// 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 [/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) { return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); } float3 ToLinear(float3 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) { return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); } float3 ToSrgb(float3 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) outColor.rgb *= Mask(gl_FragCoord.xy * 1.000001); SetOutput(float4(ToSrgb(outColor.rgb), 1.0)); }