Commit 61ed6cb4 authored by hunterk's avatar hunterk
Browse files

more guest-dr-venom updates

parent f9686ec0
......@@ -26,8 +26,8 @@
#pragma parameter IOS "Smart Integer Scaling: 1.0:Y, 2.0:'X'+Y" 0.0 0.0 2.0 1.0
#pragma parameter OS "R. Bloom Overscan Mode" 1.0 0.0 2.0 1.0
#pragma parameter BLOOM "Raster bloom %" 0.0 0.0 20.0 1.0
#pragma parameter brightboost "Bright Boost Dark Pixels" 1.40 0.50 4.00 0.025
#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.10 0.50 3.00 0.025
#pragma parameter brightboost "Bright Boost Dark Pixels" 1.40 0.50 4.00 0.05
#pragma parameter brightboost1 "Bright Boost Bright Pixels" 1.10 0.50 3.00 0.05
#pragma parameter gsl "Scanline Type" 0.0 0.0 2.0 1.0
#pragma parameter scanline1 "Scanline beam shape low" 6.0 1.0 15.0 1.0
#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
......@@ -46,7 +46,7 @@
#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
#pragma parameter vertmask "PVM Like Colors" 0.0 0.0 0.25 0.01
#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
#pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5
#pragma parameter slotwidth "Slot Mask Width" 2.0 1.0 6.0 0.5
#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
#pragma parameter slotms "Slot Mask Size" 1.0 1.0 2.0 1.0
#pragma parameter mcut "Mask 5-7 cutoff" 0.2 0.0 0.5 0.05
......@@ -614,24 +614,18 @@ void main()
color = min(color, 1.0);
if (interm > 0.5 && inter <= mix(InputSize.y, InputSize.x, TATE))
{
float line_no = floor(mod(mix( OGL2Pos.y, OGL2Pos.x, TATE),2.0));
float frame_no = floor(mod(float(FrameCount),2.0));
if (interm == 1.0)
{
if (interm < 3.0)
{
vec3 icolor1 = mix(color1, color0, abs(line_no-frame_no));
vec3 icolor2 = mix(color1, color2, abs(line_no-frame_no));
float line_no = floor(mod(mix( OGL2Pos.y, OGL2Pos.x, TATE),2.0));
float frame_no = floor(mod(float(FrameCount),2.0));
float ii = (interm > 1.5) ? 0.5 : abs(line_no-frame_no);
vec3 icolor1 = mix(color1, color0, ii);
vec3 icolor2 = mix(color1, color2, ii);
color = mix(icolor1, icolor2, f);
}
else if (interm == 2.0)
{
float v0 = exp2(-2.25*2.25);
float v1 = exp2(-2.25*(0.5+f)*(0.5+f)) - v0;
float v2 = exp2(-2.25*(0.5-f)*(0.5-f)) - v0;
float v3 = exp2(-2.25*(1.5-f)*(1.5-f)) - v0;
color = (v1*color0 + v2*color1 + v3*color2)/(v1+v2+v3);
}
else color = mix(color1, color2, f);
mcolor = sqrt(color);
}
......@@ -659,9 +653,9 @@ void main()
vec3 Bloom = COMPAT_TEXTURE(PassPrev2Texture, pos).xyz;
vec3 Bloom1 = 2.0*Bloom*Bloom;
Bloom1 = min(Bloom1, 0.75);
Bloom1 = min(Bloom1, 0.80);
float bmax = max(max(Bloom1.r,Bloom1.g),Bloom1.b);
float pmax = mix(0.8, 0.7, pixbr);
float pmax = mix(0.825, 0.725, pixbr);
Bloom1 = min(Bloom1, pmax*bmax)/pmax;
Bloom1 = mix(min( Bloom1, color), Bloom1, 0.5*(orig1+color));
......@@ -671,7 +665,7 @@ void main()
color = color + Bloom1;
color = min(color, 1.0);
if (interm < 0.5 || inter > mix(InputSize.y, InputSize.x, TATE)) color = declip(color, pow(w3,0.6));
if (interm < 0.5 || inter > mix(InputSize.y, InputSize.x, TATE)) color = declip(color, pow(w3,0.5));
color = min(color, mix(cmask,one,0.5));
color = color + glow*Bloom;
......
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