mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-05 20:15:40 +00:00
446 lines
11 KiB
HLSL
446 lines
11 KiB
HLSL
|
#include "ReShade.fxh"
|
||
|
|
||
|
//
|
||
|
// 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.
|
||
|
//
|
||
|
|
||
|
#ifndef CRTS_DEBUG
|
||
|
#define CRTS_DEBUG 0
|
||
|
#endif
|
||
|
|
||
|
#ifndef CRTS_2_TAP
|
||
|
#define CRTS_2_TAP 0
|
||
|
#endif
|
||
|
|
||
|
uniform bool CRTS_WARP <
|
||
|
ui_type = "boolean";
|
||
|
ui_label = "Enable Warping [CRT Lottes 2.0]";
|
||
|
> = true;
|
||
|
|
||
|
uniform float CRTS_WARP_X <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.0;
|
||
|
ui_max = 512.0;
|
||
|
ui_label = "CRT Warping X [CRT Lottes 2.0]";
|
||
|
> = 64.0;
|
||
|
|
||
|
uniform float CRTS_WARP_Y <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.0;
|
||
|
ui_max = 512.0;
|
||
|
ui_label = "CRT Warping Y [CRT Lottes 2.0]";
|
||
|
> = 48.0;
|
||
|
|
||
|
uniform bool CRTS_TONE <
|
||
|
ui_type = "boolean";
|
||
|
ui_label = "Enable CRT Tonemapping [CRT Lottes 2.0]";
|
||
|
> = true;
|
||
|
|
||
|
uniform bool CRTS_CONTRAST <
|
||
|
ui_type = "boolean";
|
||
|
ui_label = "Enable CRT Contrast [CRT Lottes 2.0]";
|
||
|
> = false;
|
||
|
|
||
|
uniform bool CRTS_SATURATION <
|
||
|
ui_type = "boolean";
|
||
|
ui_label = "Enable CRT Saturation [CRT Lottes 2.0]";
|
||
|
> = false;
|
||
|
|
||
|
uniform int CRTS_MASK_TYPE <
|
||
|
ui_type = "combo";
|
||
|
ui_items = "None\0Aperture Grille\0Aperture Grille (Lite)\0Shadow Mask\0";
|
||
|
ui_label = "Mask Type [CRT Lottes 2.0]";
|
||
|
> = 2;
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Scanline thinness
|
||
|
// 0.50 = fused scanlines
|
||
|
// 0.70 = recommended default
|
||
|
// 1.00 = thinner scanlines (too thin)
|
||
|
|
||
|
uniform float INPUT_THIN <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.5;
|
||
|
ui_max = 1.0;
|
||
|
ui_label = "Scanlines Thinnes [CRT Lottes 2.0]";
|
||
|
> = 0.70;
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Horizonal scan blur
|
||
|
// -3.0 = pixely
|
||
|
// -2.5 = default
|
||
|
// -2.0 = smooth
|
||
|
// -1.0 = too blurry
|
||
|
|
||
|
uniform float INPUT_BLUR <
|
||
|
ui_type = "drag";
|
||
|
ui_min = -3.0;
|
||
|
ui_max = 0.0;
|
||
|
ui_label = "Horizontal Scan Blur [CRT Lottes 2.0]";
|
||
|
> = -2.5;
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Shadow mask effect, ranges from,
|
||
|
// 0.25 = large amount of mask (not recommended, too dark)
|
||
|
// 0.50 = recommended default
|
||
|
// 1.00 = no shadow mask
|
||
|
|
||
|
uniform float INPUT_MASK <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 0.0;
|
||
|
ui_max = 1.0;
|
||
|
ui_label = "Shadow Mask Intensity [CRT Lottes 2.0]";
|
||
|
> = 0.5;
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
|
||
|
uniform int INPUT_X <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 1;
|
||
|
ui_max = BUFFER_WIDTH;
|
||
|
ui_label = "Resolution Width [CRT Lottes 2.0]";
|
||
|
> = 640;
|
||
|
|
||
|
uniform int INPUT_Y <
|
||
|
ui_type = "drag";
|
||
|
ui_min = 1;
|
||
|
ui_max = BUFFER_HEIGHT;
|
||
|
ui_label = "Resolution Height [CRT Lottes 2.0]";
|
||
|
> = 480;
|
||
|
|
||
|
//--------------------------------------------------------------
|
||
|
// Setup the function which returns input image color
|
||
|
|
||
|
void ToLinear(inout float3 color)
|
||
|
{
|
||
|
float3 c1 = color.rgb / 12.92;
|
||
|
float3 c2 = pow((color.rgb + 0.055)/1.055, 2.4);
|
||
|
|
||
|
color.r = (color.r <= 0.04045) ? c1.r : c2.r;
|
||
|
color.g = (color.g <= 0.04045) ? c1.g : c2.g;
|
||
|
color.b = (color.b <= 0.04045) ? c1.b : c2.b;
|
||
|
}
|
||
|
|
||
|
void ToSRGB(inout float3 color)
|
||
|
{
|
||
|
float3 c1 = color.rgb * 12.92;
|
||
|
float3 c2 = 1.055 * pow(color.rgb, 0.4166) - 0.055;
|
||
|
|
||
|
color.r = (color.r < 0.0031308) ? c1.r : c2.r;
|
||
|
color.g = (color.g < 0.0031308) ? c1.g : c2.g;
|
||
|
color.b = (color.b < 0.0031308) ? c1.b : c2.b;
|
||
|
}
|
||
|
|
||
|
float3 CrtsFetch(float2 uv)
|
||
|
{
|
||
|
float3 color = tex2D(ReShade::BackBuffer, uv).rgb;
|
||
|
ToLinear(color);
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
float4 CrtsTone(
|
||
|
float contrast,
|
||
|
float saturation,
|
||
|
float thin,
|
||
|
float mask)
|
||
|
{
|
||
|
|
||
|
mask = INPUT_MASK;
|
||
|
|
||
|
if (CRTS_MASK_TYPE <= 0){
|
||
|
mask=1.0;
|
||
|
}
|
||
|
|
||
|
|
||
|
if(CRTS_MASK_TYPE == 2){
|
||
|
mask=0.5+INPUT_MASK*0.5;
|
||
|
}
|
||
|
|
||
|
float4 ret;
|
||
|
float midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
|
||
|
float pMidIn=pow(0.18,contrast);
|
||
|
ret.x=contrast;
|
||
|
ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
|
||
|
ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
|
||
|
ret.w=contrast+saturation;
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
float3 CrtsMask(float2 pos,float dark)
|
||
|
{
|
||
|
|
||
|
if (CRTS_MASK_TYPE == 1){
|
||
|
float3 m=dark;
|
||
|
float x=frac(pos.x*(1.0/3.0));
|
||
|
if(x<(1.0/3.0))m.r=1.0;
|
||
|
else if(x<(2.0/3.0))m.g=1.0;
|
||
|
else m.b=1.0;
|
||
|
return m;
|
||
|
} else if (CRTS_MASK_TYPE == 2){
|
||
|
float3 m=1.0;
|
||
|
float x=frac(pos.x*(1.0/3.0));
|
||
|
if(x<(1.0/3.0))m.r=dark;
|
||
|
else if(x<(2.0/3.0))m.g=dark;
|
||
|
else m.b=dark;
|
||
|
return m;
|
||
|
} else if(CRTS_MASK_TYPE <= 0){
|
||
|
return 1.0;
|
||
|
} else if(CRTS_MASK_TYPE >= 3){
|
||
|
pos.x+=pos.y*3.0;
|
||
|
float3 m=dark;
|
||
|
float x=frac(pos.x*(1.0/6.0));
|
||
|
if(x<(1.0/3.0))m.r=1.0;
|
||
|
else if(x<(2.0/3.0))m.g=1.0;
|
||
|
else m.b=1.0;
|
||
|
return m;
|
||
|
} else {
|
||
|
return 0.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float3 CrtsFilter(
|
||
|
//--------------------------------------------------------------
|
||
|
// SV_POSITION, fragCoord.xy
|
||
|
float2 ipos,
|
||
|
//--------------------------------------------------------------
|
||
|
// inputSize / outputSize (in pixels)
|
||
|
float2 inputSizeDivOutputSize,
|
||
|
//--------------------------------------------------------------
|
||
|
// 0.5 * inputSize (in pixels)
|
||
|
float2 halfInputSize,
|
||
|
//--------------------------------------------------------------
|
||
|
// 1.0 / inputSize (in pixels)
|
||
|
float2 rcpInputSize,
|
||
|
//--------------------------------------------------------------
|
||
|
// 1.0 / outputSize (in pixels)
|
||
|
float2 rcpOutputSize,
|
||
|
//--------------------------------------------------------------
|
||
|
// 2.0 / outputSize (in pixels)
|
||
|
float2 twoDivOutputSize,
|
||
|
//--------------------------------------------------------------
|
||
|
// inputSize.y
|
||
|
float inputHeight,
|
||
|
//--------------------------------------------------------------
|
||
|
// Warp scanlines but not phosphor mask
|
||
|
// 0.0 = no warp
|
||
|
// 1.0/64.0 = light warping
|
||
|
// 1.0/32.0 = more warping
|
||
|
// Want x and y warping to be different (based on aspect)
|
||
|
float2 warp,
|
||
|
//--------------------------------------------------------------
|
||
|
// Scanline thinness
|
||
|
// 0.50 = fused scanlines
|
||
|
// 0.70 = recommended default
|
||
|
// 1.00 = thinner scanlines (too thin)
|
||
|
// Shared with CrtsTone() function
|
||
|
float thin,
|
||
|
//--------------------------------------------------------------
|
||
|
// Horizonal scan blur
|
||
|
// -3.0 = pixely
|
||
|
// -2.5 = default
|
||
|
// -2.0 = smooth
|
||
|
// -1.0 = too blurry
|
||
|
float blur,
|
||
|
//--------------------------------------------------------------
|
||
|
// Shadow mask effect, ranges from,
|
||
|
// 0.25 = large amount of mask (not recommended, too dark)
|
||
|
// 0.50 = recommended default
|
||
|
// 1.00 = no shadow mask
|
||
|
// Shared with CrtsTone() function
|
||
|
float mask,
|
||
|
//--------------------------------------------------------------
|
||
|
// Tonal curve parameters generated by CrtsTone()
|
||
|
float4 tone
|
||
|
//--------------------------------------------------------------
|
||
|
){
|
||
|
//--------------------------------------------------------------
|
||
|
#if (CRTS_DEBUG == 1)
|
||
|
float2 uv=ipos*rcpOutputSize;
|
||
|
// Show second half processed, and first half un-processed
|
||
|
if(uv.x<0.5)
|
||
|
{
|
||
|
// Force nearest to get squares
|
||
|
uv*=1.0/rcpInputSize;
|
||
|
uv=floor(uv)+float2(0.5,0.5);
|
||
|
uv*=rcpInputSize;
|
||
|
float3 color=CrtsFetch(uv);
|
||
|
return color;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
float2 pos;
|
||
|
float vin;
|
||
|
|
||
|
if (CRTS_WARP){
|
||
|
// Convert to {-1 to 1} range
|
||
|
pos=ipos*twoDivOutputSize-float2(1.0,1.0);
|
||
|
// Distort pushes image outside {-1 to 1} range
|
||
|
pos*=float2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
|
||
|
// TODO: Vignette needs optimization
|
||
|
vin=1.0-((1.0-saturate(pos.x*pos.x))*(1.0-saturate(pos.y*pos.y)));
|
||
|
vin=saturate((-vin)*inputHeight+inputHeight);
|
||
|
// Leave in {0 to inputSize}
|
||
|
pos=pos*halfInputSize+halfInputSize;
|
||
|
} else {
|
||
|
pos=ipos*inputSizeDivOutputSize;
|
||
|
}
|
||
|
|
||
|
// Snap to center of first scanline
|
||
|
float y0=floor(pos.y-0.5)+0.5;
|
||
|
|
||
|
#if (CRTS_2_TAP == 1)
|
||
|
// Using Inigo's "Improved Texture Interpolation"
|
||
|
// http://iquilezles.org/www/articles/texture/texture.htm
|
||
|
pos.x+=0.5;
|
||
|
float xi=floor(pos.x);
|
||
|
float xf=pos.x-xi;
|
||
|
xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);
|
||
|
float x0=xi+xf-0.5;
|
||
|
float2 p=float2(x0*rcpInputSize.x,y0*rcpInputSize.y);
|
||
|
// Coordinate adjusted bilinear fetch from 2 nearest scanlines
|
||
|
float3 colA=CrtsFetch(p);
|
||
|
p.y+=rcpInputSize.y;
|
||
|
float3 colB=CrtsFetch(p);
|
||
|
#else
|
||
|
// Snap to center of one of four pixels
|
||
|
float x0=floor(pos.x-1.5)+0.5;
|
||
|
// Inital UV position
|
||
|
float2 p=float2(x0*rcpInputSize.x,y0*rcpInputSize.y);
|
||
|
// Fetch 4 nearest texels from 2 nearest scanlines
|
||
|
float3 colA0=CrtsFetch(p);
|
||
|
p.x+=rcpInputSize.x;
|
||
|
float3 colA1=CrtsFetch(p);
|
||
|
p.x+=rcpInputSize.x;
|
||
|
float3 colA2=CrtsFetch(p);
|
||
|
p.x+=rcpInputSize.x;
|
||
|
float3 colA3=CrtsFetch(p);
|
||
|
p.y+=rcpInputSize.y;
|
||
|
float3 colB3=CrtsFetch(p);
|
||
|
p.x-=rcpInputSize.x;
|
||
|
float3 colB2=CrtsFetch(p);
|
||
|
p.x-=rcpInputSize.x;
|
||
|
float3 colB1=CrtsFetch(p);
|
||
|
p.x-=rcpInputSize.x;
|
||
|
float3 colB0=CrtsFetch(p);
|
||
|
#endif
|
||
|
|
||
|
// Vertical filter
|
||
|
// Scanline intensity is using sine wave
|
||
|
// Easy filter window and integral used later in exposure
|
||
|
float off=pos.y-y0;
|
||
|
float pi2=6.28318530717958;
|
||
|
float hlf=0.5;
|
||
|
float scanA=cos(min(0.5, off *thin )*pi2)*hlf+hlf;
|
||
|
float scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
|
||
|
|
||
|
#if (CRTS_2_TAP == 1)
|
||
|
if (CRTS_WARP){
|
||
|
// Get rid of wrong pixels on edge
|
||
|
scanA*=vin;
|
||
|
scanB*=vin;
|
||
|
}
|
||
|
// Apply vertical filter
|
||
|
float3 color=(colA*scanA)+(colB*scanB);
|
||
|
#else
|
||
|
// Horizontal kernel is simple gaussian filter
|
||
|
float off0=pos.x-x0;
|
||
|
float off1=off0-1.0;
|
||
|
float off2=off0-2.0;
|
||
|
float off3=off0-3.0;
|
||
|
float pix0=exp2(blur*off0*off0);
|
||
|
float pix1=exp2(blur*off1*off1);
|
||
|
float pix2=exp2(blur*off2*off2);
|
||
|
float pix3=exp2(blur*off3*off3);
|
||
|
float pixT=rcp(pix0+pix1+pix2+pix3);
|
||
|
|
||
|
if (CRTS_WARP){
|
||
|
// Get rid of wrong pixels on edge
|
||
|
pixT*=vin;
|
||
|
}
|
||
|
scanA*=pixT;
|
||
|
scanB*=pixT;
|
||
|
// Apply horizontal and vertical filters
|
||
|
float3 color=
|
||
|
(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
|
||
|
(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
|
||
|
#endif
|
||
|
|
||
|
// Apply phosphor mask
|
||
|
color*=CrtsMask(ipos,mask);
|
||
|
// Optional color processing
|
||
|
if (CRTS_TONE){
|
||
|
// Tonal control, start by protecting from /0
|
||
|
float peak=max(1.0/(256.0*65536.0),max(color.r,max(color.g,color.b)));
|
||
|
// Compute the ratios of {R,G,B}
|
||
|
float3 ratio=color*rcp(peak);
|
||
|
// Apply tonal curve to peak value
|
||
|
if (CRTS_CONTRAST){
|
||
|
peak=pow(peak,tone.x);
|
||
|
}
|
||
|
peak=peak*rcp(peak*tone.y+tone.z);
|
||
|
// Apply saturation
|
||
|
if (CRTS_SATURATION){
|
||
|
ratio=pow(ratio,float3(tone.w,tone.w,tone.w));
|
||
|
}
|
||
|
// Reconstruct color
|
||
|
return ratio*peak;
|
||
|
} else {
|
||
|
return color;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
|
//
|
||
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
|
|
||
|
|
||
|
|
||
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
|
//
|
||
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
|
|
||
|
void PS_CRTLottes2018(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0)
|
||
|
{
|
||
|
color = tex2D(ReShade::BackBuffer, texcoord.xy);
|
||
|
|
||
|
color.rgb=CrtsFilter(
|
||
|
vpos.xy,
|
||
|
float2(INPUT_X,INPUT_Y)/ReShade::ScreenSize.xy,
|
||
|
float2(INPUT_X,INPUT_Y)*0.5,
|
||
|
1.0/float2(INPUT_X,INPUT_Y),
|
||
|
1.0/ReShade::ScreenSize.xy,
|
||
|
2.0/ReShade::ScreenSize.xy,
|
||
|
INPUT_Y,
|
||
|
float2(1.0/CRTS_WARP_X,1.0/CRTS_WARP_Y),
|
||
|
INPUT_THIN,
|
||
|
INPUT_BLUR,
|
||
|
INPUT_MASK,
|
||
|
CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
|
||
|
|
||
|
ToSRGB(color.rgb);
|
||
|
}
|
||
|
|
||
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
|
//
|
||
|
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||
|
|
||
|
|
||
|
technique CRTLottes2018
|
||
|
{
|
||
|
pass
|
||
|
{
|
||
|
VertexShader = PostProcessVS;
|
||
|
PixelShader = PS_CRTLottes2018;
|
||
|
}
|
||
|
}
|