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			406 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
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			406 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|   | // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER | ||
|  | // | ||
|  | //   by Timothy Lottes | ||
|  | // | ||
|  | // This is more along the style of a really good CGA arcade monitor. | ||
|  | // With RGB inputs instead of NTSC. | ||
|  | // The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. | ||
|  | // | ||
|  | // Left it unoptimized to show the theory behind the algorithm. | ||
|  | // | ||
|  | // It is an example what I personally would want as a display option for pixel art games. | ||
|  | // Please take and use, change, or whatever. | ||
|  | 
 | ||
|  | /* | ||
|  | [configuration] | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Scanline Weight | ||
|  | OptionName = hardScan | ||
|  | MinValue = -20.0 | ||
|  | MaxValue = 0.0 | ||
|  | StepAmount = 1.0 | ||
|  | DefaultValue = -8.0 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Scanline Scale | ||
|  | OptionName = hardPix | ||
|  | MinValue = -20.0 | ||
|  | MaxValue = 0.0 | ||
|  | StepAmount = 1.0 | ||
|  | DefaultValue = -3.0 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Screen Warp X | ||
|  | OptionName = warpX | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 0.125 | ||
|  | StepAmount = 0.01 | ||
|  | DefaultValue = 0.031 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Screen Warp Y | ||
|  | OptionName = warpY | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 0.125 | ||
|  | StepAmount = 0.01 | ||
|  | DefaultValue = 0.041 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Mask Dark | ||
|  | OptionName = maskDark | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 2.0 | ||
|  | StepAmount = 0.1 | ||
|  | DefaultValue = 0.5 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Mask Light | ||
|  | OptionName = maskLight | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 2.0 | ||
|  | StepAmount = 0.1 | ||
|  | DefaultValue = 1.5 | ||
|  | 
 | ||
|  | [OptionRangeInteger] | ||
|  | GUIName = Shadow Mask Type | ||
|  | OptionName = shadowMask | ||
|  | MinValue = 0 | ||
|  | MaxValue = 4 | ||
|  | StepAmount = 1 | ||
|  | DefaultValue = 3 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Brightess Boost | ||
|  | OptionName = brightBoost | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 2.0 | ||
|  | StepAmount = 0.05 | ||
|  | DefaultValue = 1.0 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Bloom Soft X | ||
|  | OptionName = hardBloomPix | ||
|  | MinValue = -2.0 | ||
|  | MaxValue = -0.5 | ||
|  | StepAmount = 0.1 | ||
|  | DefaultValue = -1.5 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Bloom Soft Y | ||
|  | OptionName = hardBloomScan | ||
|  | MinValue = -4.0 | ||
|  | MaxValue = -1.0 | ||
|  | StepAmount = 0.1 | ||
|  | DefaultValue = -2.0 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Bloom Amount | ||
|  | OptionName = bloomAmount | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 1.0 | ||
|  | StepAmount = 0.05 | ||
|  | DefaultValue = 0.15 | ||
|  | 
 | ||
|  | [OptionRangeFloat] | ||
|  | GUIName = Filter Kernel Shape | ||
|  | OptionName = shape | ||
|  | MinValue = 0.0 | ||
|  | MaxValue = 10.0 | ||
|  | StepAmount = 0.05 | ||
|  | DefaultValue = 2.0 | ||
|  | 
 | ||
|  | [OptionBool] | ||
|  | GUIName = Scale in Linear Gamma | ||
|  | OptionName = scaleInLinearGamma | ||
|  | DefaultValue = true | ||
|  | 
 | ||
|  | [/configuration] | ||
|  | */ | ||
|  | 
 | ||
|  | //Uncomment to reduce instructions with simpler linearization | ||
|  | //(fixes HD3000 Sandy Bridge IGP) | ||
|  | //#define SIMPLE_LINEAR_GAMMA | ||
|  | #define DO_BLOOM | ||
|  | 
 | ||
|  | // ------------- // | ||
|  | 
 | ||
|  | // sRGB to Linear. | ||
|  | // Assuming using sRGB typed textures this should not be needed. | ||
|  | #ifdef SIMPLE_LINEAR_GAMMA | ||
|  | float ToLinear1(float c) | ||
|  | { | ||
|  |     return c; | ||
|  | } | ||
|  | float3 ToLinear(float3 c) | ||
|  | { | ||
|  |     return c; | ||
|  | } | ||
|  | float3 ToSrgb(float3 c) | ||
|  | { | ||
|  |     return pow(c, float3(1.0 / 2.2)); | ||
|  | } | ||
|  | #else | ||
|  | float ToLinear1(float c) | ||
|  | { | ||
|  |     if (!OptionEnabled(scaleInLinearGamma))  | ||
|  |         return c; | ||
|  |      | ||
|  |     return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); | ||
|  | } | ||
|  | 
 | ||
|  | float3 ToLinear(float3 c) | ||
|  | { | ||
|  |     if (!OptionEnabled(scaleInLinearGamma))  | ||
|  |         return c; | ||
|  |      | ||
|  |     return float3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); | ||
|  | } | ||
|  | 
 | ||
|  | // Linear to sRGB. | ||
|  | // Assuming using sRGB typed textures this should not be needed. | ||
|  | float ToSrgb1(float c) | ||
|  | { | ||
|  |     if (!OptionEnabled(scaleInLinearGamma))  | ||
|  |         return c; | ||
|  |      | ||
|  |     return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); | ||
|  | } | ||
|  | 
 | ||
|  | float3 ToSrgb(float3 c) | ||
|  | { | ||
|  |     if (!OptionEnabled(scaleInLinearGamma))  | ||
|  |         return c; | ||
|  |      | ||
|  |     return float3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); | ||
|  | } | ||
|  | #endif | ||
|  | 
 | ||
|  | // Nearest emulated sample given floating point position and texel offset. | ||
|  | // Also zero's off screen. | ||
|  | float3 Fetch(float2 pos,float2 off){ | ||
|  |   pos=(floor(pos*GetResolution()+off)+float2(0.5,0.5))*GetInvResolution(); | ||
|  | #ifdef SIMPLE_LINEAR_GAMMA | ||
|  |   return ToLinear(GetOption(brightBoost) * pow(SampleLocation(pos.xy).rgb, float3(2.2))); | ||
|  | #else | ||
|  |   return ToLinear(GetOption(brightBoost) * SampleLocation(pos.xy).rgb); | ||
|  | #endif | ||
|  | } | ||
|  | 
 | ||
|  | // Distance in emulated pixels to nearest texel. | ||
|  | float2 Dist(float2 pos) | ||
|  | { | ||
|  |     pos = pos*GetOriginalSize().xy; | ||
|  |      | ||
|  |     return -((pos - floor(pos)) - float2(0.5, 0.5)); | ||
|  | } | ||
|  |      | ||
|  | // 1D Gaussian. | ||
|  | float Gaus(float pos, float scale) | ||
|  | { | ||
|  |     return exp2(scale*pow(abs(pos), GetOption(shape))); | ||
|  | } | ||
|  | 
 | ||
|  | // 3-tap Gaussian filter along horz line. | ||
|  | float3 Horz3(float2 pos, float off) | ||
|  | { | ||
|  |     float3 b    = Fetch(pos, float2(-1.0, off)); | ||
|  |     float3 c    = Fetch(pos, float2( 0.0, off)); | ||
|  |     float3 d    = Fetch(pos, float2( 1.0, off)); | ||
|  |     float dst = Dist(pos).x; | ||
|  | 
 | ||
|  |     // Convert distance to weight. | ||
|  |     float scale = GetOption(hardPix); | ||
|  |     float wb = Gaus(dst-1.0,scale); | ||
|  |     float wc = Gaus(dst+0.0,scale); | ||
|  |     float wd = Gaus(dst+1.0,scale); | ||
|  | 
 | ||
|  |     // Return filtered sample. | ||
|  |     return (b*wb+c*wc+d*wd)/(wb+wc+wd); | ||
|  | } | ||
|  | 
 | ||
|  | // 5-tap Gaussian filter along horz line. | ||
|  | float3 Horz5(float2 pos,float off){ | ||
|  |     float3 a = Fetch(pos,float2(-2.0, off)); | ||
|  |     float3 b = Fetch(pos,float2(-1.0, off)); | ||
|  |     float3 c = Fetch(pos,float2( 0.0, off)); | ||
|  |     float3 d = Fetch(pos,float2( 1.0, off)); | ||
|  |     float3 e = Fetch(pos,float2( 2.0, off)); | ||
|  |      | ||
|  |     float dst = Dist(pos).x; | ||
|  |     // Convert distance to weight. | ||
|  |     float scale = GetOption(hardPix); | ||
|  |     float wa = Gaus(dst - 2.0, scale); | ||
|  |     float wb = Gaus(dst - 1.0, scale); | ||
|  |     float wc = Gaus(dst + 0.0, scale); | ||
|  |     float wd = Gaus(dst + 1.0, scale); | ||
|  |     float we = Gaus(dst + 2.0, scale); | ||
|  |      | ||
|  |     // Return filtered sample. | ||
|  |     return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we); | ||
|  | } | ||
|  |    | ||
|  | // 7-tap Gaussian filter along horz line. | ||
|  | float3 Horz7(float2 pos,float off) | ||
|  | { | ||
|  |     float3 a = Fetch(pos, float2(-3.0, off)); | ||
|  |     float3 b = Fetch(pos, float2(-2.0, off)); | ||
|  |     float3 c = Fetch(pos, float2(-1.0, off)); | ||
|  |     float3 d = Fetch(pos, float2( 0.0, off)); | ||
|  |     float3 e = Fetch(pos, float2( 1.0, off)); | ||
|  |     float3 f = Fetch(pos, float2( 2.0, off)); | ||
|  |     float3 g = Fetch(pos, float2( 3.0, off)); | ||
|  | 
 | ||
|  |     float dst = Dist(pos).x; | ||
|  |     // Convert distance to weight. | ||
|  |     float scale = GetOption(hardBloomPix); | ||
|  |     float wa = Gaus(dst - 3.0, scale); | ||
|  |     float wb = Gaus(dst - 2.0, scale); | ||
|  |     float wc = Gaus(dst - 1.0, scale); | ||
|  |     float wd = Gaus(dst + 0.0, scale); | ||
|  |     float we = Gaus(dst + 1.0, scale); | ||
|  |     float wf = Gaus(dst + 2.0, scale); | ||
|  |     float wg = Gaus(dst + 3.0, scale); | ||
|  | 
 | ||
|  |     // Return filtered sample. | ||
|  |     return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg); | ||
|  | } | ||
|  |    | ||
|  | // Return scanline weight. | ||
|  | float Scan(float2 pos, float off) | ||
|  | { | ||
|  |     float dst = Dist(pos).y; | ||
|  | 
 | ||
|  |     return Gaus(dst + off, GetOption(hardScan)); | ||
|  | } | ||
|  |    | ||
|  | // Return scanline weight for bloom. | ||
|  | float BloomScan(float2 pos, float off) | ||
|  | { | ||
|  |     float dst = Dist(pos).y; | ||
|  |      | ||
|  |     return Gaus(dst + off, GetOption(hardBloomScan)); | ||
|  | } | ||
|  | 
 | ||
|  | // Allow nearest three lines to effect pixel. | ||
|  | float3 Tri(float2 pos) | ||
|  | { | ||
|  |     float3 a = Horz3(pos,-1.0); | ||
|  |     float3 b = Horz5(pos, 0.0); | ||
|  |     float3 c = Horz3(pos, 1.0); | ||
|  |      | ||
|  |     float wa = Scan(pos,-1.0);  | ||
|  |     float wb = Scan(pos, 0.0); | ||
|  |     float wc = Scan(pos, 1.0); | ||
|  |      | ||
|  |     return a*wa + b*wb + c*wc; | ||
|  | } | ||
|  |    | ||
|  | // Small bloom. | ||
|  | float3 Bloom(float2 pos) | ||
|  | { | ||
|  |     float3 a = Horz5(pos,-2.0); | ||
|  |     float3 b = Horz7(pos,-1.0); | ||
|  |     float3 c = Horz7(pos, 0.0); | ||
|  |     float3 d = Horz7(pos, 1.0); | ||
|  |     float3 e = Horz5(pos, 2.0); | ||
|  | 
 | ||
|  |     float wa = BloomScan(pos,-2.0); | ||
|  |     float wb = BloomScan(pos,-1.0);  | ||
|  |     float wc = BloomScan(pos, 0.0); | ||
|  |     float wd = BloomScan(pos, 1.0); | ||
|  |     float we = BloomScan(pos, 2.0); | ||
|  | 
 | ||
|  |     return a*wa+b*wb+c*wc+d*wd+e*we; | ||
|  | } | ||
|  |    | ||
|  | // Distortion of scanlines, and end of screen alpha. | ||
|  | float2 Warp(float2 pos) | ||
|  | { | ||
|  |     pos  = pos*2.0-1.0;     | ||
|  |     pos *= float2(1.0 + (pos.y*pos.y)*GetOption(warpX), 1.0 + (pos.x*pos.x)*GetOption(warpY)); | ||
|  |      | ||
|  |     return pos*0.5 + 0.5; | ||
|  | } | ||
|  |    | ||
|  | // Shadow mask. | ||
|  | float3 Mask(float2 pos) | ||
|  | { | ||
|  |     float3 mask = float3(GetOption(maskDark), GetOption(maskDark), GetOption(maskDark)); | ||
|  |    | ||
|  |     // Very compressed TV style shadow mask. | ||
|  |     if (GetOption(shadowMask) == 1)  | ||
|  |     { | ||
|  |         float line_ = GetOption(maskLight); | ||
|  |         float odd = 0.0; | ||
|  |          | ||
|  |         if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; | ||
|  |         if (fract((pos.y + odd) * 0.5) < 0.5) line_ = GetOption(maskDark);   | ||
|  |          | ||
|  |         pos.x = fract(pos.x*0.333333333); | ||
|  | 
 | ||
|  |         if      (pos.x < 0.333) mask.r = GetOption(maskLight); | ||
|  |         else if (pos.x < 0.666) mask.g = GetOption(maskLight); | ||
|  |         else                    mask.b = GetOption(maskLight); | ||
|  |         mask*=line_;   | ||
|  |     }  | ||
|  | 
 | ||
|  |     // Aperture-grille. | ||
|  |     else if (GetOption(shadowMask) == 2)  | ||
|  |     { | ||
|  |         pos.x = fract(pos.x*0.333333333); | ||
|  | 
 | ||
|  |         if      (pos.x < 0.333) mask.r = GetOption(maskLight); | ||
|  |         else if (pos.x < 0.666) mask.g = GetOption(maskLight); | ||
|  |         else                    mask.b = GetOption(maskLight); | ||
|  |     }  | ||
|  | 
 | ||
|  |     // Stretched VGA style shadow mask (same as prior shaders). | ||
|  |     else if (GetOption(shadowMask) == 3)  | ||
|  |     { | ||
|  |         pos.x += pos.y*3.0; | ||
|  |         pos.x  = fract(pos.x*0.166666666); | ||
|  | 
 | ||
|  |         if      (pos.x < 0.333) mask.r = GetOption(maskLight); | ||
|  |         else if (pos.x < 0.666) mask.g = GetOption(maskLight); | ||
|  |         else                    mask.b = GetOption(maskLight); | ||
|  |     } | ||
|  | 
 | ||
|  |     // VGA style shadow mask. | ||
|  |     else if (GetOption(shadowMask) == 4)  | ||
|  |     { | ||
|  |         pos.xy  = floor(pos.xy*float2(1.0, 0.5)); | ||
|  |         pos.x  += pos.y*3.0; | ||
|  |         pos.x   = fract(pos.x*0.166666666); | ||
|  | 
 | ||
|  |         if      (pos.x < 0.333) mask.r = GetOption(maskLight); | ||
|  |         else if (pos.x < 0.666) mask.g = GetOption(maskLight); | ||
|  |         else                    mask.b = GetOption(maskLight); | ||
|  |     } | ||
|  | 
 | ||
|  |     return mask; | ||
|  | } | ||
|  | 
 | ||
|  | void main() | ||
|  | { | ||
|  |     float2 pos = Warp(GetCoordinates()); | ||
|  |     float3 outColor = Tri(pos); | ||
|  | 
 | ||
|  | #ifdef DO_BLOOM | ||
|  |     //Add Bloom | ||
|  |     outColor.rgb += Bloom(pos)*GetOption(bloomAmount); | ||
|  | #endif | ||
|  | 
 | ||
|  |     if (GetOption(shadowMask) > 0.0) | ||
|  |         outColor.rgb *= Mask(gl_FragCoord.xy * 1.000001); | ||
|  |      | ||
|  | #ifdef GL_ES    /* TODO/FIXME - hacky clamp fix */ | ||
|  |     float2 bordertest = (pos); | ||
|  |     if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) | ||
|  |         outColor.rgb = outColor.rgb; | ||
|  |     else | ||
|  |         outColor.rgb = float3(0.0); | ||
|  | #endif | ||
|  |     SetOutput(float4(ToSrgb(outColor.rgb), 1.0)); | ||
|  | }  |