mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 14:25:37 +00:00
cf15591704
* Add crt-hyllian-sinc.fx, crt-geo-zfast.fx and update others - Add crt-hyllian-sinc.fx; - Add crt-geo-zfast.fx; - Updated bicubic.fx and lanczos3.fx to allow prescaling; - Add include folder and mask.fxh and geom.fxh; * Update psx.jpg - No logos anymore.
376 lines
12 KiB
HLSL
376 lines
12 KiB
HLSL
#include "ReShade.fxh"
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/*
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Hyllian's CRT-sinc Shader
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Copyright (C) 2011-2024 Hyllian
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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uniform int HFILTER_PROFILE <
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ui_type = "combo";
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ui_items = "Custom\0Composite\0Composite Soft\0";
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ui_label = "H-FILTER PROFILE";
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> = 0;
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uniform float SHP <
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ui_type = "drag";
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ui_min = 0.50;
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ui_max = 1.0;
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ui_step = 0.01;
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ui_label = "CUSTOM H-FILTER SHARPNESS";
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> = 1.0;
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uniform bool CRT_ANTI_RINGING <
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ui_type = "radio";
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ui_label = "ANTI RINGING";
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> = true;
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uniform bool SHARPNESS_HACK <
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ui_type = "radio";
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ui_label = "SHARPNESS HACK";
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> = false;
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uniform float CRT_InputGamma <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 5.0;
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ui_step = 0.1;
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ui_label = "INPUT GAMMA";
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> = 2.4;
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uniform float CRT_OutputGamma <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 5.0;
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ui_step = 0.05;
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ui_label = "OUTPUT GAMMA";
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> = 2.2;
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uniform int MASK_LAYOUT <
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ui_type = "combo";
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ui_items = "0-Off\0"
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"1-Aperture Classic\0""2-Aperture1 RGB 1080p\0""3-Aperture2 RGB 1080p\0""4-Aperture1 RGB 4k\0""5-Aperture2 RGB 4k\0""6-Aperture3 RGB 4k\0"
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"7-Shadow Classic\0""8-Shadow1 1080p\0""9-Shadow2 1080p\0""10-Shadow1 4k\0"
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"11-Slot1 1080p\0""12-Slot2 1080p\0""13-Slot1 4k\0""14-Slot1 4k\0""15-Slot1 8k\0";
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ui_category = "CRT Mask";
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ui_label = "MASK LAYOUT";
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> = 1;
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uniform int MONITOR_SUBPIXELS <
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ui_type = "combo";
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ui_items = "RGB\0BGR\0";
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ui_category = "CRT Mask";
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ui_label = "MONITOR SUBPIXELS LAYOUT";
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> = 0;
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uniform float BRIGHTBOOST <
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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 = 0.05;
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ui_label = "BRIGHTNESS BOOST";
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> = 1.0;
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uniform float BEAM_MIN_WIDTH <
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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 = 0.01;
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ui_label = "MIN BEAM WIDTH";
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> = 0.86;
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uniform float BEAM_MAX_WIDTH <
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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 = 0.01;
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ui_label = "MAX BEAM WIDTH";
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> = 1.0;
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uniform float SCANLINES_STRENGTH <
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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 = 0.01;
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ui_label = "SCANLINES STRENGTH";
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> = 0.72;
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uniform int SCANLINES_SHAPE <
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ui_type = "combo";
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ui_items = "Sinc\0Gaussian\0";
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ui_label = "SCANLINES SHAPE";
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> = 1.0;
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uniform float SCANLINES_CUTOFF <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1000.0;
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ui_step = 1.0;
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ui_label = "SCANLINES CUTOFF";
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ui_tooltip = "Max vertical native resolution above which scanlines are disabled.";
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> = 390.0;
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uniform bool SCANLINES_HIRES <
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ui_type = "radio";
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ui_label = "HIGH RESOLUTION SCANLINES";
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> = false;
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uniform float POST_BRIGHTNESS <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 3.0;
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ui_step = 0.05;
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ui_label = "POST-BRIGHTNESS";
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> = 1.00;
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uniform bool VSCANLINES <
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ui_type = "radio";
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ui_label = "VERTICAL SCANLINES";
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> = false;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float BufferWidth < source = "bufferwidth"; >;
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uniform float BufferHeight < source = "bufferheight"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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uniform float ViewportWidth < source = "viewportwidth"; >;
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uniform float ViewportHeight < source = "viewportheight"; >;
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uniform float UpscaleMultiplier < source = "upscale_multiplier"; >;
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#include "../misc/include/mask.fxh"
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#include "../misc/include/geom.fxh"
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
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texture2D tBackBufferLinear{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D sBackBufferLinear{Texture=tBackBufferLinear;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define GAMMA_IN(color) pow(color, float3(CRT_InputGamma, CRT_InputGamma, CRT_InputGamma))
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#define GAMMA_OUT(color) pow(color, float3(1.0 / CRT_OutputGamma, 1.0 / CRT_OutputGamma, 1.0 / CRT_OutputGamma))
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#define SCANLINES_STRENGTH (-0.16*SCANLINES_SHAPE+SCANLINES_STRENGTH)
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#define CORNER_SMOOTHNESS (80.0*pow(CORNER_SMOOTHNESS,10.0))
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#define pi 3.1415926535897932384626433832795
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#define RADIUS 2.0 // No need for more than 2-taps
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float2 get_hfilter_profile()
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{
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float2 hf_profile = float2(SHP, RADIUS);
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if (HFILTER_PROFILE == 1) hf_profile = float2(0.78, 2.0); // SNES composite
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else if (HFILTER_PROFILE == 2) hf_profile = float2(0.65, 2.0); // Genesis composite
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return hf_profile;
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}
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/* Some window functions for tests. */
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float4 sinc(float4 x) { return sin(pi*x)*(1.0/(pi*x+0.001.xxxx)); }
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float4 hann_window(float4 x) { return 0.5 * ( 1.0 - cos( 0.5 * pi * ( x + 2.0 ) ) ); }
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float4 blackman_window(float4 x) { return 0.42 - 0.5*cos(0.5*pi*(x+2.0)) + 0.08*cos(pi*(x+2.0)); }
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float4 lanczos(float4 x, float a) { return sinc(x) * sinc(x / a); }
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float4 blackman(float4 x, float a) { return sinc(x) * blackman_window(x); }
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float4 hann(float4 x, float a) { return sinc(x) * hann_window(x); }
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float4 resampler4(float4 x, float2 hfp)
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{
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return blackman(x * hfp.x, hfp.y);
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}
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#define wa (0.5*pi)
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#define wb (pi)
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float3 resampler3(float3 x)
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{
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float3 res;
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res.x = (x.x<=0.001) ? 1.0 : sin(x.x*wa)*sin(x.x*wb)/(wa*wb*x.x*x.x);
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res.y = (x.y<=0.001) ? 1.0 : sin(x.y*wa)*sin(x.y*wb)/(wa*wb*x.y*x.y);
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res.z = (x.z<=0.001) ? 1.0 : sin(x.z*wa)*sin(x.z*wb)/(wa*wb*x.z*x.z);
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return res;
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}
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float3 get_scanlines(float3 d0, float3 d1, float3 color0, float3 color1)
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{
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if (SCANLINES_SHAPE > 0.5) {
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d0 = exp(-16.0*d0*d0);
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d1 = exp(-16.0*d1*d1);
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}
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else {
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d0 = clamp(2.0*d0, 0.0, 1.0);
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d1 = clamp(2.0*d1, 0.0, 1.0);
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d0 = resampler3(d0);
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d1 = resampler3(d1);
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}
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return (BRIGHTBOOST*(color0*d0+color1*d1));
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}
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float4 PS_BackBufferLinear(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD) : SV_Target
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{
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// float2 tc = (floor(vTexCoord / NormalizedNativePixelSize) + 0.5.xx) * NormalizedNativePixelSize;
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return float4(GAMMA_IN(tex2D(sBackBuffer, vTexCoord).rgb), 1.0);
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}
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struct ST_VertexOut
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{
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float2 sinangle : TEXCOORD1;
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float2 cosangle : TEXCOORD2;
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float3 stretch : TEXCOORD3;
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float2 TextureSize : TEXCOORD4;
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};
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// Vertex shader generating a triangle covering the entire screen
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void VS_CRT_Geom(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD, out ST_VertexOut vVARS)
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{
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texcoord.x = (id == 2) ? 2.0 : 0.0;
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texcoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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// Screen centering
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texcoord = texcoord - float2(centerx,centery)/100.0;
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float2 SourceSize = 1.0/NormalizedNativePixelSize;
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float shp_hack = 1.0 + float(SHARPNESS_HACK);
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// Precalculate a bunch of useful values we'll need in the fragment
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// shader.
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vVARS.sinangle = sin(float2(geom_x_tilt, geom_y_tilt));
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vVARS.cosangle = cos(float2(geom_x_tilt, geom_y_tilt));
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vVARS.stretch = maxscale(vVARS.sinangle, vVARS.cosangle);
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vVARS.TextureSize = lerp(float2(shp_hack*SourceSize.x, SourceSize.y), float2(SourceSize.x, shp_hack*SourceSize.y), VSCANLINES);
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}
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float4 PS_CRT_Hyllian(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0, in ST_VertexOut vVARS) : SV_Target
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{
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float2 OutputSize = float2(BufferWidth, BufferHeight);
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float2 TextureSize = vVARS.TextureSize;
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float2 dx = lerp(float2(1.0/TextureSize.x, 0.0), float2(0.0, 1.0/TextureSize.y), VSCANLINES);
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float2 dy = lerp(float2(0.0, 1.0/TextureSize.y), float2(1.0/TextureSize.x, 0.0), VSCANLINES);
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// Texture coordinates of the texel containing the active pixel.
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float2 WarpedTexCoord = (geom_curvature == true) ? transform(vTexCoord, vVARS.sinangle, vVARS.cosangle, vVARS.stretch) : vTexCoord;
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float cval = corner((WarpedTexCoord-0.5.xx) * BufferToViewportRatio + 0.5.xx);
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float2 pix_coord = WarpedTexCoord*TextureSize - 0.5.xx;
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float2 tc = ( (SCANLINES_HIRES == true) ? (lerp(float2(floor(pix_coord.x), pix_coord.y), float2(pix_coord.x, floor(pix_coord.y)), VSCANLINES) + float2(0.5, 0.5)) : (floor(pix_coord) + float2(0.5, 0.5)) )/TextureSize;
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float2 fp = lerp(frac(pix_coord), frac(pix_coord.yx), VSCANLINES);
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float3 c00 = tex2D(sBackBufferLinear, tc - dx).xyz;
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float3 c01 = tex2D(sBackBufferLinear, tc ).xyz;
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float3 c02 = tex2D(sBackBufferLinear, tc + dx).xyz;
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float3 c03 = tex2D(sBackBufferLinear, tc + 2.0*dx).xyz;
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float3 c10, c11, c12, c13;
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if (SCANLINES_HIRES == false)
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{
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c10 = tex2D(sBackBufferLinear, tc - dx + dy).xyz;
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c11 = tex2D(sBackBufferLinear, tc + dy).xyz;
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c12 = tex2D(sBackBufferLinear, tc + dx + dy).xyz;
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c13 = tex2D(sBackBufferLinear, tc + 2.0*dx + dy).xyz;
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}
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else { c10 = c00; c11 = c01; c12 = c02; c13 = c03;}
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float4x3 color_matrix0 = float4x3(c00, c01, c02, c03);
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float4x3 color_matrix1 = float4x3(c10, c11, c12, c13);
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float2 hfp = get_hfilter_profile();
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float4 weights = resampler4(float4(1.0+fp.x, fp.x, 1.0-fp.x, 2.0-fp.x), hfp);
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float3 color0 = mul(weights, color_matrix0)/dot(weights, 1.0.xxxx);
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float3 color1 = mul(weights, color_matrix1)/dot(weights, 1.0.xxxx);
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// Get min/max samples
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float3 min_sample0 = min(c01,c02);
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float3 max_sample0 = max(c01,c02);
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float3 min_sample1 = min(c11,c12);
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float3 max_sample1 = max(c11,c12);
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// Anti-ringing
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float3 aux = color0;
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color0 = clamp(color0, min_sample0, max_sample0);
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color0 = lerp(aux, color0, CRT_ANTI_RINGING);
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aux = color1;
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color1 = clamp(color1, min_sample1, max_sample1);
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color1 = lerp(aux, color1, CRT_ANTI_RINGING);
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float pos0 = fp.y;
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float pos1 = 1 - fp.y;
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float3 lum0 = lerp(BEAM_MIN_WIDTH.xxx, BEAM_MAX_WIDTH.xxx, color0);
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float3 lum1 = lerp(BEAM_MIN_WIDTH.xxx, BEAM_MAX_WIDTH.xxx, color1);
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float3 d0 = SCANLINES_STRENGTH*pos0/(lum0*lum0+0.0000001.xxx);
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float3 d1 = SCANLINES_STRENGTH*pos1/(lum1*lum1+0.0000001.xxx);
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float3 color = (vVARS.TextureSize.y <= SCANLINES_CUTOFF) ? get_scanlines(d0, d1, color0, color1) : tex2D(sBackBufferLinear, WarpedTexCoord.xy).xyz;
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color *= BRIGHTBOOST;
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color = GAMMA_OUT(color);
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float2 mask_coords =vTexCoord.xy * OutputSize.xy;
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mask_coords = lerp(mask_coords.xy, mask_coords.yx, VSCANLINES);
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color.rgb*=GAMMA_OUT(mask_weights(mask_coords, MASK_LAYOUT, MONITOR_SUBPIXELS, MASK_DARK_STRENGTH, MASK_LIGHT_STRENGTH));
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float4 res = float4(POST_BRIGHTNESS*color, 1.0);
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res.rgb = res.rgb * cval.xxx;
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return float4(res.rgb, 1.0);
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}
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technique CRT_Hyllian
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_BackBufferLinear;
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RenderTarget = tBackBufferLinear;
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}
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pass
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{
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VertexShader = VS_CRT_Geom;
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PixelShader = PS_CRT_Hyllian;
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}
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}
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