#include "ReShade.fxh" ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // 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 any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA // Ported to Duckstation (ReShade specs) by Hyllian (2024). // Set shader params for all passes here: uniform float crt_gamma < ui_type = "drag"; ui_min = 1.0; ui_max = 5.0; ui_step = 0.025; ui_label = "Simulated CRT Gamma"; > = 2.5; uniform float lcd_gamma < ui_type = "drag"; ui_min = 1.0; ui_max = 5.0; ui_step = 0.025; ui_label = "Your Display Gamma"; > = 2.2; uniform float levels_contrast < ui_type = "drag"; ui_min = 0.0; ui_max = 4.0; ui_step = 0.015625; ui_label = "Contrast"; > = 1.0; uniform float halation_weight < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.005; ui_label = "Halation Weight"; > = 0.0; uniform float diffusion_weight < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.005; ui_label = "Diffusion Weight"; > = 0.075; uniform float bloom_underestimate_levels < ui_type = "drag"; ui_min = 0.0; ui_max = 5.0; ui_step = 0.01; ui_label = "Bloom - Underestimate Levels"; > = 0.8; uniform float bloom_excess < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.005; ui_label = "Bloom - Excess"; > = 0.0; uniform float beam_min_sigma < ui_type = "drag"; ui_min = 0.005; ui_max = 1.0; ui_step = 0.005; ui_label = "Beam - Min Sigma"; > = 0.02; uniform float beam_max_sigma < ui_type = "drag"; ui_min = 0.005; ui_max = 1.0; ui_step = 0.005; ui_label = "Beam - Max Sigma"; > = 0.3; uniform float beam_spot_power < ui_type = "drag"; ui_min = 0.01; ui_max = 16.0; ui_step = 0.01; ui_label = "Beam - Spot Power"; > = 0.33; uniform float beam_min_shape < ui_type = "drag"; ui_min = 2.0; ui_max = 32.0; ui_step = 0.1; ui_label = "Beam - Min Shape"; > = 2.0; uniform float beam_max_shape < ui_type = "drag"; ui_min = 2.0; ui_max = 32.0; ui_step = 0.1; ui_label = "Beam - Max Shape"; > = 4.0; uniform float beam_shape_power < ui_type = "drag"; ui_min = 0.01; ui_max = 16.0; ui_step = 0.01; ui_label = "Beam - Shape Power"; > = 0.25; uniform int beam_horiz_filter < ui_type = "combo"; ui_items = "Quilez (fast)\0Gaussian (slow)\0Lanczos (medium)\0"; ui_label = "Beam - Horiz Filter"; > = 0; uniform float beam_horiz_sigma < ui_type = "drag"; ui_min = 0.0; ui_max = 0.67; ui_step = 0.005; ui_label = "Beam - Horiz Sigma"; > = 0.35; uniform float beam_horiz_linear_rgb_weight < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 0.01; ui_label = "Beam - Horiz Linear RGB Weight"; > = 1.0; uniform float convergence_offset_x_r < ui_type = "drag"; ui_min = -4.0; ui_max = 4.0; ui_step = 0.05; ui_label = "Convergence - Offset X Red"; > = 0.0; uniform float convergence_offset_x_g < ui_type = "drag"; ui_min = -4.0; ui_max = 4.0; ui_step = 0.05; ui_label = "Convergence - Offset X Green"; > = 0.0; uniform float convergence_offset_x_b < ui_type = "drag"; ui_min = -4.0; ui_max = 4.0; ui_step = 0.05; ui_label = "Convergence - Offset X Blue"; > = 0.0; uniform float convergence_offset_y_r < ui_type = "drag"; ui_min = -2.0; ui_max = 2.0; ui_step = 0.05; ui_label = "Convergence - Offset Y Red"; > = 0.0; uniform float convergence_offset_y_g < ui_type = "drag"; ui_min = -2.0; ui_max = 2.0; ui_step = 0.05; ui_label = "Convergence - Offset Y Green"; > = 0.0; uniform float convergence_offset_y_b < ui_type = "drag"; ui_min = -2.0; ui_max = 2.0; ui_step = 0.05; ui_label = "Convergence - Offset Y Blue"; > = 0.0; uniform int mask_type < ui_type = "combo"; ui_items = "Aperture Grille\0Slot Mask\0Shadow Mask\0"; ui_label = "Mask - Type"; > = 0; uniform float mask_sample_mode_desired < ui_type = "drag"; ui_min = 0.0; ui_max = 2.0; ui_step = 1.; ui_label = "Mask - Sample Mode"; > = 0.0; uniform float mask_specify_num_triads < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_step = 1.0; ui_label = "Mask - Specify Number of Triads"; > = 0.0; uniform float mask_triad_size_desired < ui_type = "drag"; ui_min = 1.0; ui_max = 18.0; ui_step = 0.125; ui_label = "Mask - Triad Size Desired"; > = 3.0; uniform float mask_num_triads_desired < ui_type = "drag"; ui_min = 342.0; ui_max = 1920.0; ui_step = 1.0; ui_label = "Mask - Number of Triads Desired"; > = 480.0; uniform bool interlace_detect < ui_type = "radio"; ui_label = "Enable Interlacing Detection"; ui_category = "Interlacing"; > = true; uniform bool interlace_bff < ui_type = "radio"; ui_label = "Bottom Field First"; ui_category = "Interlacing"; > = false; uniform bool interlace_1080i < ui_type = "radio"; ui_label = "Detect 1080i"; ui_category = "Interlacing"; > = false; uniform float FrameCount < source = "framecount"; >; uniform float2 BufferToViewportRatio < 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 float ViewportWidth < source = "viewportwidth"; >; uniform float ViewportHeight < source = "viewportheight"; >; #include "../misc/include/geom.fxh" #define VIEWPORT_SIZE (ViewportSize*BufferToViewportRatio) #define TEXTURE_SIZE (1.0/NormalizedNativePixelSize) #define ORIG_LINEARIZED_texture_size TEXTURE_SIZE #define VERTICAL_SCANLINES_texture_size TEXTURE_SIZE #define BLOOM_APPROX_texture_size TEXTURE_SIZE #define BLUR9FAST_VERTICAL_texture_size TEXTURE_SIZE #define HALATION_BLUR_texture_size TEXTURE_SIZE #define MASK_RESIZE_VERT_texture_size TEXTURE_SIZE #define MASK_RESIZE_texture_size float2(64.0,0.0625*((VIEWPORT_SIZE).y)) #define MASKED_SCANLINES_texture_size (0.0625*VIEWPORT_SIZE) #define BRIGHTPASS_texture_size VIEWPORT_SIZE #define BLOOM_VERTICAL_texture_size VIEWPORT_SIZE #define BLOOM_HORIZONTAL_texture_size VIEWPORT_SIZE #define ORIG_LINEARIZED_video_size ORIG_LINEARIZED_texture_size #define VERTICAL_SCANLINES_video_size VERTICAL_SCANLINES_texture_size #define BLOOM_APPROX_video_size BLOOM_APPROX_texture_size #define BLUR9FAST_VERTICAL_video_size BLUR9FAST_VERTICAL_texture_size #define HALATION_BLUR_video_size HALATION_BLUR_texture_size #define MASK_RESIZE_VERT_video_size MASK_RESIZE_VERT_texture_size #define MASK_RESIZE_video_size MASK_RESIZE_texture_size #define MASKED_SCANLINES_video_size MASKED_SCANLINES_texture_size #define BRIGHTPASS_video_size BRIGHTPASS_texture_size #define BLOOM_VERTICAL_video_size BLOOM_VERTICAL_texture_size #define BLOOM_HORIZONTAL_video_size BLOOM_HORIZONTAL_texture_size #define video_size texture_size texture2D tmask_grille_texture_small < source = "crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;}; texture2D tmask_slot_texture_small < source = "crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;}; texture2D tmask_shadow_texture_small < source = "crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;}; texture2D tmask_grille_texture_large < source = "crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"; > {Width=512.0;Height=512.0;MipLevels=4;}; texture2D tmask_slot_texture_large < source = "crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"; > {Width=512.0;Height=512.0;MipLevels=4;}; texture2D tmask_shadow_texture_large < source = "crt-royale/TileableLinearShadowMaskEDP.png"; > {Width=512.0;Height=512.0;MipLevels=4;}; sampler2D mask_grille_texture_small { Texture = tmask_grille_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;}; sampler2D mask_slot_texture_small { Texture = tmask_slot_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;}; sampler2D mask_shadow_texture_small { Texture = tmask_shadow_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;}; sampler2D mask_grille_texture_large { Texture = tmask_grille_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;}; sampler2D mask_slot_texture_large { Texture = tmask_slot_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;}; sampler2D mask_shadow_texture_large { Texture = tmask_shadow_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;}; #ifndef DEBUG_PASSES #define DEBUG_PASSES 11 #endif texture2D tORIG_LINEARIZED{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D ORIG_LINEARIZED{Texture=tORIG_LINEARIZED;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #if (DEBUG_PASSES > 1) texture2D tVERTICAL_SCANLINES{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D VERTICAL_SCANLINES{Texture=tVERTICAL_SCANLINES;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #if (DEBUG_PASSES > 2) texture2D tBLOOM_APPROX{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D BLOOM_APPROX{Texture=tBLOOM_APPROX;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #if (DEBUG_PASSES > 3) // Need checking if it's really necessary to rendertarget. texture2D tBLUR9FAST_VERTICAL{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D BLUR9FAST_VERTICAL{Texture=tBLUR9FAST_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #if (DEBUG_PASSES > 4) texture2D tHALATION_BLUR{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D HALATION_BLUR{Texture=tHALATION_BLUR;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #if (DEBUG_PASSES > 5) texture2D tMASK_RESIZE_VERTICAL{Width=64.0;Height=BUFFER_HEIGHT*0.0625;Format=RGBA8;}; sampler2D MASK_RESIZE_VERTICAL{Texture=tMASK_RESIZE_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;}; #endif #if (DEBUG_PASSES > 6) texture2D tMASK_RESIZE{Width=BUFFER_WIDTH*0.0625;Height=BUFFER_HEIGHT*0.0625;Format=RGBA8;}; sampler2D MASK_RESIZE{Texture=tMASK_RESIZE;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;}; #endif #if (DEBUG_PASSES > 7) texture2D tMASKED_SCANLINES{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D MASKED_SCANLINES{Texture=tMASKED_SCANLINES;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #if (DEBUG_PASSES > 8) texture2D tBRIGHTPASS{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D BRIGHTPASS{Texture=tBRIGHTPASS;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #if (DEBUG_PASSES > 9) texture2D tBLOOM_VERTICAL{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;}; sampler2D BLOOM_VERTICAL{Texture=tBLOOM_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;}; #endif #include "crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.fxh" #if (DEBUG_PASSES > 1) #include "crt-royale/src/crt-royale-scanlines-vertical-interlacing.fxh" #endif #if (DEBUG_PASSES > 2) #include "crt-royale/src/crt-royale-bloom-approx.fxh" #endif #if (DEBUG_PASSES > 3) #include "crt-royale/src/blur9fast-vertical.fxh" #endif #if (DEBUG_PASSES > 4) #include "crt-royale/src/blur9fast-horizontal.fxh" #endif #if (DEBUG_PASSES > 5) #include "crt-royale/src/crt-royale-mask-resize-vertical.fxh" #endif #if (DEBUG_PASSES > 6) #include "crt-royale/src/crt-royale-mask-resize-horizontal.fxh" #endif #if (DEBUG_PASSES > 7) #include "crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.fxh" #endif #if (DEBUG_PASSES > 8) #include "crt-royale/src/crt-royale-brightpass.fxh" #endif #if (DEBUG_PASSES > 9) #include "crt-royale/src/crt-royale-bloom-vertical.fxh" #endif #if (DEBUG_PASSES > 10) #include "crt-royale/src/crt-royale-bloom-horizontal-reconstitute.fxh" #endif technique CRT_Royale { pass { VertexShader = VS_Linearize; PixelShader = PS_Linearize; RenderTarget = tORIG_LINEARIZED; } #if (DEBUG_PASSES > 1) pass { VertexShader = VS_Scanlines_Vertical_Interlacing; PixelShader = PS_Scanlines_Vertical_Interlacing; RenderTarget = tVERTICAL_SCANLINES; } #endif #if (DEBUG_PASSES > 2) pass { VertexShader = VS_Bloom_Approx; PixelShader = PS_Bloom_Approx; RenderTarget = tBLOOM_APPROX; } #endif #if (DEBUG_PASSES > 3) pass { VertexShader = VS_Blur9Fast_Vertical; PixelShader = PS_Blur9Fast_Vertical; RenderTarget = tBLUR9FAST_VERTICAL; } #endif #if (DEBUG_PASSES > 4) pass { VertexShader = VS_Blur9Fast_Horizontal; PixelShader = PS_Blur9Fast_Horizontal; RenderTarget = tHALATION_BLUR; } #endif #if (DEBUG_PASSES > 5) pass { VertexShader = VS_Mask_Resize_Vertical; PixelShader = PS_Mask_Resize_Vertical; RenderTarget = tMASK_RESIZE_VERTICAL; } #endif #if (DEBUG_PASSES > 6) pass { VertexShader = VS_Mask_Resize_Horizontal; PixelShader = PS_Mask_Resize_Horizontal; RenderTarget = tMASK_RESIZE; } #endif #if (DEBUG_PASSES > 7) pass { VertexShader = VS_Scanlines_Horizontal_Apply_Mask; PixelShader = PS_Scanlines_Horizontal_Apply_Mask; RenderTarget = tMASKED_SCANLINES; } #endif #if (DEBUG_PASSES > 8) pass { VertexShader = VS_Brightpass; PixelShader = PS_Brightpass; RenderTarget = tBRIGHTPASS; } #endif #if (DEBUG_PASSES > 9) pass { VertexShader = VS_Bloom_Vertical; PixelShader = PS_Bloom_Vertical; RenderTarget = tBLOOM_VERTICAL; } #endif #if (DEBUG_PASSES > 10) pass { VertexShader = VS_Bloom_Horizontal; PixelShader = PS_Bloom_Horizontal; } #endif }