/*
   CRT - Guest - Nomask w. Curvature 
   With work by DariusG to create a cut down extra fast version
   
   Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com

   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
{
	vec4 SourceSize;
	vec4 OriginalSize;
	vec4 OutputSize;
	uint FrameCount;

	float brightboost;
	float saturation;
    float scanline;
    float beam_min;
    float beam_max;
    float h_sharp;
    float shadowMask;
    float masksize;
    float mcut;
    float maskDark;
    float maskLight;
    float CGWG;
} params;

// Parameter lines go here:
#pragma parameter gdv_mini_title 	"[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0

#pragma parameter brightboost 		"          Bright boost -- brightboost" 1.1 0.5 2.0 0.05
#define brightboost params.brightboost

#pragma parameter saturation 		"          Saturation adjustment -- saturation" 1.1 0.1 2.0 0.05
#define saturation params.saturation

#pragma parameter scanline          "          Scanline Adjust -- scanline" 8 1 12 1
#define scanline params.scanline

#pragma parameter beam_min          "          Scanline Dark -- beam_min" 1.7 0.5 3 0.05
#define beam_min params.beam_min

#pragma parameter beam_max          "          Scanline Bright -- beam_max" 2.1 0.5 3 0.05
#define beam_max params.beam_max

#pragma parameter h_sharp           "          Horizontal Sharpness -- h_sharp" 2 1 5 0.05
#define h_sharp params.h_sharp

#pragma parameter shadowMask 		"          CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0
#define shadowMask params.shadowMask

#pragma parameter masksize 			"          CRT Mask Size (2.0 is nice in 4k) -- masksize" 0 0 2.0 1.0
#define masksize params.masksize

#pragma parameter mcut 				"          Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05
#define mcut params.mcut

#pragma parameter maskDark          "          Lottes maskDark" 0.5 0.0 2 0.1
#define maskDark params.maskDark

#pragma parameter maskLight 		"          Lottes maskLight" 1.5 0.0 2.0 0.1
#define maskLight params.maskLight

#pragma parameter CGWG              "          CGWG Mask Str. -- CGWG" 0.4 0 1 0.1
#define CGWG params.CGWG

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main()
{
	gl_Position = global.MVP * Position;
	vTexCoord = TexCoord * 1.0001;
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float maskFade;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;

layout(set = 0, binding = 2) uniform sampler2D InfoCachePass;
layout(set = 0, binding = 3) uniform sampler2D InfoCachePassFeedback;

float sw(float x, float l)
{
	float d = x;
	float bm = scanline;
	float b = mix(beam_min,beam_max,l);
	d = exp2(-bm*pow(d,b));
	return d;
}

// Shadow mask (1-4 from PD CRT Lottes shader).
vec3 Mask(vec2 pos, vec3 c)
{
		// HSM Added
	float final_mask_size = masksize;

	// If using automatic Mask Size
	if (masksize < 0.5)
		final_mask_size = global.FinalViewportSize.y > 2000 ? 2 : 1;
	
	final_mask_size = max(1, floor(((1 - HSM_VIEWPORT_ZOOM_MASK) + HSM_VIEWPORT_ZOOM_MASK * VIEWPORT_SCALE.y) * final_mask_size + 0.2));

	pos = floor(pos / final_mask_size);
	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 mc = 1.0 - CGWG;
		float mx = max(max(c.r,c.g),c.b);
		float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
		mask = vec3(maskTmp);
		pos.x = fract(pos.x/2.0);
		if  (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
	}    
	else if (shadowMask == 8.0)
	{
		float line = maskLight;
		float odd  = 0.0;

		if (fract(pos.x/4.0) < 0.5)
			odd = 1.0;
		if (fract((pos.y + odd)/2.0) < 0.5)
			line = maskDark;

		pos.x = fract(pos.x/2.0);
    
		if  (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
		else  mask.g = maskLight;	
		mask*=line;  
	} 
	return mask;
}  

void main()
{
    // HSM Added
	vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
	HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord);

	vec2 cache_bounds_coord = SCREEN_COORD;

// If it's the potato preset render the whole frame
#ifndef IS_POTATO_PRESET
#ifndef IS_NO_REFLECT_PRESET
	vec2 bezel_outside_flat_coord;
	vec2 frame_outside_flat_coord;
	HSM_GetSimpleBezelCoords(TUBE_DIFFUSE_COORD, 
							TUBE_DIFFUSE_SCALE, 
							TUBE_SCALE, 
							SCREEN_ASPECT,
							bezel_outside_flat_coord, 
							frame_outside_flat_coord);
	cache_bounds_coord = (frame_outside_flat_coord - 0.5) * 0.9 + 0.5;
#endif
#endif

	if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
	{
			FragColor = vec4(0);
			return;
	}
	
	vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
	vec2 pos = HSM_GetMirrorWrappedCoord(screen_curved_coord);

	// HSM Added
	vec4 SourceSize = vec4(CROPPED_ROTATED_SIZE_WITH_RES_MULT, 1/CROPPED_ROTATED_SIZE_WITH_RES_MULT);

	vec2 ps = SourceSize.zw;
	vec2 OGL2Pos = pos * SourceSize.xy;
	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
	vec3 ul = HSM_GetCroppedTexSample(Source, pC4     ).xyz; ul*=ul;
	vec3 ur = HSM_GetCroppedTexSample(Source, pC4 + dx).xyz; ur*=ur;
	vec3 dl = HSM_GetCroppedTexSample(Source, pC4 + dy).xyz; dl*=dl;
	vec3 dr = HSM_GetCroppedTexSample(Source, pC4 + ps).xyz; dr*=dr;
	
	float lx = fp.x;        lx = pow(lx, h_sharp);
	float rx = 1.0 - fp.x;  rx = pow(rx, h_sharp);
	
	vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
	vec3 color2 = (dr*lx + dl*rx)/(lx+rx);

// calculating scanlines
	
	float f = fp.y;
	float luma1 = length(color1)*0.57735;
	float luma2 = length(color2)*0.57735;
	
	vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
	
	color*=brightboost;
	color = min(color, 1.0);
	color = color * Mask(vTexCoord * global.OutputSize.xy, color);

    // TODO Add adjust to take into acount Gamma IN
    color = pow(color, vec3(1.0 / (DEFAULT_SRGB_GAMMA * GAMMA_INPUT / HSM_GAMMA_OUT_CRT)));
    // color = pow(color, vec3(1.0/(DEFAULT_SRGB_GAMMA * GAMMA_INPUT / (0.9 * HSM_GAMMA_OUT_CRT))));

	float l = length(color);
	color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l;
    color = pow(color, vec3(DEFAULT_SRGB_GAMMA / HSM_GAMMA_OUT_CRT));
	
    FragColor = vec4(color, 1.0);
}
