mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 06:15:38 +00:00
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.
513 lines
16 KiB
GLSL
513 lines
16 KiB
GLSL
// Hyllian's CRT Shader
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// Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
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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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[configuration]
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[OptionRangeFloat]
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GUIName = HIGH RESOLUTION SCANLINES
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OptionName = SCANLINES_HIRES
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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 =VERTICAL SCANLINES
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OptionName = VSCANLINES
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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 = BEAM PROFILE
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OptionName = BEAM_PROFILE
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MinValue = 0.0
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MaxValue = 2.0
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StepAmount = 1.0
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DefaultValue = 0.0
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[OptionRangeFloat]
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GUIName = HORIZONTAL FILTER PROFILE
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OptionName = HFILTER_PROFILE
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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 = COLOR BOOST
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OptionName = COLOR_BOOST
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MinValue = 1.0
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MaxValue = 3.0
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StepAmount = 0.05
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DefaultValue = 1.40
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[OptionRangeFloat]
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GUIName = SHARPNESS HACK
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OptionName = SHARPNESS_HACK
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MinValue = 1.0
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MaxValue = 4.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = PHOSPHOR LAYOUT
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OptionName = PHOSPHOR_LAYOUT
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MinValue = 0.0
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MaxValue = 15.0
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StepAmount = 1.0
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = MASK INTENSITY
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OptionName = MASK_INTENSITY
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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 = 0.65
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[OptionRangeFloat]
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GUIName = MIN BEAM WIDTH
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OptionName = BEAM_MIN_WIDTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.86
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[OptionRangeFloat]
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GUIName = MAX BEAM WIDTH
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OptionName = BEAM_MAX_WIDTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 1.0
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[OptionRangeFloat]
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GUIName = SCANLINES STRENGTH
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OptionName = SCANLINES_STRENGTH
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.01
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DefaultValue = 0.58
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[OptionRangeFloat]
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GUIName = SCANLINES CUTOFF
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OptionName = SCANLINES_CUTOFF
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MinValue = 0.0
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MaxValue = 1000.0
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StepAmount = 1.0
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DefaultValue = 390.0
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[OptionRangeFloat]
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GUIName = MONITOR SUBPIXELS LAYOUT
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OptionName = MONITOR_SUBPIXELS
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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 = ANTI RINGING
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OptionName = CRT_ANTI_RINGING
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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 = INPUT GAMMA
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OptionName = CRT_InputGamma
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MinValue = 1.0
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MaxValue = 3.0
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StepAmount = 0.05
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DefaultValue = 2.4
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[OptionRangeFloat]
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GUIName = OUTPUT GAMMA
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OptionName = CRT_OutputGamma
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MinValue = 1.0
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MaxValue = 3.0
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StepAmount = 0.05
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DefaultValue = 2.2
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[/configuration]
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*/
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#define GAMMA_IN(color) pow(color, vec3(GetOption(CRT_InputGamma), GetOption(CRT_InputGamma), GetOption(CRT_InputGamma)))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / GetOption(CRT_OutputGamma), 1.0 / GetOption(CRT_OutputGamma), 1.0 / GetOption(CRT_OutputGamma)))
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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// A collection of CRT mask effects that work with LCD subpixel structures for
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// small details
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// author: hunterk
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// license: public domain
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// Mask code pasted from subpixel_masks.h. Masks 3 and 4 added.
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vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout, float monitor_subpixels){
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vec3 weights = vec3(1.,1.,1.);
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float on = 1.;
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float off = 1.-mask_intensity;
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vec3 red = monitor_subpixels==1.0 ? vec3(on, off, off) : vec3(off, off, on );
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vec3 green = vec3(off, on, off);
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vec3 blue = monitor_subpixels==1.0 ? vec3(off, off, on ) : vec3(on, off, off);
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vec3 magenta = vec3(on, off, on );
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vec3 yellow = monitor_subpixels==1.0 ? vec3(on, on, off) : vec3(off, on, on );
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vec3 cyan = monitor_subpixels==1.0 ? vec3(off, on, on ) : vec3(on, on, off);
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vec3 black = vec3(off, off, off);
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vec3 white = vec3(on, on, on );
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int w, z = 0;
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// This pattern is used by a few layouts, so we'll define it here
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vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
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if(phosphor_layout == 0) return weights;
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else if(phosphor_layout == 1){
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// classic aperture for RGB panels; good for 1080p, too small for 4K+
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// aka aperture_1_2_bgr
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weights = aperture_weights;
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return weights;
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}
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else if(phosphor_layout == 2){
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// Classic RGB layout; good for 1080p and lower
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vec3 bw3[3] = vec3[](red, green, blue);
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z = int(floor(mod(coord.x, 3.0)));
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weights = bw3[z];
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return weights;
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}
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else if(phosphor_layout == 3){
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// black and white aperture; good for weird subpixel layouts and low brightness; good for 1080p and lower
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vec3 bw3[3] = vec3[](black, white, black);
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z = int(floor(mod(coord.x, 3.0)));
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weights = bw3[z];
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return weights;
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}
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else if(phosphor_layout == 4){
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// reduced TVL aperture for RGB panels. Good for 4k.
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// aperture_2_4_rgb
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vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
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w = int(floor(mod(coord.x, 4.0)));
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weights = big_ap_rgb[w];
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return weights;
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}
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else if(phosphor_layout == 5){
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// black and white aperture; good for weird subpixel layouts and low brightness; good for 4k
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vec3 bw4[4] = vec3[](black, black, white, white);
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z = int(floor(mod(coord.x, 4.0)));
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weights = bw4[z];
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return weights;
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}
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else if(phosphor_layout == 6){
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// aperture_1_4_rgb; good for simulating lower
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vec3 ap4[4] = vec3[](red, green, blue, black);
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z = int(floor(mod(coord.x, 4.0)));
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weights = ap4[z];
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return weights;
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}
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else if(phosphor_layout == 7){
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// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
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// aka delta_1_2x1_bgr
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vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
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weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 8){
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// delta_2_4x1_rgb
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vec3 delta[2][4] = {
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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return weights;
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}
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else if(phosphor_layout == 9){
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// delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
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vec3 delta1[2][4] = {
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{red, green, blue, black},
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{blue, black, red, green}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta1[w][z];
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return weights;
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}
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else if(phosphor_layout == 10){
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// delta_2_4x2_rgb
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vec3 delta[4][4] = {
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{red, yellow, cyan, blue},
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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return weights;
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}
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else if(phosphor_layout == 11){
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// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
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vec3 slotmask[4][6] = {
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{red, green, blue, red, green, blue,},
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{red, green, blue, black, black, black},
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{red, green, blue, red, green, blue,},
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{black, black, black, red, green, blue,}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 6.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 12){
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// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
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vec3 slotmask[4][6] = {
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{black, white, black, black, white, black,},
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{black, white, black, black, black, black},
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{black, white, black, black, white, black,},
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{black, black, black, black, white, black,}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 6.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 13){
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// based on MajorPainInTheCactus' HDR slot mask
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vec3 slot[4][8] = {
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{red, green, blue, black, red, green, blue, black},
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{red, green, blue, black, black, black, black, black},
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{red, green, blue, black, red, green, blue, black},
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{black, black, black, black, red, green, blue, black}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 8.0)));
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weights = slot[w][z];
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return weights;
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}
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else if(phosphor_layout == 14){
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// same as above but for RGB panels
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vec3 slot2[4][10] = {
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{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
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{black, green, green, blue, blue, red, red, black, black, black},
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{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
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{red, red, black, black, black, black, green, green, blue, blue }
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 10.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 15){
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// slot_3_7x6_rgb
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vec3 slot[6][14] = {
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black},
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue}
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};
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w = int(floor(mod(coord.y, 6.0)));
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z = int(floor(mod(coord.x, 14.0)));
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weights = slot[w][z];
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return weights;
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}
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else return weights;
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}
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// Horizontal cubic filter.
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// Some known filters use these values:
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// B = 0.5, C = 0.0 => A sharp almost gaussian filter.
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// B = 0.0, C = 0.0 => Hermite cubic filter.
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// B = 1.0, C = 0.0 => Cubic B-Spline filter.
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// B = 0.0, C = 0.5 => Catmull-Rom Spline filter.
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// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
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// B = 0.3782, C = 0.3109 => Robidoux filter.
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// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
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// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
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mat4x4 get_hfilter_profile()
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{
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float bf = 1.0;
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float cf = 0.0;
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if (GetOption(HFILTER_PROFILE) == 1) {bf = 1.0/3.0; cf = 1.0/3.0;}
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return mat4x4( (-bf - 6.0*cf)/6.0, (3.0*bf + 12.0*cf)/6.0, (-3.0*bf - 6.0*cf)/6.0, bf/6.0,
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(12.0 - 9.0*bf - 6.0*cf)/6.0, (-18.0 + 12.0*bf + 6.0*cf)/6.0, 0.0, (6.0 - 2.0*bf)/6.0,
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-(12.0 - 9.0*bf - 6.0*cf)/6.0, (18.0 - 15.0*bf - 12.0*cf)/6.0, (3.0*bf + 6.0*cf)/6.0, bf/6.0,
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(bf + 6.0*cf)/6.0, -cf, 0.0, 0.0);
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}
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#define scanlines_strength (4.0*profile.x)
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#define beam_min_width profile.y
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#define beam_max_width profile.z
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#define color_boost profile.w
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vec4 get_beam_profile()
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{
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vec4 bp = vec4(GetOption(SCANLINES_STRENGTH), GetOption(BEAM_MIN_WIDTH), GetOption(BEAM_MAX_WIDTH), GetOption(COLOR_BOOST));
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if (BEAM_PROFILE == 1) bp = vec4(0.58, 0.86, 1.00, 1.60); // Catmull-rom
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if (BEAM_PROFILE == 2) bp = vec4(0.58, 0.72, 1.00, 1.75); // Catmull-rom
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return bp;
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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 SourceSize = 1.0 / GetInvNativePixelSize(); // This work with previous build.
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vec4 profile = get_beam_profile();
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vec2 TextureSize = mix(vec2(SourceSize.x * GetOption(SHARPNESS_HACK), SourceSize.y), vec2(SourceSize.x, SourceSize.y * GetOption(SHARPNESS_HACK)), GetOption(VSCANLINES));
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vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), GetOption(VSCANLINES));
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vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), GetOption(VSCANLINES));
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vec2 pix_coord = vTexCoord.xy*TextureSize.xy - vec2(0.5, 0.5);
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vec2 tc = ( (SCANLINES_HIRES > 0.5) ? (mix(vec2(floor(pix_coord.x), pix_coord.y), vec2(pix_coord.x, floor(pix_coord.y)), GetOption(VSCANLINES)) + vec2(0.5, 0.5)) : (floor(pix_coord) + vec2(0.5, 0.5)) )/TextureSize;
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pix_coord = mix(pix_coord, pix_coord.yx, GetOption(VSCANLINES));
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vec2 fp = fract(pix_coord);
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vec3 c00 = GAMMA_IN(SampleLocation(tc - dx ).xyz);
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vec3 c01 = GAMMA_IN(SampleLocation(tc ).xyz);
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vec3 c02 = GAMMA_IN(SampleLocation(tc + dx ).xyz);
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vec3 c03 = GAMMA_IN(SampleLocation(tc + 2.0*dx ).xyz);
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vec3 c10 = (SCANLINES_HIRES > 0.5) ? c00 : GAMMA_IN(SampleLocation(tc - dx +dy ).xyz);
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vec3 c11 = (SCANLINES_HIRES > 0.5) ? c01 : GAMMA_IN(SampleLocation(tc +dy ).xyz);
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vec3 c12 = (SCANLINES_HIRES > 0.5) ? c02 : GAMMA_IN(SampleLocation(tc + dx +dy ).xyz);
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vec3 c13 = (SCANLINES_HIRES > 0.5) ? c03 : GAMMA_IN(SampleLocation(tc + 2.0*dx +dy ).xyz);
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mat4x4 invX = get_hfilter_profile();
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mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
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mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
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vec4 invX_Px = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX;
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vec3 color0 = color_matrix0 * invX_Px;
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vec3 color1 = color_matrix1 * invX_Px;
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// Get min/max samples
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vec3 min_sample0 = min(c01,c02);
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vec3 max_sample0 = max(c01,c02);
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vec3 min_sample1 = min(c11,c12);
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vec3 max_sample1 = max(c11,c12);
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// Anti-ringing
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vec3 aux = color0;
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color0 = clamp(color0, min_sample0, max_sample0);
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color0 = mix(aux, color0, GetOption(CRT_ANTI_RINGING) * step(0.0, (c00-c01)*(c02-c03)));
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aux = color1;
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color1 = clamp(color1, min_sample1, max_sample1);
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color1 = mix(aux, color1, GetOption(CRT_ANTI_RINGING) * step(0.0, (c10-c11)*(c12-c13)));
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float pos0 = fp.y;
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float pos1 = 1 - fp.y;
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vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
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vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
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vec3 d0 = scanlines_strength*pos0/(lum0*lum0+0.0000001);
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vec3 d1 = scanlines_strength*pos1/(lum1*lum1+0.0000001);
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d0 = exp(-d0*d0);
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d1 = exp(-d1*d1);
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vec3 color = (TextureSize.y <= SCANLINES_CUTOFF) ? (color0*d0+color1*d1) : GAMMA_IN(SampleLocation(vTexCoord).xyz);
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color = color_boost*GAMMA_OUT(color);
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vec2 mask_coords =vTexCoord.xy * GetWindowSize().xy;
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mask_coords = mix(mask_coords.xy, mask_coords.yx, GetOption(VSCANLINES));
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color.rgb*=GAMMA_OUT(mask_weights(mask_coords, GetOption(MASK_INTENSITY), int(GetOption(PHOSPHOR_LAYOUT)), GetOption(MONITOR_SUBPIXELS)));
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SetOutput(vec4(color, 1.0));
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}
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