mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-26 23:55:40 +00:00
91962508fe
* Fix crt-cyclon and update others - Fix some crt-cyclon parameters; - Update bicubic and lanczos3. * Update crt-geom.fx and geom.fx - Added image center X and Y to crt-geom.fx and geom.fx.
546 lines
13 KiB
HLSL
546 lines
13 KiB
HLSL
#include "ReShade.fxh"
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// DariusG presents
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// 'crt-Cyclon'
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// Why? Because it's speedy!
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// A super-fast shader based on the magnificent crt-Geom, optimized for full speed
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// on a Xiaomi Note 3 Pro cellphone (around 170(?) gflops gpu or so)
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// This shader uses parts from:
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// crt-Geom (scanlines)
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// Quillez (main filter)
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// Grade (some primaries)
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// Dogway's inverse Gamma
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// Masks-slot-color handling, tricks etc are mine.
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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uniform float SCANLINE <
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ui_type = "drag";
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ui_min = 0.2;
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ui_max = 0.6;
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ui_step = 0.05;
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ui_label = "Scanline Weight";
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> = 0.3;
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uniform bool INTERLACE <
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ui_type = "radio";
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ui_label = "Interlacing On/Off";
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> = 1.0;
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uniform float bogus_msk <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.0;
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ui_step = 0.0;
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ui_label = " [ MASK SETTINGS ] ";
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> = 0.0;
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uniform float M_TYPE <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 1.0;
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ui_label = "Mask Type: -1:None, 0:CGWG, 1:RGB";
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> = 1.0;
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uniform float MSIZE <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 2.0;
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ui_step = 1.0;
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ui_label = "Mask Size";
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> = 1.0;
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uniform bool SLOT <
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ui_type = "radio";
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ui_label = "Slot Mask On/Off";
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> = 1.0;
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uniform float SLOTW <
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ui_type = "drag";
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ui_min = 2.0;
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ui_max = 3.0;
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ui_step = 1.0;
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ui_label = "Slot Mask Width";
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> = 3.0;
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uniform float BGR <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 1.0;
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ui_label = "Subpixels BGR/RGB";
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> = 0.0;
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uniform float Maskl <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Mask Brightness Dark";
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> = 0.3;
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uniform float Maskh <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Mask Brightness Bright";
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> = 0.75;
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uniform float bogus_geom <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.0;
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ui_step = 0.0;
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ui_label = " [ GEOMETRY SETTINGS ] ";
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> = 0.0;
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uniform bool bzl <
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ui_type = "radio";
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ui_label = "Bezel On/Off";
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> = 1.0;
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uniform float ambient <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Ambient Light";
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> = 0.40;
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uniform float zoomx <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Zoom Image X";
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> = 0.0;
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uniform float zoomy <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Zoom Image Y";
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> = 0.0;
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uniform float centerx <
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ui_type = "drag";
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ui_min = -5.0;
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ui_max = 5.0;
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ui_step = 0.05;
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ui_label = "Image Center X";
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> = 0.0;
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uniform float centery <
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ui_type = "drag";
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ui_min = -5.0;
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ui_max = 5.0;
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ui_step = 0.05;
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ui_label = "Image Center Y";
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> = 0.0;
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uniform float WARPX <
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ui_type = "drag";
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ui_min = 0.00;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Curvature Horizontal";
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> = 0.02;
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uniform float WARPY <
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ui_type = "drag";
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ui_min = 0.00;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Curvature Vertical";
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> = 0.01;
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uniform bool vig <
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ui_type = "radio";
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ui_label = "Vignette On/Off";
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> = 1.0;
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uniform float bogus_col <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.0;
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ui_step = 0.0;
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ui_label = " [ COLOR SETTINGS ] ";
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> = 0.0;
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uniform float BR_DEP <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.333;
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ui_step = 0.01;
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ui_label = "Scan/Mask Brightness Dependence";
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> = 0.2;
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uniform float c_space <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 3.0;
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ui_step = 1.0;
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ui_label = "Color Space: sRGB,PAL,NTSC-U,NTSC-J";
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> = 0.0;
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uniform float EXT_GAMMA <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 1.0;
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ui_label = "External Gamma In (Glow etc)";
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> = 0.0;
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uniform float SATURATION <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 2.0;
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ui_step = 0.05;
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ui_label = "Saturation";
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> = 1.0;
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uniform float BRIGHTNESS_ <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 2.0;
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ui_step = 0.01;
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ui_label = "Brightness, Sega fix:1.06";
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> = 1.0;
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uniform float BLACK <
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ui_type = "drag";
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ui_min = -0.20;
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ui_max = 0.20;
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ui_step = 0.01;
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ui_label = "Black Level";
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> = 0.0;
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uniform float RG <
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ui_type = "drag";
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ui_min = -0.25;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Green <-to-> Red Hue";
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> = 0.0;
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uniform float RB <
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ui_type = "drag";
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ui_min = -0.25;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Blue <-to-> Red Hue";
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> = 0.0;
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uniform float GB <
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ui_type = "drag";
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ui_min = -0.25;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Blue <-to-> Green Hue";
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> = 0.0;
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uniform float bogus_con <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.0;
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ui_step = 0.0;
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ui_label = " [ CONVERGENCE SETTINGS ] ";
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> = 0.0;
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uniform float C_STR <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.5;
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ui_step = 0.05;
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ui_label = "Convergence Overall Strength";
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> = 0.0;
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uniform float CONV_R <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Convergence Red X-Axis";
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> = 0.0;
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uniform float CONV_G <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Convergence Green X-axis";
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> = 0.0;
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uniform float CONV_B <
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ui_type = "drag";
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ui_min = -1.0;
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ui_max = 1.0;
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ui_step = 0.05;
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ui_label = "Convergence Blue X-Axis";
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> = 0.0;
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uniform float POTATO <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 1.0;
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ui_label = "Potato Boost(Simple Gamma, adjust Mask)";
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> = 0.0;
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#define blck ((1.0)/(1.0-BLACK))
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#define pi 3.1415926535897932384626433
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uniform float2 BufferViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 InternalPixelSize < source = "internal_pixel_size"; >;
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uniform float2 NativePixelSize < source = "native_pixel_size"; >;
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uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float UpscaleMultiplier < source = "upscale_multiplier"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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uniform int FrameCount < source = "framecount"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;MipFilter=LINEAR;};
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texture tBezel < source = "crt-cyclon/bezel.png"; >
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{
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Width = BUFFER_WIDTH;
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Height = BUFFER_HEIGHT;
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MipLevels = 1;
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};
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sampler sBezel { Texture = tBezel; AddressU = BORDER; AddressV = BORDER; MinFilter = LINEAR; MagFilter = LINEAR;};
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float3 Mask(float2 pos, float CGWG)
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{
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float3 mask = float3(CGWG,CGWG,CGWG);
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if (M_TYPE == 0.0){
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if (POTATO == 1.0) { float pot = (1.0-CGWG)*sin(pos.x*pi)+CGWG; return float3(pot,pot,pot); }
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else{
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float m = frac(pos.x*0.5);
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if (m<0.5) mask.rb = float2(1.0,1.0);
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else mask.g = 1.0;
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return mask;
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}
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}
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if (M_TYPE == 1.0){
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if (POTATO == 1.0) { float pot = (1.0-CGWG)*sin(pos.x*pi*0.6667)+CGWG; return float3(pot,pot,pot );}
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else{
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float m = frac(pos.x*0.3333);
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if (m<0.3333) mask.rgb = (BGR == 0.0) ? float3(mask.r, mask.g, 1.0) : float3(1.0, mask.g, mask.b);
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else if (m<0.6666) mask.g = 1.0;
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else mask.rgb = (BGR == 0.0) ? float3(1.0, mask.g, mask.b) : float3(mask.r, mask.g, 1.0);
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return mask;
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}
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}
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else return float3(1.0,1.0,1.0);
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}
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float scanlineWeights(float distance, float3 color, float x)
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{
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// "wid" controls the width of the scanline beam, for each RGB
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// channel The "weights" lines basically specify the formula
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// that gives you the profile of the beam, i.e. the intensity as
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// a function of distance from the vertical center of the
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// scanline. In this case, it is gaussian if width=2, and
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// becomes nongaussian for larger widths. Ideally this should
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// be normalized so that the integral across the beam is
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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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
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float weights = distance / wid;
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return 0.4 * exp(-weights * weights ) / wid;
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}
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#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)
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// Returns gamma corrected output, compensated for scanline+mask embedded gamma
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float3 inv_gamma(float3 col, float3 power)
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{
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float3 cir = col-1.0;
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cir *= cir;
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col = lerp(sqrt(col),sqrt(1.0-cir),power);
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return col;
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}
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// standard 6500k
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static const float3x3 PAL = float3x3(
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1.0740 , -0.0574 , -0.0119 ,
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0.0384 , 0.9699 , -0.0059 ,
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-0.0079 , 0.0204 , 0.9884 );
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// standard 6500k
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static const float3x3 NTSC = float3x3(
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0.9318 , 0.0412 , 0.0217 ,
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0.0135 , 0.9711 , 0.0148 ,
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0.0055 , -0.0143 , 1.0085 );
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// standard 8500k
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static const float3x3 NTSC_J = float3x3(
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0.9501 , -0.0431 , 0.0857 ,
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0.0265 , 0.9278 , 0.0432 ,
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0.0011 , -0.0206 , 1.3153 );
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float3 slot(float2 pos)
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{
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float h = frac(pos.x/SLOTW);
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float v = frac(pos.y);
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float odd;
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if (v<0.5) odd = 0.0; else odd = 1.0;
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if (odd == 0.0)
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{if (h<0.5) return float3(0.5,0.5,0.5); else return float3(1.5,1.5,1.5);}
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else if (odd == 1.0)
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{if (h<0.5) return float3(1.5,1.5,1.5); else return float3(0.5,0.5,0.5);}
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}
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float2 Warp(float2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= float2(1.0+pos.y*pos.y*WARPX, 1.0+pos.x*pos.x*WARPY);
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pos = pos*0.5+0.5;
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return pos;
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}
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uniform float2 BufferHeight < source = "bufferheight"; >;
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float4 CRT_CYCLON_PS(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float4 SourceSize = float4(1.0 / NormalizedNativePixelSize, NormalizedNativePixelSize);
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float2 OutputSize = ViewportSize;
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float2 scale = BufferViewportRatio.xy;
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float2 warpcoords = (vTexCoord-float2(0.5,0.5)) * BufferViewportRatio + float2(0.5,0.5);
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// Hue matrix inside main() to avoid GLES error
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float3x3 hue = float3x3(
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1.0, -RG, -RB,
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RG, 1.0, -GB,
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RB, GB, 1.0
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);
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// zoom in and center screen for bezel
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float2 pos = Warp((vTexCoord*float2(1.0-zoomx,1.0-zoomy)-float2(centerx,centery)/100.0));
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float4 bez = float4(0.0,0.0,0.0,0.0);
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// if (bzl == 1.0) bez = tex2D(sBezel,vTexCoord*SourceSize.xy/OriginalSize.xy*0.97+float2(0.015,0.015));
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// if (bzl == 1.0) bez = tex2D(sBezel,vTexCoord*scale*0.97+float2(0.015,0.015));
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if (bzl == true) bez = tex2D(sBezel,warpcoords*0.97+float2(0.015,0.015)); // This fix Bezel to adjust to Game's aspect ratio.
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bez.rgb = lerp(bez.rgb, float3(ambient,ambient,ambient),0.5);
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float2 bpos = pos;
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float2 ps = SourceSize.zw;
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float2 dx = float2(ps.x,0.0);
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// Quilez
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float2 ogl2 = pos*SourceSize.xy;
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float2 i = floor(pos*SourceSize.xy) + 0.5;
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float f = ogl2.y - i.y;
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pos.y = (i.y + 4.0*f*f*f)*ps.y; // smooth
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pos.x = lerp(pos.x, i.x*ps.x, 0.2);
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// Convergence
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float3 res0 = tex2D(sBackBuffer,pos).rgb;
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float resr = tex2D(sBackBuffer,pos + dx*CONV_R).r;
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float resb = tex2D(sBackBuffer,pos + dx*CONV_B).b;
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float resg = tex2D(sBackBuffer,pos + dx*CONV_G).g;
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float3 res = float3( res0.r*(1.0-C_STR) + resr*C_STR,
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res0.g*(1.0-C_STR) + resg*C_STR,
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res0.b*(1.0-C_STR) + resb*C_STR
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);
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// Vignette
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float x = 0.0;
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if (vig == true){
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x = vTexCoord.x*scale.x-0.5;
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// x = vTexCoord.x-0.5;
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x = x*x;}
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float l = dot(float3(BR_DEP,BR_DEP,BR_DEP),res);
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|
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// Color Spaces
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if(EXT_GAMMA != 1.0) res *= res;
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if (c_space != 0.0) {
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if (c_space == 1.0) res = mul(PAL,res);
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if (c_space == 2.0) res = mul(NTSC,res);
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if (c_space == 3.0) res = mul(NTSC_J,res);
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// Apply CRT-like luminances
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res /= float3(0.24,0.69,0.07);
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res *= float3(0.29,0.6,0.11);
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res = clamp(res,0.0,1.0);
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}
|
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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);
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// if (INTERLACE == 1.0) s = mod(float(FrameCount),2.0) < 1.0 ? s: s+0.5;
|
|
if (INTERLACE == true) s = (float(FrameCount) % 2.0) < 1.0 ? s: s+0.5;
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}
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|
// Calculate CRT-Geom scanlines weight and apply
|
|
float weight = scanlineWeights(s, res, x);
|
|
float weight2 = scanlineWeights(1.0-s, res, x);
|
|
res *= weight + weight2;
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|
|
|
// 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 == true) res *= lerp(slot(xy/2.0),float3(1.0,1.0,1.0),CGWG);
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|
|
|
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 == true)
|
|
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;
|
|
}
|
|
}
|