0;
// brighten the reflections a bit
borderglow = pow(borderglow, vec4(0.25));
// set up a simple vignette because the corners should have less reflection than the center-sides
// based on Keijiro Takahashi's KinoVignette https://github.com/keijiro/KinoVignette
float falloff = 1.0 - bezel_reflection_brightness;
vec2 coord = (pos0 - 0.5) * (SourceSize.x*SourceSize.w) * 2.0;
float rf = sqrt(dot(coord, coord)) * falloff;
float rf2_1 = rf * rf + 1.0;
float e = 1.0 / (rf2_1 * rf2_1);
borderglow *= e;
// only reflect outside of the main image
borderglow *= ((pos0.x > 0.0001 && pos0.x < 0.9999) &&
(pos0.y > 0.0001 && pos0.y < 0.9999)) ? 0.0 : 1.0;
FragColor+=borderglow;
// clamp the edges of the faux bezel
FragColor = ((texcoord0.x + 0.05 > 0.0001) && (texcoord0.x - 0.05 < 1.0) &&
(texcoord0.y + 0.05 > 0.0001) && (texcoord0.y - 0.05 < 1.0)) ? FragColor : vec4(0.0);
}
}
All of the parameters for the new functions are at the bottom of the list.