Duckstation/data/resources/shaders/dolphinfx/crt/CRT-CONSUMER.glsl
Hyllian 2a90a88055
Add crt-consumer and crt-cyclon. Update others. (#3223)
- Add crt-consumer.glsl;
- Add crt-cyclon.fx and its bezel.png texture;
- Fix crt-newpixie.fx Frame adjust to game's aspect ratio;
- Update others shaders to the new functions to get uniform values.
2024-06-16 00:02:30 +10:00

781 lines
19 KiB
GLSL

// Crt-Consumer
// 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.
// 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.
/*
[configuration]
[OptionRangeFloat]
GUIName = Pre-Scale Sharpening
OptionName = PRE_SCALE
MinValue = 1.0
MaxValue = 4.0
StepAmount = 0.1
DefaultValue = 1.5
[OptionRangeFloat]
GUIName = Convergence X
OptionName = blurx
MinValue = -4.0
MaxValue = 4.0
StepAmount = 0.05
DefaultValue = 0.25
[OptionRangeFloat]
GUIName = Convergence Y
OptionName = blury
MinValue = -4.0
MaxValue = 4.0
StepAmount = 0.05
DefaultValue = -0.1
[OptionRangeFloat]
GUIName = Curvature X
OptionName = warpx
MinValue = 0.0
MaxValue = 0.12
StepAmount = 0.01
DefaultValue = 0.03
[OptionRangeFloat]
GUIName = Curvature Y
OptionName = warpy
MinValue = 0.0
MaxValue = 0.12
StepAmount = 0.01
DefaultValue = 0.04
[OptionRangeFloat]
GUIName = Corner size
OptionName = corner
MinValue = 0.0
MaxValue = 0.10
StepAmount = 0.01
DefaultValue = 0.03
[OptionRangeFloat]
GUIName = Border Smoothness
OptionName = smoothness
MinValue = 100.0
MaxValue = 600.0
StepAmount = 5.0
DefaultValue = 400.0
[OptionRangeFloat]
GUIName = Interlacing Toggle
OptionName = inter
MinValue = 0.0
MaxValue = 1.0
StepAmount = 1.0
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Interlacing Downscale Scanlines
OptionName = Downscale
MinValue = 1.0
MaxValue = 8.0
StepAmount = 1.
DefaultValue = 2.0
[OptionRangeFloat]
GUIName = Beam low
OptionName = scanlow
MinValue = 1.0
MaxValue = 15.0
StepAmount = 1.0
DefaultValue = 6.0
[OptionRangeFloat]
GUIName = Beam high
OptionName = scanhigh
MinValue = 1.0
MaxValue = 15.0
StepAmount = 1.0
DefaultValue = 8.0
[OptionRangeFloat]
GUIName = Scanlines dark
OptionName = beamlow
MinValue = 0.5
MaxValue = 2.5
StepAmount = 0.0
DefaultValue = 1.45
[OptionRangeFloat]
GUIName = Scanlines bright
OptionName = beamhigh
MinValue = 0.5
MaxValue = 2.5
StepAmount = 0.0
DefaultValue = 1.05
[OptionRangeFloat]
GUIName = Protect White On Masks
OptionName = preserve
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.01
DefaultValue = 0.98
[OptionRangeFloat]
GUIName = Bright boost dark pixels
OptionName = brightboost1
MinValue = 0.0
MaxValue = 3.0
StepAmount = 0.05
DefaultValue = 1.25
[OptionRangeFloat]
GUIName = Bright boost bright pixels
OptionName = brightboost2
MinValue = 0.0
MaxValue = 3.0
StepAmount = 0.05
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Glow pixels per axis
OptionName = glow
MinValue = 1.0
MaxValue = 6.0
StepAmount = 1.0
DefaultValue = 3.0
[OptionRangeFloat]
GUIName = Glow quality
OptionName = quality
MinValue = 0.25
MaxValue = 4.0
StepAmount = 0.05
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Glow intensity
OptionName = glow_str
MinValue = 0.0001
MaxValue = 2.0
StepAmount = 0.05
DefaultValue = 0.3
[OptionRangeFloat]
GUIName = Add Noise
OptionName = nois
MinValue = 0.0
MaxValue = 32.0
StepAmount = 1.0
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Post Brightness
OptionName = postbr
MinValue = 0.0
MaxValue = 2.5
StepAmount = 0.02
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Palette Fixes. Sega, PUAE Atari ST dark colors
OptionName = palette_fix
MinValue = 0.0
MaxValue = 2.0
StepAmount = 1.0
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Mask Type
OptionName = Shadowmask
MinValue = -1.0
MaxValue = 8.0
StepAmount = 1.
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Mask Size
OptionName = masksize
MinValue = 1.0
MaxValue = 2.0
StepAmount = 1.0
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Mask dark
OptionName = MaskDark
MinValue = 0.0
MaxValue = 2.0
StepAmount = 0.1
DefaultValue = 0.2
[OptionRangeFloat]
GUIName = Mask light
OptionName = MaskLight
MinValue = 0.0
MaxValue = 2.0
StepAmount = 0.1
DefaultValue = 1.5
[OptionRangeFloat]
GUIName = Slot Mask Strength
OptionName = slotmask
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.05
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Slot Mask Width
OptionName = slotwidth
MinValue = 1.0
MaxValue = 6.0
StepAmount = 0.5
DefaultValue = 2.0
[OptionRangeFloat]
GUIName = Slot Mask Height: 2x1 or 4x1
OptionName = double_slot
MinValue = 1.0
MaxValue = 2.0
StepAmount = 1.0
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Slot Mask Size
OptionName = slotms
MinValue = 1.0
MaxValue = 2.0
StepAmount = 1.0
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Gamma Out
OptionName = GAMMA_OUT
MinValue = 0.0
MaxValue = 4.0
StepAmount = 0.05
DefaultValue = 2.25
[OptionRangeFloat]
GUIName = Saturation
OptionName = sat
MinValue = 0.0
MaxValue = 2.0
StepAmount = 0.05
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Contrast, 1.0:Off
OptionName = contrast
MinValue = 0.00
MaxValue = 2.00
StepAmount = 0.05
DefaultValue = 1.0
[OptionRangeFloat]
GUIName = Color Temperature %
OptionName = WP
MinValue = -100.0
MaxValue = 100.0
StepAmount = 5.
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Red-Green Tint
OptionName = rg
MinValue = -1.0
MaxValue = 1.0
StepAmount = 0.005
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Red-Blue Tint
OptionName = rb
MinValue = -1.0
MaxValue = 1.0
StepAmount = 0.005
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Green-Red Tint
OptionName = gr
MinValue = -1.0
MaxValue = 1.0
StepAmount = 0.005
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Green-Blue Tint
OptionName = gb
MinValue = -1.0
MaxValue = 1.0
StepAmount = 0.005
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Blue-Red Tint
OptionName = br
MinValue = -1.0
MaxValue = 1.0
StepAmount = 0.005
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Blue-Green Tint
OptionName = bg
MinValue = -1.0
MaxValue = 1.0
StepAmount = 0.005
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Vignette On/Off
OptionName = vignette
MinValue = 0.0
MaxValue = 1.0
StepAmount = 1.0
DefaultValue = 0.0
[OptionRangeFloat]
GUIName = Vignette Power
OptionName = vpower
MinValue = 0.0
MaxValue = 1.0
StepAmount = 0.01
DefaultValue = 0.15
[OptionRangeFloat]
GUIName = Vignette strength
OptionName = vstr
MinValue = 0.0
MaxValue = 50.0
StepAmount = 1.0
DefaultValue = 40.0
[OptionRangeFloat]
GUIName = Switch off shader
OptionName = alloff
MinValue = 0.0
MaxValue = 1.0
StepAmount = 1.0
DefaultValue = 0.0
[/configuration]
*/
#define iTime (float(GetTime())/2.0)
#define iTimer (float(GetTime())/60.0)
#define SourceSize (vec4(1.0/GetInvNativePixelSize(),GetInvNativePixelSize()))
vec2 Warp(vec2 pos)
{
pos = pos * 2.0 - 1.0;
pos *= vec2(1.0 + (pos.y * pos.y) * warpx, 1.0 + (pos.x * pos.x) * warpy);
return pos * 0.5 + 0.5;
}
float sw(float y, float l)
{
float beam = mix(scanlow, scanhigh, y);
float scan = mix(beamlow, beamhigh, l);
float ex = y * scan;
return exp2(-beam * ex * ex);
}
vec3 mask(vec2 x, vec3 col, float l)
{
x = floor(x / masksize);
if (Shadowmask == 0.0)
{
float m = fract(x.x * 0.4999);
if (m < 0.4999) return vec3(1.0, MaskDark, 1.0);
else return vec3(MaskDark, 1.0, MaskDark);
}
else if (Shadowmask == 1.0)
{
vec3 Mask = vec3(MaskDark, MaskDark, MaskDark);
float line = MaskLight;
float odd = 0.0;
if (fract(x.x / 6.0) < 0.5) odd = 1.0;
if (fract((x.y + odd) / 2.0) < 0.5) line = MaskDark;
float m = fract(x.x / 3.0);
if (m < 0.333) Mask.b = MaskLight;
else if (m < 0.666) Mask.g = MaskLight;
else Mask.r = MaskLight;
Mask *= line;
return Mask;
}
else if (Shadowmask == 2.0)
{
float m = fract(x.x*0.3333);
if (m < 0.3333) return vec3(MaskDark, MaskDark, MaskLight);
if (m < 0.6666) return vec3(MaskDark, MaskLight, MaskDark);
else return vec3(MaskLight, MaskDark, MaskDark);
}
if (Shadowmask == 3.0)
{
float m = fract(x.x * 0.5);
if (m < 0.5) return vec3(1.0, 1.0, 1.0);
else return vec3(MaskDark, MaskDark, MaskDark);
}
else if (Shadowmask == 4.0)
{
vec3 Mask = vec3(col.rgb);
float line = MaskLight;
float odd = 0.0;
if (fract(x.x / 4.0) < 0.5) odd = 1.0;
if (fract((x.y + odd) / 2.0) < 0.5) line = MaskDark;
float m = fract(x.x / 2.0);
if (m < 0.5) { Mask.r = 1.0; Mask.b = 1.0; }
else Mask.g = 1.0;
Mask *= line;
return Mask;
}
else if (Shadowmask == 5.0)
{
vec3 Mask = vec3(1.0, 1.0, 1.0);
if (fract(x.x / 4.0) < 0.5)
{
if (fract(x.y / 3.0) < 0.666)
{
if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, MaskDark, 1.0);
else Mask = vec3(MaskDark, 1.0, MaskDark);
}
else Mask *= l;
}
else if (fract(x.x / 4.0) >= 0.5)
{
if (fract(x.y / 3.0) > 0.333)
{
if (fract(x.x / 2.0) < 0.5) Mask = vec3(1.0, MaskDark, 1.0);
else Mask = vec3(MaskDark, 1.0, MaskDark);
}
else Mask *= l;
}
return Mask;
}
else if (Shadowmask == 6.0)
{
vec3 Mask = vec3(MaskDark, MaskDark, MaskDark);
if (fract(x.x / 6.0) < 0.5)
{
if (fract(x.y / 4.0) < 0.75)
{
if (fract(x.x / 3.0) < 0.3333) Mask.r = MaskLight;
else if (fract(x.x / 3.0) < 0.6666) Mask.g = MaskLight;
else Mask.b = MaskLight;
}
else Mask * l * 0.9;
}
else if (fract(x.x / 6.0) >= 0.5)
{
if (fract(x.y / 4.0) >= 0.5 || fract(x.y / 4.0) < 0.25)
{
if (fract(x.x / 3.0) < 0.3333) Mask.r = MaskLight;
else if (fract(x.x / 3.0) < 0.6666) Mask.g = MaskLight;
else Mask.b = MaskLight;
}
else Mask * l * 0.9;
}
return Mask;
}
else if (Shadowmask == 7.0)
{
float m = fract(x.x * 0.3333);
if (m < 0.3333) return vec3(MaskDark, MaskLight, MaskLight * col.b); //Cyan
if (m < 0.6666) return vec3(MaskLight * col.r, MaskDark, MaskLight); //Magenta
else return vec3(MaskLight, MaskLight * col.g, MaskDark); //Yellow
}
else if (Shadowmask == 8.0)
{
vec3 Mask = vec3(MaskDark, MaskDark, MaskDark);
float bright = MaskLight;
float left = 0.0;
if (fract(x.x / 6.0) < 0.5) left = 1.0;
float m = fract(x.x / 3.0);
if (m < 0.333) Mask.b = 0.9;
else if (m < 0.666) Mask.g = 0.9;
else Mask.r = 0.9;
if (mod(x.y, 2.0) == 1.0 && left == 1.0 || mod(x.y, 2.0) == 0.0 && left == 0.0)
Mask *= bright;
return Mask;
}
else return vec3(1.0, 1.0, 1.0);
}
float SlotMask(vec2 pos, vec3 c)
{
if (slotmask == 0.0) return 1.0;
pos = floor(pos / slotms);
float mx = pow(max(max(c.r, c.g), c.b), 1.33);
float mlen = slotwidth * 2.0;
float px = fract(pos.x / mlen);
float py = floor(fract(pos.y / (2.0 * double_slot)) * 2.0 * double_slot);
float slot_dark = mix(1.0 - slotmask, 1.0 - 0.80 * slotmask, mx);
float slot = 1.0 + 0.7 * slotmask * (1.0 - mx);
if (py == 0.0 && px < 0.5) slot = slot_dark;
else if (py == double_slot && px >= 0.5) slot = slot_dark;
return slot;
}
mat4 contrastMatrix(float contrast)
{
float t = (1.0 - contrast) / 2.0;
return mat4(contrast, 0, 0, 0,
0, contrast, 0, 0,
0, 0, contrast, 0,
t, t, t, 1);
}
mat3 vign(float l)
{
// vec2 vpos = vTexCoord;
vec2 vpos = GetCoordinates();
vpos *= 1.0 - vpos.xy;
float vig = vpos.x * vpos.y * vstr;
vig = min(pow(vig, vpower), 1.0);
if (vignette == 0.0) vig = 1.0;
return mat3(vig, 0, 0,
0, vig, 0,
0, 0, vig);
}
vec3 saturation(vec3 textureColor)
{
float luminance = length(textureColor.rgb) * 0.5775;
vec3 luminanceWeighting = vec3(0.4, 0.5, 0.1);
if (luminance < 0.5) luminanceWeighting.rgb = (luminanceWeighting.rgb * luminanceWeighting.rgb)
+ (luminanceWeighting.rgb * luminanceWeighting.rgb);
luminance = dot(textureColor.rgb, luminanceWeighting);
vec3 greyScaleColor = vec3(luminance, luminance, luminance);
vec3 res = vec3(mix(greyScaleColor, textureColor.rgb, sat));
return res;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////
vec3 glow0 (vec2 texcoord, vec3 col)
{
// the more quality, the smaller the offset and better quality, less visible glow too
vec2 size = SourceSize.zw/quality;
vec3 c01;
vec3 sum = vec3(0.0);
// glow = pixels per axis, the more the slower!
for (float x = -glow; x <= glow; x = x+1.0)
{
// multiply texture, the more far away the less pronounced
float factor = 1.0/glow;
for (float y = -glow; y <= glow; y = y+1.0)
{
vec2 offset = vec2(x, y) * size;
c01 = SampleLocation(texcoord + offset).rgb*factor; c01 = c01*c01;
sum += c01;
}
}
return (glow_str * sum / (glow * glow )) ;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////
float noise(vec2 co)
{
return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float corner0(vec2 coord)
{
coord = (coord - vec2(0.5, 0.5)) * 1.0 + vec2(0.5, 0.5);
coord = min(coord, vec2(1.0, 1.0) - coord) * vec2(1.0, SourceSize.y / SourceSize.x);
vec2 cdist = vec2(corner, corner);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist) * smoothness, 0.0, 1.0);
}
const mat3 D65_to_XYZ = mat3(
0.4306190, 0.2220379, 0.0201853,
0.3415419, 0.7066384, 0.1295504,
0.1783091, 0.0713236, 0.9390944);
const mat3 XYZ_to_D65 = mat3(
3.0628971, -0.9692660, 0.0678775,
-1.3931791, 1.8760108, -0.2288548,
-0.4757517, 0.0415560, 1.0693490);
const mat3 D50_to_XYZ = mat3(
0.4552773, 0.2323025, 0.0145457,
0.3675500, 0.7077956, 0.1049154,
0.1413926, 0.0599019, 0.7057489);
const mat3 XYZ_to_D50 = mat3(
2.9603944, -0.9787684, 0.0844874,
-1.4678519, 1.9161415, -0.2545973,
-0.4685105, 0.0334540, 1.4216174);
void main()
{
vec2 vTexCoord = GetCoordinates();
vec2 pos = Warp(vTexCoord.xy);
vec2 tex_size = 1.0 / GetInvNativePixelSize();
vec2 OutputSize = GetWindowSize();
vec2 pC4 = (pos + 0.5/tex_size);
vec2 fp = fract(pos * tex_size);
if (inter < 0.5 && tex_size.y > 400.0){ fp.y = fract(pos.y * tex_size.y*1.0/Downscale);}
vec4 res = vec4(1.0);
if (alloff == 1.0)
res = SampleLocation(pC4);
else
{
vec2 texel = pos * tex_size;
vec2 texel_floored = floor(texel);
float scale = PRE_SCALE;
float region_range = 0.5 - 0.5 / scale;
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
vec2 center_dist = fp - 0.5;
vec2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
vec2 mod_texel = texel_floored + fpp;
vec2 coords = mod_texel / SourceSize.xy;
vec3 sample1 = SampleLocation(vec2(coords.x + blurx*SourceSize.z, coords.y - blury*SourceSize.w)).rgb;
vec3 sample2 = SampleLocation(coords).rgb;
vec3 sample3 = SampleLocation(vec2(coords.x - blurx*SourceSize.z, coords.y + blury*SourceSize.w )).rgb;
vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,
sample2.b * 0.5 + sample3.b * 0.5);
if (palette_fix != 0.0)
{
if (palette_fix == 1.0) color = color* 1.0667;
else if (palette_fix == 2.0) color = color * 2.0;
}
//COLOR TEMPERATURE FROM GUEST.R-DR.VENOM
if (WP != 0.0)
{
vec3 warmer = D50_to_XYZ * color;
warmer = XYZ_to_D65 * warmer;
vec3 cooler = D65_to_XYZ * color;
cooler = XYZ_to_D50 * cooler;
float m = abs(WP) / 100.0;
vec3 comp = (WP < 0.0) ? cooler : warmer;
comp = clamp(comp, 0.0, 1.0);
color = vec3(mix(color, comp, m));
}
mat3 hue = mat3 (1., rg, rb, //red tint
gr, 1., gb, //green tint
br, bg, 1.); //blue tint
color = hue * color;
color = (2.0*pow(color,vec3(2.8))) - pow(color,vec3(3.6));
float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
float f = fract(fp.y -0.5);
if (inter > 0.5 && tex_size.y > 400.0) color = color;
else
{color = color * sw(f,lum) + color * sw (1.0-f,lum);}
float lum1 = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
color *= mix(mask((vTexCoord * OutputSize.xy), color,lum1), vec3(1.0), lum1*preserve);
if (slotmask != 0.0) color *= SlotMask((vTexCoord * OutputSize.xy) * 1.0001, color);
color *= mix(brightboost1, brightboost2, max(max(color.r, color.g), color.b));
color = pow(color,vec3(1.0 / GAMMA_OUT));
if (glow_str != 0.0) color += glow0(coords,color);
if (sat != 1.0) color = saturation(color);
if (corner != 0.0) color *= corner0(pC4);
if (nois != 0.0) color *= 1.0 + noise(coords * 2.0) / nois;
color *= mix(1.0, postbr, lum);
res = vec4(color, 1.0);
if (contrast != 1.0) res = contrastMatrix(contrast) * res;
if (inter > 0.5 && SourceSize.y > 400.0 && fract(iTime) < 0.5) res = res * 0.95;
res.rgb *= vign(lum);
}
SetOutput(res);
}