mirror of
https://github.com/RetroDECK/Duckstation.git
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2a90a88055
- 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.
181 lines
4.4 KiB
GLSL
181 lines
4.4 KiB
GLSL
// zfast_crt - A very simple CRT shader.
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// Copyright (C) 2017 Greg Hogan (SoltanGris42)
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// edited by metallic 77.
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// ported to slang by gregoricavichioli & hunterk.
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// ported to dolphinfx by Hyllian.
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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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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Curvature
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OptionName = Curvature
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Convergence X-Axis
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OptionName = blurx
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MinValue = -1.0
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MaxValue = 2.0
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StepAmount = 0.05
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DefaultValue = 0.85
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[OptionRangeFloat]
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GUIName = Convergence Y-Axis
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OptionName = blury
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MinValue = -1.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = -0.10
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[OptionRangeFloat]
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GUIName = Scanline Amount (Low)
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OptionName = HIGHSCANAMOUNT1
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.4
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[OptionRangeFloat]
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GUIName = Scanline Amount (High)
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OptionName = HIGHSCANAMOUNT2
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.3
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[OptionRangeFloat]
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GUIName = Mask Type
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OptionName = TYPE
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = Mask Effect Amount
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OptionName = MASK_DARK
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.3
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[OptionRangeFloat]
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GUIName = Mask/Scanline Fade
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OptionName = MASK_FADE
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.7
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[OptionRangeFloat]
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GUIName = Saturation
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OptionName = sat
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MinValue = 0.0
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MaxValue = 3.0
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StepAmount = 0.05
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = Flicker
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OptionName = FLICK
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MinValue = 0.0
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MaxValue = 50.0
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StepAmount = 1.0
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DefaultValue = 10.0
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[/configuration]
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*/
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#define pi 3.14159
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#define blur_y GetOption(blury)/(SourceSize.y*2.0)
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#define blur_x GetOption(blurx)/(SourceSize.x*2.0)
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#define iTimer (float(GetTime())*2.0)
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#define flicker GetOption(FLICK)/1000.0
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*0.03, 1.0 + (pos.x*pos.x)*0.05);
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return pos*0.5 + 0.5;
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}
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void main()
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{
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vec2 vTexCoord = GetCoordinates();
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vec2 texSize = 1.0 / GetInvNativePixelSize();
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vec4 SourceSize = vec4(texSize, 1.0 / texSize);
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float maskFade = 0.3333*GetOption(MASK_FADE);
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float omega = 2.0*pi*SourceSize.y;
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vec2 pos,corn;
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if (GetOption(Curvature) == 1.0)
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{
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pos = Warp(vTexCoord.xy);
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corn = min(pos,vec2(1.0)-pos); // This is used to mask the rounded
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corn.x = 0.00001/corn.x; // corners later on
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}
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else pos = vTexCoord;
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float OGL2Pos = pos.y*SourceSize.y;
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float cent = floor(OGL2Pos)+0.5;
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float ycoord = cent*SourceSize.w;
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ycoord = mix(pos.y,ycoord,0.6);
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pos = vec2(pos.x,ycoord);
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vec3 sample1 = sin(iTimer)*flicker + SampleLocation(vec2(pos.x + blur_x, pos.y - blur_y)).rgb;
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vec3 sample2 = 0.5*SampleLocation(pos).rgb;
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vec3 sample3 = sin(iTimer)*flicker + SampleLocation(vec2(pos.x - blur_x, pos.y + blur_y)).rgb;
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vec3 colour = vec3 (sample1.r*0.5 + sample2.r,
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sample1.g*0.25 + sample2.g + sample3.g*0.25,
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sample2.b + sample3.b*0.5);
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vec3 interl = colour;
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vec3 lumweight=vec3(0.22,0.71,0.07);
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float lumsat = dot(colour,lumweight);
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vec3 graycolour = vec3(lumsat);
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colour = vec3(mix(graycolour,colour.rgb,sat));
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float SCANAMOUNT = mix(GetOption(HIGHSCANAMOUNT1),GetOption(HIGHSCANAMOUNT2),max(max(colour.r,colour.g),colour.b));
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if (SourceSize.y > 400.0) {
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colour ;
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}
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else {
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colour *= SCANAMOUNT * sin(fract(OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
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colour *= SCANAMOUNT * sin(fract(1.0-OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
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colour *= SCANAMOUNT * sin(fract(1.0+OGL2Pos)*3.14159)+1.0-SCANAMOUNT;
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}
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float steps; if (GetOption(TYPE) == 0.0) steps = 0.5; else steps = 0.3333;
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float whichmask = fract(vTexCoord.x*GetWindowSize().x*steps);
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float mask = 1.0 + float(whichmask < steps) * (-GetOption(MASK_DARK));
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colour.rgb = mix(mask*colour, colour, dot(colour.rgb,vec3(maskFade)));
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if (GetOption(Curvature) == 1.0 && corn.y < corn.x || GetOption(Curvature) == 1.0 && corn.x < 0.00001 )
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colour = vec3(0.0);
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SetOutput(vec4(colour.rgb, 1.0));
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}
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