#include "ReShade.fxh" // DariusG presents // 'crt-Cyclon' // Why? Because it's speedy! // A super-fast shader based on the magnificent crt-Geom, optimized for full speed // on a Xiaomi Note 3 Pro cellphone (around 170(?) gflops gpu or so) // This shader uses parts from: // crt-Geom (scanlines) // Quillez (main filter) // Grade (some primaries) // Dogway's inverse Gamma // Masks-slot-color handling, tricks etc are mine. // 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. uniform float SCANLINE < ui_type = "drag"; ui_min = 0.2; ui_max = 0.6; ui_step = 0.05; ui_label = "Scanline Weight"; > = 0.3; uniform float INTERLACE < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Interlacing On/Off"; > = 1.0; uniform float bogus_msk < ui_type = "drag"; ui_min = 0.0; ui_max = 0.0; ui_step = 0.0; ui_label = " [ MASK SETTINGS ] "; > = 0.0; uniform float M_TYPE < ui_type = "drag"; ui_min = -1.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Mask Type: -1:None, 0:CGWG, 1:RGB"; > = 1.0; uniform float MSIZE < ui_type = "drag"; ui_min = 1.0; ui_max = 2.0; ui_step = 1.0; ui_label = "Mask Size"; > = 1.0; uniform float SLOT < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Slot Mask On/Off"; > = 1.0; uniform float SLOTW < ui_type = "drag"; ui_min = 2.0; ui_max = 3.0; ui_step = 1.0; ui_label = "Slot Mask Width"; > = 3.0; uniform float BGR < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Subpixels BGR/RGB"; > = 0.0; uniform float Maskl < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Mask Brightness Dark"; > = 0.3; uniform float Maskh < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Mask Brightness Bright"; > = 0.75; uniform float bogus_geom < ui_type = "drag"; ui_min = 0.0; ui_max = 0.0; ui_step = 0.0; ui_label = " [ GEOMETRY SETTINGS ] "; > = 0.0; uniform float bzl < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Bezel On/Off"; > = 1.0; uniform float ambient < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Ambient Light"; > = 0.40; uniform float zoomx < ui_type = "drag"; ui_min = -1.0; ui_max = 1.0; ui_step = 0.005; ui_label = "Zoom Image X"; > = 0.0; uniform float zoomy < ui_type = "drag"; ui_min = -1.0; ui_max = 1.0; ui_step = 0.005; ui_label = "Zoom Image Y"; > = 0.0; uniform float centerx < ui_type = "drag"; ui_min = -5.0; ui_max = 5.0; ui_step = 0.0; ui_label = "Image Center X"; > = 0.0; uniform float centery < ui_type = "drag"; ui_min = -5.0; ui_max = 5.0; ui_step = 0.05; ui_label = "Image Center Y"; > = 0.0; uniform float WARPX < ui_type = "drag"; ui_min = 0.00; ui_max = 0.25; ui_step = 0.01; ui_label = "Curvature Horizontal"; > = 0.02; uniform float WARPY < ui_type = "drag"; ui_min = 0.00; ui_max = 0.25; ui_step = 0.01; ui_label = "Curvature Vertical"; > = 0.01; uniform float vig < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Vignette On/Off"; > = 1.0; uniform float bogus_col < ui_type = "drag"; ui_min = 0.0; ui_max = 0.0; ui_step = 0.0; ui_label = " [ COLOR SETTINGS ] "; > = 0.0; uniform float BR_DEP < ui_type = "drag"; ui_min = 0.0; ui_max = 0.333; ui_step = 0.01; ui_label = "Scan/Mask Brightness Dependence"; > = 0.2; uniform float c_space < ui_type = "drag"; ui_min = 0.0; ui_max = 3.0; ui_step = 1.0; ui_label = "Color Space: sRGB,PAL,NTSC-U,NTSC-J"; > = 0.0; uniform float EXT_GAMMA < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "External Gamma In (Glow etc)"; > = 0.0; uniform float SATURATION < ui_type = "drag"; ui_min = 0.0; ui_max = 2.0; ui_step = 0.05; ui_label = "Saturation"; > = 1.0; uniform float BRIGHTNESS_ < ui_type = "drag"; ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; ui_label = "Brightness, Sega fix:1.06"; > = 1.0; uniform float BLACK < ui_type = "drag"; ui_min = -0.20; ui_max = 0.20; ui_step = 0.0; ui_label = "Black Level"; > = 0.0; uniform float RG < ui_type = "drag"; ui_min = -0.25; ui_max = 0.25; ui_step = 0.01; ui_label = "Green <-to-> Red Hue"; > = 0.0; uniform float RB < ui_type = "drag"; ui_min = 0.0; ui_max = -0.25; ui_step = 0.2; ui_label = "Blue <-to-> Red Hue"; > = 0.0; uniform float GB < ui_type = "drag"; ui_min = -0.25; ui_max = 0.25; ui_step = 0.01; ui_label = "Blue <-to-> Green Hue"; > = 0.0; uniform float bogus_con < ui_type = "drag"; ui_min = 0.0; ui_max = 0.0; ui_step = 0.0; ui_label = " [ CONVERGENCE SETTINGS ] "; > = 0.0; uniform float C_STR < ui_type = "drag"; ui_min = 0.0; ui_max = 0.5; ui_step = 0.05; ui_label = "Convergence Overall Strength"; > = 0.0; uniform float CONV_R < ui_type = "drag"; ui_min = -1.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Convergence Red X-Axis"; > = 0.0; uniform float CONV_G < ui_type = "drag"; ui_min = -1.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Convergence Green X-axis"; > = 0.0; uniform float CONV_B < ui_type = "drag"; ui_min = -1.0; ui_max = 1.0; ui_step = 0.05; ui_label = "Convergence Blue X-Axis"; > = 0.0; uniform float POTATO < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Potato Boost(Simple Gamma, adjust Mask)"; > = 0.0; #define blck ((1.0)/(1.0-BLACK)) #define pi 3.1415926535897932384626433 uniform float2 BufferViewportRatio < source = "buffer_to_viewport_ratio"; >; uniform float2 InternalPixelSize < source = "internal_pixel_size"; >; uniform float2 NativePixelSize < source = "native_pixel_size"; >; uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >; uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >; uniform float UpscaleMultiplier < source = "upscale_multiplier"; >; uniform float2 ViewportSize < source = "viewportsize"; >; uniform int FrameCount < source = "framecount"; >; texture tBezel < source = "crt-cyclon/bezel.png"; > { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; }; sampler sBezel { Texture = tBezel; AddressU = BORDER; AddressV = BORDER; MinFilter = LINEAR; MagFilter = LINEAR;}; float3 Mask(float2 pos, float CGWG) { float3 mask = float3(CGWG,CGWG,CGWG); if (M_TYPE == 0.0){ if (POTATO == 1.0) { float pot = (1.0-CGWG)*sin(pos.x*pi)+CGWG; return float3(pot,pot,pot); } else{ float m = frac(pos.x*0.5); if (m<0.5) mask.rb = float2(1.0,1.0); else mask.g = 1.0; return mask; } } if (M_TYPE == 1.0){ if (POTATO == 1.0) { float pot = (1.0-CGWG)*sin(pos.x*pi*0.6667)+CGWG; return float3(pot,pot,pot );} else{ float m = frac(pos.x*0.3333); if (m<0.3333) mask.rgb = (BGR == 0.0) ? float3(mask.r, mask.g, 1.0) : float3(1.0, mask.g, mask.b); else if (m<0.6666) mask.g = 1.0; else mask.rgb = (BGR == 0.0) ? float3(1.0, mask.g, mask.b) : float3(mask.r, mask.g, 1.0); return mask; } } else return float3(1.0,1.0,1.0); } float scanlineWeights(float distance, float3 color, float x) { // "wid" controls the width of the scanline beam, for each RGB // channel The "weights" lines basically specify the formula // that gives you the profile of the beam, i.e. the intensity as // a function of distance from the vertical center of the // scanline. In this case, it is gaussian if width=2, and // becomes nongaussian for larger widths. Ideally this should // be normalized so that the integral across the beam is // independent of its width. That is, for a narrower beam // "weights" should have a higher peak at the center of the // scanline than for a wider beam. float wid = SCANLINE + 0.15 * dot(color, float3(0.25-0.8*x, 0.25-0.8*x, 0.25-0.8*x)); //0.8 vignette strength float weights = distance / wid; return 0.4 * exp(-weights * weights ) / wid; } #define pwr float3(1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2,1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2,1.0/((-1.0*SCANLINE+1.0)*(-0.8*CGWG+1.0))-1.2) // Returns gamma corrected output, compensated for scanline+mask embedded gamma float3 inv_gamma(float3 col, float3 power) { float3 cir = col-1.0; cir *= cir; col = lerp(sqrt(col),sqrt(1.0-cir),power); return col; } // standard 6500k static const float3x3 PAL = float3x3( 1.0740 , -0.0574 , -0.0119 , 0.0384 , 0.9699 , -0.0059 , -0.0079 , 0.0204 , 0.9884 ); // standard 6500k static const float3x3 NTSC = float3x3( 0.9318 , 0.0412 , 0.0217 , 0.0135 , 0.9711 , 0.0148 , 0.0055 , -0.0143 , 1.0085 ); // standard 8500k static const float3x3 NTSC_J = float3x3( 0.9501 , -0.0431 , 0.0857 , 0.0265 , 0.9278 , 0.0432 , 0.0011 , -0.0206 , 1.3153 ); float3 slot(float2 pos) { float h = frac(pos.x/SLOTW); float v = frac(pos.y); float odd; if (v<0.5) odd = 0.0; else odd = 1.0; if (odd == 0.0) {if (h<0.5) return float3(0.5,0.5,0.5); else return float3(1.5,1.5,1.5);} else if (odd == 1.0) {if (h<0.5) return float3(1.5,1.5,1.5); else return float3(0.5,0.5,0.5);} } float2 Warp(float2 pos) { pos = pos*2.0-1.0; pos *= float2(1.0+pos.y*pos.y*WARPX, 1.0+pos.x*pos.x*WARPY); pos = pos*0.5+0.5; return pos; } uniform float2 BufferHeight < source = "bufferheight"; >; float4 CRT_CYCLON_PS(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target { float4 SourceSize = float4(1.0 / (NormalizedInternalPixelSize * UpscaleMultiplier), NormalizedInternalPixelSize * UpscaleMultiplier); float2 OutputSize = ViewportSize; float2 scale = BufferViewportRatio.xy; float2 warpcoords = (vTexCoord-float2(0.5,0.5)) * BufferViewportRatio + float2(0.5,0.5); // Hue matrix inside main() to avoid GLES error float3x3 hue = float3x3( 1.0, -RG, -RB, RG, 1.0, -GB, RB, GB, 1.0 ); // zoom in and center screen for bezel float2 pos = Warp((vTexCoord*float2(1.0-zoomx,1.0-zoomy)-float2(centerx,centery)/100.0)); float4 bez = float4(0.0,0.0,0.0,0.0); // if (bzl == 1.0) bez = tex2D(sBezel,vTexCoord*SourceSize.xy/OriginalSize.xy*0.97+float2(0.015,0.015)); // if (bzl == 1.0) bez = tex2D(sBezel,vTexCoord*scale*0.97+float2(0.015,0.015)); if (bzl == 1.0) bez = tex2D(sBezel,warpcoords*0.97+float2(0.015,0.015)); // This fix Bezel to adjust to Game's aspect ratio. bez.rgb = lerp(bez.rgb, float3(ambient,ambient,ambient),0.5); float2 bpos = pos; float2 ps = SourceSize.zw; float2 dx = float2(ps.x,0.0); // Quilez float2 ogl2 = pos*SourceSize.xy; float2 i = floor(pos*SourceSize.xy) + 0.5; float f = ogl2.y - i.y; pos.y = (i.y + 4.0*f*f*f)*ps.y; // smooth pos.x = lerp(pos.x, i.x*ps.x, 0.2); // Convergence float3 res0 = tex2D(ReShade::BackBuffer,pos).rgb; float resr = tex2D(ReShade::BackBuffer,pos + dx*CONV_R).r; float resb = tex2D(ReShade::BackBuffer,pos + dx*CONV_B).b; float resg = tex2D(ReShade::BackBuffer,pos + dx*CONV_G).g; float3 res = float3( res0.r*(1.0-C_STR) + resr*C_STR, res0.g*(1.0-C_STR) + resg*C_STR, res0.b*(1.0-C_STR) + resb*C_STR ); // Vignette float x = 0.0; if (vig == 1.0){ x = vTexCoord.x*scale.x-0.5; // x = vTexCoord.x-0.5; x = x*x;} float l = dot(float3(BR_DEP,BR_DEP,BR_DEP),res); // Color Spaces if(EXT_GAMMA != 1.0) res *= res; if (c_space != 0.0) { if (c_space == 1.0) res = mul(PAL,res); if (c_space == 2.0) res = mul(NTSC,res); if (c_space == 3.0) res = mul(NTSC_J,res); // Apply CRT-like luminances res /= float3(0.24,0.69,0.07); res *= float3(0.29,0.6,0.11); res = clamp(res,0.0,1.0); } float s = frac(bpos.y*SourceSize.y-0.5); // handle interlacing if (SourceSize.y > 400.0) { s = frac(bpos.y*SourceSize.y/2.0-0.5); // if (INTERLACE == 1.0) s = mod(float(FrameCount),2.0) < 1.0 ? s: s+0.5; if (INTERLACE == 1.0) s = (float(FrameCount) % 2.0) < 1.0 ? s: s+0.5; } // Calculate CRT-Geom scanlines weight and apply float weight = scanlineWeights(s, res, x); float weight2 = scanlineWeights(1.0-s, res, x); res *= weight + weight2; // Masks float2 xy = vTexCoord*OutputSize.xy*scale/MSIZE; // float2 xy = vTexCoord*OutputSize.xy/MSIZE; float CGWG = lerp(Maskl, Maskh, l); res *= Mask(xy, CGWG); // Apply slot mask on top of Trinitron-like mask if (SLOT == 1.0) res *= lerp(slot(xy/2.0),float3(1.0,1.0,1.0),CGWG); if (POTATO == 0.0) res = inv_gamma(res,pwr); else {res = sqrt(res); res *= lerp(1.3,1.1,l);} // Saturation float lum = dot(float3(0.29,0.60,0.11),res); res = lerp(float3(lum,lum,lum),res,SATURATION); // Brightness, Hue and Black Level res *= BRIGHTNESS_; res = mul(hue,res); res -= float3(BLACK,BLACK,BLACK); res *= blck; // Apply bezel code, adapted from New-Pixie if (bzl >0.0) res.rgb = lerp(res.rgb, lerp(max(res.rgb, 0.0), pow( abs(bez.rgb), float3( 1.4,1.4,1.4 ) ), bez.w * bez.w), float3( 1.0,1.0,1.0 ) ); return float4(res, 1.0); } technique CRT_CYCLON { pass PS_CRT_CYCLON { VertexShader = PostProcessVS; PixelShader = CRT_CYCLON_PS; } }