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			299 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			299 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|   | #include "ReShade.fxh" | ||
|  | 
 | ||
|  | // newpixie CRT | ||
|  | // by Mattias Gustavsson | ||
|  | // adapted for slang by hunterk | ||
|  | 
 | ||
|  | /* | ||
|  | ------------------------------------------------------------------------------ | ||
|  | This software is available under 2 licenses - you may choose the one you like. | ||
|  | ------------------------------------------------------------------------------ | ||
|  | ALTERNATIVE A - MIT License | ||
|  | Copyright (c) 2016 Mattias Gustavsson | ||
|  | Permission is hereby granted, free of charge, to any person obtaining a copy of  | ||
|  | this software and associated documentation files (the "Software"), to deal in  | ||
|  | the Software without restriction, including without limitation the rights to  | ||
|  | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies  | ||
|  | of the Software, and to permit persons to whom the Software is furnished to do  | ||
|  | so, subject to the following conditions: | ||
|  | The above copyright notice and this permission notice shall be included in all  | ||
|  | copies or substantial portions of the Software. | ||
|  | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR  | ||
|  | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,  | ||
|  | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE  | ||
|  | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER  | ||
|  | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,  | ||
|  | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE  | ||
|  | SOFTWARE. | ||
|  | ------------------------------------------------------------------------------ | ||
|  | ALTERNATIVE B - Public Domain (www.unlicense.org) | ||
|  | This is free and unencumbered software released into the public domain. | ||
|  | Anyone is free to copy, modify, publish, use, compile, sell, or distribute this  | ||
|  | software, either in source code form or as a compiled binary, for any purpose,  | ||
|  | commercial or non-commercial, and by any means. | ||
|  | In jurisdictions that recognize copyright laws, the author or authors of this  | ||
|  | software dedicate any and all copyright interest in the software to the public  | ||
|  | domain. We make this dedication for the benefit of the public at large and to  | ||
|  | the detriment of our heirs and successors. We intend this dedication to be an  | ||
|  | overt act of relinquishment in perpetuity of all present and future rights to  | ||
|  | this software under copyright law. | ||
|  | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR  | ||
|  | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,  | ||
|  | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE  | ||
|  | AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN  | ||
|  | ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION  | ||
|  | WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | ||
|  | ------------------------------------------------------------------------------ | ||
|  | */ | ||
|  | 
 | ||
|  | uniform float acc_modulate < | ||
|  | 	ui_type = "drag"; | ||
|  | 	ui_min = 0.0; | ||
|  | 	ui_max = 1.0; | ||
|  | 	ui_step = 0.01; | ||
|  | 	ui_label = "Accumulate Modulation [CRT-NewPixie]"; | ||
|  | > = 0.65; | ||
|  | 
 | ||
|  | 
 | ||
|  | texture2D tAccTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; | ||
|  | sampler sAccTex { Texture=tAccTex; }; | ||
|  | 
 | ||
|  | //PASS 1 | ||
|  | float3 PrevColor(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target | ||
|  | { | ||
|  | 	return tex2D(ReShade::BackBuffer, uv).rgb; | ||
|  | } | ||
|  | 
 | ||
|  | float4 PS_NewPixie_Accum(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target | ||
|  | { | ||
|  |    float4 a = tex2D(sAccTex, uv.xy) * float4(acc_modulate,acc_modulate,acc_modulate,acc_modulate); | ||
|  |    float4 b = tex2D(ReShade::BackBuffer, uv.xy); | ||
|  |    return max( a, b * 0.96 ); | ||
|  | } | ||
|  | 
 | ||
|  | //PASS 2 AND 3 | ||
|  | texture GaussianBlurTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; | ||
|  | sampler GaussianBlurSampler { Texture = GaussianBlurTex;}; | ||
|  | 
 | ||
|  | uniform float blur_x < | ||
|  | 	ui_type = "drag"; | ||
|  | 	ui_min = 0.0; | ||
|  | 	ui_max = 5.0; | ||
|  | 	ui_step = 0.25; | ||
|  | 	ui_label = "Horizontal Blur [CRT-NewPixie]";  | ||
|  | > = 1.0; | ||
|  | 
 | ||
|  | uniform float blur_y < | ||
|  | 	ui_type = "drag"; | ||
|  | 	ui_min = 0.0; | ||
|  | 	ui_max = 5.0; | ||
|  | 	ui_step = 0.25; | ||
|  | 	ui_label = "Vertical Blur [CRT-NewPixie]"; | ||
|  | > = 1.0; | ||
|  | 
 | ||
|  | float4 PS_NewPixie_Blur(float4 pos : SV_Position, float2 uv_tx : TEXCOORD0) : SV_Target | ||
|  | { | ||
|  |    float2 blur = float2(blur_x, blur_y) * ReShade::PixelSize.xy; | ||
|  |    float2 uv = uv_tx.xy; | ||
|  |    float4 sum = tex2D( ReShade::BackBuffer, uv ) * 0.2270270270; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541; | ||
|  |    sum += tex2D(ReShade::BackBuffer, float2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162; | ||
|  |    return sum; | ||
|  | } | ||
|  | 
 | ||
|  | //PASS 4 | ||
|  | uniform int FCount < source = "framecount"; >; | ||
|  | texture tFrame < source = "crt-newpixie/crtframe.png"; > | ||
|  | { | ||
|  | 	Width = 1024; | ||
|  | 	Height = 1024; | ||
|  | 	MipLevels = 1; | ||
|  | }; | ||
|  | 
 | ||
|  | sampler sFrame { Texture = tFrame; AddressU = BORDER; AddressV = BORDER; MinFilter = LINEAR; MagFilter = LINEAR;}; | ||
|  | 
 | ||
|  | uniform bool use_frame < | ||
|  | 	ui_type = "boolean"; | ||
|  | 	ui_label = "Use Frame Image [CRT-NewPixie]"; | ||
|  | > = false; | ||
|  | 
 | ||
|  | uniform float curvature < | ||
|  | 	ui_type = "drag"; | ||
|  | 	ui_min = 0.0001; | ||
|  | 	ui_max = 4.0; | ||
|  | 	ui_step = 0.25; | ||
|  | 	ui_label = "Curvature [CRT-NewPixie]"; | ||
|  | > = 2.0; | ||
|  | 
 | ||
|  | uniform bool wiggle_toggle < | ||
|  | 	ui_type = "boolean"; | ||
|  | 	ui_label = "Interference [CRT-NewPixie]"; | ||
|  | > = false; | ||
|  | 
 | ||
|  | uniform bool scanroll < | ||
|  | 	ui_type = "boolean"; | ||
|  | 	ui_label = "Rolling Scanlines [CRT-NewPixie]"; | ||
|  | > = true; | ||
|  | 
 | ||
|  | float3 tsample( sampler samp, float2 tc, float offs, float2 resolution ) | ||
|  | { | ||
|  | 	tc = tc * float2(1.025, 0.92) + float2(-0.0125, 0.04); | ||
|  | 	float3 s = pow( abs( tex2D( samp, float2( tc.x, 1.0-tc.y ) ).rgb), float3( 2.2,2.2,2.2 ) ); | ||
|  | 	return s*float3(1.25,1.25,1.25); | ||
|  | } | ||
|  | 		 | ||
|  | float3 filmic( float3 LinearColor ) | ||
|  | { | ||
|  | 	float3 x = max( float3(0.0,0.0,0.0), LinearColor-float3(0.004,0.004,0.004)); | ||
|  |     return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06); | ||
|  | } | ||
|  | 		 | ||
|  | float2 curve( float2 uv ) | ||
|  | { | ||
|  |     uv = (uv - 0.5);// * 2.0; | ||
|  |     uv *= float2(0.925, 1.095);   | ||
|  |     uv *= curvature; | ||
|  |     uv.x *= 1.0 + pow((abs(uv.y) / 4.0), 2.0); | ||
|  |     uv.y *= 1.0 + pow((abs(uv.x) / 3.0), 2.0); | ||
|  |     uv /= curvature; | ||
|  |     uv  += 0.5; | ||
|  |     uv =  uv *0.92 + 0.04; | ||
|  |     return uv; | ||
|  | } | ||
|  | 		 | ||
|  | float rand(float2 co){ return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); } | ||
|  |      | ||
|  | #define resolution ReShade::ScreenSize.xy | ||
|  | #define mod(x,y) (x-y*floor(x/y)) | ||
|  | 
 | ||
|  | float4 PS_NewPixie_Final(float4 pos: SV_Position, float2 uv_tx : TEXCOORD0) : SV_Target | ||
|  | { | ||
|  |    // stop time variable so the screen doesn't wiggle | ||
|  |    float time = mod(FCount, 849.0) * 36.0; | ||
|  |     float2 uv = uv_tx.xy; | ||
|  | 	uv.y = 1.0 - uv_tx.y; | ||
|  |     /* Curve */ | ||
|  |     float2 curved_uv = lerp( curve( uv ), uv, 0.4 ); | ||
|  |     float scale = -0.101; | ||
|  |     float2 scuv = curved_uv*(1.0-scale)+scale/2.0+float2(0.003, -0.001); | ||
|  | 	 | ||
|  |     uv = scuv; | ||
|  | 		 | ||
|  |     /* Main color, Bleed */ | ||
|  |     float3 col; | ||
|  | 	 | ||
|  |     float x = wiggle_toggle* sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012; | ||
|  |     float o =sin(uv_tx.y*1.5)/resolution.x; | ||
|  |     x+=o*0.25; | ||
|  |    // make time do something again | ||
|  |     time = float(mod(FCount, 640) * 1);  | ||
|  |     col.r = tsample(ReShade::BackBuffer,float2(x+scuv.x+0.0009,scuv.y+0.0009),resolution.y/800.0, resolution ).x+0.02; | ||
|  |     col.g = tsample(ReShade::BackBuffer,float2(x+scuv.x+0.0000,scuv.y-0.0011),resolution.y/800.0, resolution ).y+0.02; | ||
|  |     col.b = tsample(ReShade::BackBuffer,float2(x+scuv.x-0.0015,scuv.y+0.0000),resolution.y/800.0, resolution ).z+0.02; | ||
|  |     float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 ); | ||
|  |     i = pow( 1.0 - pow(i,2.0), 1.0 ); | ||
|  |     i = (1.0-i) * 0.85 + 0.15;  | ||
|  |      | ||
|  |     /* Ghosting */ | ||
|  |     float ghs = 0.15; | ||
|  |     float3 r = tsample(GaussianBlurSampler, float2(x-0.014*1.0, -0.027)*0.85+0.007*float2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time),  | ||
|  |         0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+float2(scuv.x+0.001,scuv.y+0.001), | ||
|  |         5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*float3(0.5,0.25,0.25); | ||
|  |     float3 g = tsample(GaussianBlurSampler, float2(x-0.019*1.0, -0.020)*0.85+0.007*float2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time),  | ||
|  |         0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+float2(scuv.x+0.000,scuv.y-0.002), | ||
|  |         5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*float3(0.25,0.5,0.25); | ||
|  |     float3 b = tsample(GaussianBlurSampler, float2(x-0.017*1.0, -0.003)*0.85+0.007*float2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time),  | ||
|  |         0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+float2(scuv.x-0.002,scuv.y+0.000), | ||
|  |         5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*float3(0.25,0.25,0.5); | ||
|  | 		 | ||
|  |     col += float3(ghs*(1.0-0.299),ghs*(1.0-0.299),ghs*(1.0-0.299))*pow(clamp(float3(3.0,3.0,3.0)*r,float3(0.0,0.0,0.0),float3(1.0,1.0,1.0)),float3(2.0,2.0,2.0))*float3(i,i,i); | ||
|  |     col += float3(ghs*(1.0-0.587),ghs*(1.0-0.587),ghs*(1.0-0.587))*pow(clamp(float3(3.0,3.0,3.0)*g,float3(0.0,0.0,0.0),float3(1.0,1.0,1.0)),float3(2.0,2.0,2.0))*float3(i,i,i); | ||
|  |     col += float3(ghs*(1.0-0.114),ghs*(1.0-0.114),ghs*(1.0-0.114))*pow(clamp(float3(3.0,3.0,3.0)*b,float3(0.0,0.0,0.0),float3(1.0,1.0,1.0)),float3(2.0,2.0,2.0))*float3(i,i,i); | ||
|  | 		 | ||
|  |     /* Level adjustment (curves) */ | ||
|  |     col *= float3(0.95,1.05,0.95); | ||
|  |     col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,float3(0.0,0.0,0.0),float3(10.0,10.0,10.0)); | ||
|  | 		 | ||
|  |     /* Vignette */ | ||
|  |     float vig = (0.1 + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y)); | ||
|  |     vig = 1.3*pow(vig,0.5); | ||
|  |     col *= vig; | ||
|  |      | ||
|  |     time *= scanroll; | ||
|  | 		 | ||
|  |     /* Scanlines */ | ||
|  |     float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0); | ||
|  |     float s = pow(scans,0.9); | ||
|  |     col = col * float3(s,s,s); | ||
|  | 		 | ||
|  |     /* Vertical lines (shadow mask) */ | ||
|  |     col*=1.0-0.23*(clamp((mod(uv_tx.xy.x, 3.0))/2.0,0.0,1.0)); | ||
|  | 		 | ||
|  |     /* Tone map */ | ||
|  |     col = filmic( col ); | ||
|  | 		 | ||
|  |     /* Noise */ | ||
|  |     /*float2 seed = floor(curved_uv*resolution.xy*float2(0.5))/resolution.xy;*/ | ||
|  |     float2 seed = curved_uv*resolution.xy;; | ||
|  |     /* seed = curved_uv; */ | ||
|  |     col -= 0.015*pow(float3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), float3(1.5,1.5,1.5) ); | ||
|  | 		 | ||
|  |     /* Flicker */ | ||
|  |     col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5)); | ||
|  | 		 | ||
|  |     /* Clamp */ | ||
|  | //    if(max(abs(uv.x-0.5),abs(uv.y-0.5))>0.5) | ||
|  | //        col = float3(0.0,0.0,0.0); | ||
|  | 		 | ||
|  | //    if (curved_uv.x < 0.0 || curved_uv.x > 1.0) | ||
|  | //        col *= 0.0; | ||
|  | //    if (curved_uv.y < 0.0 || curved_uv.y > 1.0) | ||
|  | //        col *= 0.0; | ||
|  | 
 | ||
|  |     uv = curved_uv; | ||
|  | 	 | ||
|  |     /* Frame */ | ||
|  |     float2 fscale = float2( 0.026, -0.018);//float2( -0.018, -0.013 ); | ||
|  |     uv = float2(uv.x, 1.-uv.y); | ||
|  |     float4 f= tex2D(sFrame,uv_tx.xy);//*((1.0)+2.0*fscale)-fscale-float2(-0.0, 0.005)); | ||
|  |     f.xyz = lerp( f.xyz, float3(0.5,0.5,0.5), 0.5 ); | ||
|  |     float fvig = clamp( -0.00+512.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.2, 0.8 ); | ||
|  |     col = lerp( col, lerp( max( col, 0.0), pow( abs( f.xyz ), float3( 1.4,1.4,1.4 ) ) * fvig, f.w * f.w), float3( use_frame,use_frame,use_frame ) ); | ||
|  | 	 | ||
|  |     return float4( col, 1.0 ); | ||
|  | } | ||
|  | 
 | ||
|  | technique CRTNewPixie | ||
|  | { | ||
|  | 	pass PS_CRTNewPixie_Accum | ||
|  | 	{ | ||
|  | 		VertexShader=PostProcessVS; | ||
|  | 		PixelShader=PS_NewPixie_Accum; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	pass PS_CRTNewPixie_SaveBuffer { | ||
|  | 		VertexShader=PostProcessVS; | ||
|  | 		PixelShader=PrevColor; | ||
|  | 		RenderTarget = tAccTex; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	pass PS_CRTNewPixie_Blur | ||
|  | 	{ | ||
|  | 		VertexShader = PostProcessVS; | ||
|  | 		PixelShader = PS_NewPixie_Blur; | ||
|  | 		RenderTarget = GaussianBlurTex; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	pass PS_CRTNewPixie_Final | ||
|  | 	{ | ||
|  | 		VertexShader = PostProcessVS; | ||
|  | 		PixelShader = PS_NewPixie_Final; | ||
|  | 	} | ||
|  | } |