// Color Space references: // https://www.unravel.com.au/understanding-color-spaces // SMPTE 170M - BT.601 (NTSC-M) -> BT.709 mat3 from_NTSCM = transpose(mat3( 0.939497225737661, 0.0502268452914346, 0.0102759289709032, 0.0177558637510127, 0.965824605885027, 0.0164195303639603, -0.00162163209967010, -0.00437400622653655, 1.00599563832621)); // ARIB TR-B9 (9300K+27MPCD with chromatic adaptation) (NTSC-J) -> BT.709 mat3 from_NTSCJ = transpose(mat3( 0.823613036967492, -0.0943227111084757, 0.00799341532931119, 0.0289258355537324, 1.02310733489462, 0.00243547111576797, -0.00569501554980891, 0.0161828357559315, 1.22328453915712)); // EBU - BT.470BG/BT.601 (PAL) -> BT.709 mat3 from_PAL = transpose(mat3( 1.04408168421813, -0.0440816842181253, 0.000000000000000, 0.000000000000000, 1.00000000000000, 0.000000000000000, 0.000000000000000, 0.0118044782106489, 0.988195521789351)); float3 LinearTosRGBGamma(float3 color) { const float a = 0.055; for (int i = 0; i < 3; ++i) { float x = color[i]; if (x <= 0.0031308) x = x * 12.92; else x = (1.0 + a) * pow(x, 1.0 / 2.4) - a; color[i] = x; } return color; } // Non filtered gamma corrected sample (nearest neighbor) float4 QuickSample(float3 uvw, float gamma) { float4 color = texture(samp1, uvw); color.rgb = pow(color.rgb, float3(gamma)); return color; } float4 QuickSample(float2 uv, float w, float gamma) { return QuickSample(float3(uv, w), gamma); } float4 BilinearSample(float3 uvw, float gamma) { // This emulates the (bi)linear filtering done directly from GPUs HW. // Note that GPUs might natively filter red green and blue differently, but we don't do it. // They might also use different filtering between upscaling and downscaling. float2 source_size = GetResolution(); float2 inverted_source_size = GetInvResolution(); float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner // Find the integer and floating point parts float2 int_pixel = floor(pixel); float2 frac_pixel = fract(pixel); // Take 4 samples around the original uvw float4 c11 = QuickSample((int_pixel + float2(0.5, 0.5)) * inverted_source_size, uvw.z, gamma); float4 c21 = QuickSample((int_pixel + float2(1.5, 0.5)) * inverted_source_size, uvw.z, gamma); float4 c12 = QuickSample((int_pixel + float2(0.5, 1.5)) * inverted_source_size, uvw.z, gamma); float4 c22 = QuickSample((int_pixel + float2(1.5, 1.5)) * inverted_source_size, uvw.z, gamma); // Blend the 4 samples by their weight return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y); } // Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang // by Themaister, Public Domain license // Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, // giving a sharper image than plain bilinear. float4 SharpBilinearSample(float3 uvw, float gamma) { float2 source_size = GetResolution(); float2 inverted_source_size = GetInvResolution(); float2 target_size = GetWindowResolution(); float2 texel = uvw.xy * source_size; float2 texel_floored = floor(texel); float2 s = fract(texel); float scale = ceil(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)); float region_range = 0.5 - (0.5 / scale); // Figure out where in the texel to sample to get correct pre-scaled bilinear. float2 center_dist = s - 0.5; float2 f = ((center_dist - clamp(center_dist, -region_range, region_range)) * scale) + 0.5; float2 mod_texel = texel_floored + f; uvw.xy = mod_texel * inverted_source_size; return BilinearSample(uvw, gamma); } float4 Cubic(float v) { float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; float4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return float4(x, y, z, w) * (1.0 / 6.0); } // https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl float4 BicubicSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma) { float2 pixel = (uvw.xy * in_source_resolution) - 0.5; float2 int_pixel = floor(pixel); float2 frac_pixel = fract(pixel); float4 xcubic = Cubic(frac_pixel.x); float4 ycubic = Cubic(frac_pixel.y); float4 c = float4(int_pixel.x - 0.5, int_pixel.x + 1.5, int_pixel.y - 0.5, int_pixel.y + 1.5); float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w); float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s; offset *= float4(in_inverted_source_resolution.x, in_inverted_source_resolution.x, in_inverted_source_resolution.y, in_inverted_source_resolution.y); float4 sample0 = QuickSample(offset.xz, uvw.z, gamma); float4 sample1 = QuickSample(offset.yz, uvw.z, gamma); float4 sample2 = QuickSample(offset.xw, uvw.z, gamma); float4 sample3 = QuickSample(offset.yw, uvw.z, gamma); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return lerp(lerp(sample3, sample2, sx), lerp(sample1, sample0, sx), sy); } float4 CubicHermite(float4 A, float4 B, float4 C, float4 D, float t) { float t2 = t * t; float t3 = t * t * t; float4 a = (-A / 2.0) + ((3.0 * B) / 2.0) - ((3.0 * C) / 2.0) + (D / 2.0); float4 b = A - ((5.0 * B) / 2.0 ) + (2.0 * C) - (D / 2.0); float4 c = (-A / 2.0) + (C / 2.0); float4 d = B; return (a * t3) + (b * t2) + (c * t) + d; } float4 BicubicHermiteSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma) { float2 pixel = (uvw.xy * in_source_resolution) + 0.5; float2 frac_pixel = fract(pixel); float2 uv = (floor(pixel) * in_inverted_source_resolution) - (in_inverted_source_resolution / 2.0); float2 inverted_source_resolution_double = in_inverted_source_resolution * 2.0; float4 c00 = QuickSample(uv + float2(-in_inverted_source_resolution.x, -in_inverted_source_resolution.y), uvw.z, gamma); float4 c10 = QuickSample(uv + float2( 0.0, -in_inverted_source_resolution.y), uvw.z, gamma); float4 c20 = QuickSample(uv + float2( in_inverted_source_resolution.x, -in_inverted_source_resolution.y), uvw.z, gamma); float4 c30 = QuickSample(uv + float2( inverted_source_resolution_double.x, -in_inverted_source_resolution.y), uvw.z, gamma); float4 c01 = QuickSample(uv + float2(-in_inverted_source_resolution.x, 0.0), uvw.z, gamma); float4 c11 = QuickSample(uv + float2( 0.0, 0.0), uvw.z, gamma); float4 c21 = QuickSample(uv + float2( in_inverted_source_resolution.x, 0.0), uvw.z, gamma); float4 c31 = QuickSample(uv + float2( inverted_source_resolution_double.x, 0.0), uvw.z, gamma); float4 c02 = QuickSample(uv + float2(-in_inverted_source_resolution.x, in_inverted_source_resolution.y), uvw.z, gamma); float4 c12 = QuickSample(uv + float2( 0.0, in_inverted_source_resolution.y), uvw.z, gamma); float4 c22 = QuickSample(uv + float2( in_inverted_source_resolution.x, in_inverted_source_resolution.y), uvw.z, gamma); float4 c32 = QuickSample(uv + float2( inverted_source_resolution_double.x, in_inverted_source_resolution.y), uvw.z, gamma); float4 c03 = QuickSample(uv + float2(-in_inverted_source_resolution.x, inverted_source_resolution_double.y), uvw.z, gamma); float4 c13 = QuickSample(uv + float2( 0.0, inverted_source_resolution_double.y), uvw.z, gamma); float4 c23 = QuickSample(uv + float2( in_inverted_source_resolution.x, inverted_source_resolution_double.y), uvw.z, gamma); float4 c33 = QuickSample(uv + float2( inverted_source_resolution_double.x, inverted_source_resolution_double.y), uvw.z, gamma); float4 cp0x = CubicHermite(c00, c10, c20, c30, frac_pixel.x); float4 cp1x = CubicHermite(c01, c11, c21, c31, frac_pixel.x); float4 cp2x = CubicHermite(c02, c12, c22, c32, frac_pixel.x); float4 cp3x = CubicHermite(c03, c13, c23, c33, frac_pixel.x); return CubicHermite(cp0x, cp1x, cp2x, cp3x, frac_pixel.y); } float CatmullRom(float B, float C, float x) { float f = x; if (f < 0.0) f = -f; if (f < 1.0) { return ((12 - 9 * B - 6 * C) * (f * f * f) + (-18 + 12 * B + 6 * C) * (f * f) + (6 - 2 * B)) / 6.0; } else if (f >= 1.0 && f < 2.0) { return ((-B - 6 * C) * (f * f * f) + (6 * B + 30 * C) * (f * f) + ( - (12 * B) - 48 * C) * f + 8 * B + 24 * C) / 6.0; } else { return 0.0; } } // https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL // https://github.com/ValveSoftware/gamescope/pull/740 float4 BicubicCatmullRomSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma) { const float offset = 0.5; float2 pixel = (uvw.xy * in_source_resolution) - offset; float2 int_pixel = floor(pixel); float2 frac_pixel = fract(pixel); float2 int_uvw = (int_pixel + offset) * in_inverted_source_resolution; // B and C can be any value between 0 and 1, // though they are meant to be 0 and 0.5 for Catmull-Rom. // https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters // https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/ const float B = 0.0; const float C = 0.5; // Take 16 (4x4) samples, each with a different weight. // This loop can be replaced with any other bicubic formula (e.g. Hermite). float4 color_sum = float4(0.0, 0.0, 0.0, 0.0); float4 color_denominator = float4(0.0, 0.0, 0.0, 0.0); for (int m = -1; m <= 2; m++) { for (int n = -1; n <= 2; n++) { float4 color = QuickSample(int_uvw + (float2(m, n) * in_inverted_source_resolution), uvw.z, gamma); float f1 = CatmullRom(B, C, float(m) - frac_pixel.x); float f2 = CatmullRom(B, C, -float(n) + frac_pixel.y); float4 cooef1 = float4(f1, f1, f1, f1); float4 cooef2 = float4(f2, f2, f2, f2); color_sum += color * (cooef2 * cooef1); color_denominator += cooef2 * cooef1; } } return color_sum / color_denominator; } // Returns an accurate (gamma corrected) sample of a gamma space space texture. // Outputs in linear space for simplicity. float4 LinearGammaCorrectedSample(float gamma) { float3 uvw = v_tex0; float4 color = float4(0, 0, 0, 1); if (resampling_method <= 1) // Bilinear { color = BilinearSample(uvw, gamma); } else if (resampling_method == 2) // "Simple" Bicubic { color = BicubicSample(uvw, GetResolution(), GetInvResolution(), gamma); } else if (resampling_method == 3) // Hermite { color = BicubicHermiteSample(uvw, GetResolution(), GetInvResolution(), gamma); } else if (resampling_method == 4) // Catmull-Rom { color = BicubicCatmullRomSample(uvw, GetResolution(), GetInvResolution(), gamma); } else if (resampling_method == 5) // Nearest Neighbor { color = QuickSample(uvw, gamma); } else if (resampling_method == 6) // Sharp Bilinear { color = SharpBilinearSample(uvw, gamma); } return color; } void main() { // This tries to fall back on GPU HW sampling if it can (it won't be gamma corrected). bool raw_resampling = resampling_method <= 0; bool needs_rescaling = GetResolution() != GetWindowResolution(); bool needs_resampling = needs_rescaling && (OptionEnabled(hdr_output) || OptionEnabled(correct_gamma) || !raw_resampling); float4 color; if (needs_resampling) { // Doing linear sampling in "gamma space" on linear texture formats isn't correct. // If the source and target resolutions don't match, the GPU will return a color // that is the average of 4 gamma space colors, but gamma space colors can't be blended together, // gamma neeeds to be de-applied first. This makes a big difference if colors change // drastically between two pixels. color = LinearGammaCorrectedSample(game_gamma); } else { // Default GPU HW sampling. Bilinear is identical to Nearest Neighbor if the input and output resolutions match. if (needs_rescaling) color = texture(samp0, v_tex0); else color = texture(samp1, v_tex0); // Convert to linear before doing any other of follow up operations. color.rgb = pow(color.rgb, float3(game_gamma)); } if (OptionEnabled(correct_color_space)) { if (game_color_space == 0) color.rgb = color.rgb * from_NTSCM; else if (game_color_space == 1) color.rgb = color.rgb * from_NTSCJ; else if (game_color_space == 2) color.rgb = color.rgb * from_PAL; } if (OptionEnabled(hdr_output)) { float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits; color.rgb *= hdr_paper_white; } if (OptionEnabled(linear_space_output)) { // Nothing to do here } // Correct the SDR gamma for sRGB (PC/Monitor) or ~2.2 (Common TV gamma) else if (OptionEnabled(correct_gamma)) { if (OptionEnabled(sdr_display_gamma_sRGB)) color.rgb = LinearTosRGBGamma(color.rgb); else color.rgb = pow(color.rgb, float3(1.0 / sdr_display_custom_gamma)); } // Restore the original gamma without changes else { color.rgb = pow(color.rgb, float3(1.0 / game_gamma)); } SetOutput(color); }