Duckstation/data/resources/shaders/reshade/Shaders/crt/crt-consumer.fx
user18081972 a6e34fa632
Fix ui_step for crt-consumer.fx (#3256)
For crt-consumer.fx, the ui_step was set to 0, for Scanlines bright/dark.
This commit changes it to 0.05 (same as in Retroarch).
2024-07-21 16:09:27 +10:00

798 lines
20 KiB
HLSL

#include "ReShade.fxh"
/*
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.
*/
uniform float PRE_SCALE <
ui_type = "drag";
ui_min = 1.0;
ui_max = 4.0;
ui_step = 0.1;
ui_label = "Pre-Scale Sharpening";
> = 1.5;
uniform float blurx <
ui_type = "drag";
ui_min = -4.0;
ui_max = 4.0;
ui_step = 0.05;
ui_label = "Convergence X";
> = 0.25;
uniform float blury <
ui_type = "drag";
ui_min = -4.0;
ui_max = 4.0;
ui_step = 0.05;
ui_label = "Convergence Y";
> = -0.1;
uniform float warpx <
ui_type = "drag";
ui_min = 0.0;
ui_max = 0.12;
ui_step = 0.01;
ui_label = " Curvature X";
> = 0.03;
uniform float warpy <
ui_type = "drag";
ui_min = 0.0;
ui_max = 0.12;
ui_step = 0.01;
ui_label = " Curvature Y";
> = 0.04;
uniform float corner <
ui_type = "drag";
ui_min = 0.0;
ui_max = 0.10;
ui_step = 0.01;
ui_label = " Corner size";
> = 0.03;
uniform float smoothness <
ui_type = "drag";
ui_min = 100.0;
ui_max = 600.0;
ui_step = 5.0;
ui_label = " Border Smoothness";
> = 400.0;
uniform bool inter <
ui_type = "radio";
ui_label = "Interlacing Toggle";
> = true;
uniform float Downscale <
ui_type = "drag";
ui_min = 1.0;
ui_max = 8.0;
ui_step = 1.;
ui_label = "Interlacing Downscale Scanlines";
> = 2.0;
uniform float scanlow <
ui_type = "drag";
ui_min = 1.0;
ui_max = 15.0;
ui_step = 1.0;
ui_label = "Beam low";
> = 6.0;
uniform float scanhigh <
ui_type = "drag";
ui_min = 1.0;
ui_max = 15.0;
ui_step = 1.0;
ui_label = "Beam high";
> = 8.0;
uniform float beamlow <
ui_type = "drag";
ui_min = 0.5;
ui_max = 2.5;
ui_step = 0.05;
ui_label = "Scanlines dark";
> = 1.45;
uniform float beamhigh <
ui_type = "drag";
ui_min = 0.5;
ui_max = 2.5;
ui_step = 0.05;
ui_label = "Scanlines bright";
> = 1.05;
uniform float preserve <
ui_type = "drag";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.01;
ui_label = "Protect White On Masks";
> = 0.98;
uniform float brightboost1 <
ui_type = "drag";
ui_min = 0.0;
ui_max = 3.0;
ui_step = 0.05;
ui_label = "Bright boost dark pixels";
> = 1.25;
uniform float brightboost2 <
ui_type = "drag";
ui_min = 0.0;
ui_max = 3.0;
ui_step = 0.05;
ui_label = "Bright boost bright pixels";
> = 1.0;
uniform float glow <
ui_type = "drag";
ui_min = 1.0;
ui_max = 6.0;
ui_step = 1.0;
ui_label = "Glow pixels per axis";
> = 3.0;
uniform float quality <
ui_type = "drag";
ui_min = 0.25;
ui_max = 4.0;
ui_step = 0.05;
ui_label = "Glow quality";
> = 1.0;
uniform float glow_str <
ui_type = "drag";
ui_min = 0.0001;
ui_max = 2.0;
ui_step = 0.05;
ui_label = "Glow intensity";
> = 0.3;
uniform float nois <
ui_type = "drag";
ui_min = 0.0;
ui_max = 32.0;
ui_step = 1.0;
ui_label = "Add Noise";
> = 0.0;
uniform float postbr <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.5;
ui_step = 0.02;
ui_label = "Post Brightness";
> = 1.0;
uniform float palette_fix <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 1.0;
ui_label = "Palette Fixes. Sega, PUAE Atari ST dark colors";
> = 0.0;
uniform float Shadowmask <
ui_type = "drag";
ui_min = -1.0;
ui_max = 8.0;
ui_step = 1.;
ui_label = "Mask Type";
> = 0.0;
uniform float masksize <
ui_type = "drag";
ui_min = 1.0;
ui_max = 2.0;
ui_step = 1.0;
ui_label = "Mask Size";
> = 1.0;
uniform float MaskDark <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.1;
ui_label = "Mask dark";
> = 0.2;
uniform float MaskLight <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.1;
ui_label = "Mask light";
> = 1.5;
uniform float slotmask <
ui_type = "drag";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.05;
ui_label = "Slot Mask Strength";
> = 0.0;
uniform float slotwidth <
ui_type = "drag";
ui_min = 1.0;
ui_max = 6.0;
ui_step = 0.5;
ui_label = "Slot Mask Width";
> = 2.0;
uniform float double_slot <
ui_type = "drag";
ui_min = 1.0;
ui_max = 2.0;
ui_step = 1.0;
ui_label = "Slot Mask Height: 2x1 or 4x1";
> = 1.0;
uniform float slotms <
ui_type = "drag";
ui_min = 1.0;
ui_max = 2.0;
ui_step = 1.0;
ui_label = "Slot Mask Size";
> = 1.0;
uniform float GAMMA_OUT <
ui_type = "drag";
ui_min = 0.0;
ui_max = 4.0;
ui_step = 0.05;
ui_label = "Gamma Out";
> = 2.25;
uniform float sat <
ui_type = "drag";
ui_min = 0.0;
ui_max = 2.0;
ui_step = 0.05;
ui_label = "Saturation";
> = 1.0;
uniform float contrast <
ui_type = "drag";
ui_min = 0.00;
ui_max = 2.00;
ui_step = 0.05;
ui_label = "Contrast, 1.0:Off";
> = 1.0;
uniform float WP <
ui_type = "drag";
ui_min = -100.0;
ui_max = 100.0;
ui_step = 5.;
ui_label = "Color Temperature %";
> = 0.0;
uniform float rg <
ui_type = "drag";
ui_min = -1.0;
ui_max = 1.0;
ui_step = 0.005;
ui_label = "Red-Green Tint";
> = 0.0;
uniform float rb <
ui_type = "drag";
ui_min = -1.0;
ui_max = 1.0;
ui_step = 0.005;
ui_label = "Red-Blue Tint";
> = 0.0;
uniform float gr <
ui_type = "drag";
ui_min = -1.0;
ui_max = 1.0;
ui_step = 0.005;
ui_label = "Green-Red Tint";
> = 0.0;
uniform float gb <
ui_type = "drag";
ui_min = -1.0;
ui_max = 1.0;
ui_step = 0.005;
ui_label = "Green-Blue Tint";
> = 0.0;
uniform float br <
ui_type = "drag";
ui_min = -1.0;
ui_max = 1.0;
ui_step = 0.005;
ui_label = "Blue-Red Tint";
> = 0.0;
uniform float bg <
ui_type = "drag";
ui_min = -1.0;
ui_max = 1.0;
ui_step = 0.005;
ui_label = "Blue-Green Tint";
> = 0.0;
uniform bool vignette <
ui_type = "radio";
ui_label = "Vignette On/Off";
> = false;
uniform float vpower <
ui_type = "drag";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.01;
ui_label = "Vignette Power";
> = 0.15;
uniform float vstr <
ui_type = "drag";
ui_min = 0.0;
ui_max = 50.0;
ui_step = 1.0;
ui_label = "Vignette strength";
> = 40.0;
uniform bool alloff <
ui_type = "radio";
ui_label = "Switch off shader";
> = false;
uniform float FrameCount < source = "framecount"; >;
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
uniform float2 ViewportSize < source = "viewportsize"; >;
uniform float ViewportX < source = "viewportx"; >;
uniform float ViewportY < source = "viewporty"; >;
uniform float ViewportWidth < source = "viewportwidth"; >;
uniform float ViewportHeight < source = "viewportheight"; >;
uniform float2 ViewportOffset < source = "viewportoffset"; >;
uniform float BufferWidth < source = "bufferwidth"; >;
uniform float BufferHeight < source = "bufferheight"; >;
uniform float NativeWidth < source = "nativewidth"; >;
uniform float NativeHeight < source = "nativeheight"; >;
uniform float InternalWidth < source = "internalwidth"; >;
uniform float InternalHeight < source = "internalheight"; >;
sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
#define iTime (float(FrameCount)/2.0)
#define iTimer (float(FrameCount)/60.0)
#define SourceSize (float4(1.0/NormalizedNativePixelSize,NormalizedNativePixelSize))
#define OutputSize (ViewportSize*BufferToViewportRatio)
float2 Warp(float2 pos)
{
pos = pos * 2.0 - 1.0;
pos *= float2(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 = lerp(scanlow, scanhigh, y);
float scan = lerp(beamlow, beamhigh, l);
float ex = y * scan;
return exp2(-beam * ex * ex);
}
float3 mask(float2 x, float3 col, float l)
{
x = floor(x / masksize);
if (Shadowmask == 0.0)
{
float m = frac(x.x * 0.4999);
if (m < 0.4999) return float3(1.0, MaskDark, 1.0);
else return float3(MaskDark, 1.0, MaskDark);
}
else if (Shadowmask == 1.0)
{
float3 Mask = float3(MaskDark, MaskDark, MaskDark);
float line = MaskLight;
float odd = 0.0;
if (frac(x.x / 6.0) < 0.5) odd = 1.0;
if (frac((x.y + odd) / 2.0) < 0.5) line = MaskDark;
float m = frac(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 = frac(x.x*0.3333);
if (m < 0.3333) return float3(MaskDark, MaskDark, MaskLight);
if (m < 0.6666) return float3(MaskDark, MaskLight, MaskDark);
else return float3(MaskLight, MaskDark, MaskDark);
}
if (Shadowmask == 3.0)
{
float m = frac(x.x * 0.5);
if (m < 0.5) return float3(1.0, 1.0, 1.0);
else return float3(MaskDark, MaskDark, MaskDark);
}
else if (Shadowmask == 4.0)
{
float3 Mask = float3(col.rgb);
float line = MaskLight;
float odd = 0.0;
if (frac(x.x / 4.0) < 0.5) odd = 1.0;
if (frac((x.y + odd) / 2.0) < 0.5) line = MaskDark;
float m = frac(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)
{
float3 Mask = float3(1.0, 1.0, 1.0);
if (frac(x.x / 4.0) < 0.5)
{
if (frac(x.y / 3.0) < 0.666)
{
if (frac(x.x / 2.0) < 0.5) Mask = float3(1.0, MaskDark, 1.0);
else Mask = float3(MaskDark, 1.0, MaskDark);
}
else Mask *= l;
}
else if (frac(x.x / 4.0) >= 0.5)
{
if (frac(x.y / 3.0) > 0.333)
{
if (frac(x.x / 2.0) < 0.5) Mask = float3(1.0, MaskDark, 1.0);
else Mask = float3(MaskDark, 1.0, MaskDark);
}
else Mask *= l;
}
return Mask;
}
else if (Shadowmask == 6.0)
{
float3 Mask = float3(MaskDark, MaskDark, MaskDark);
if (frac(x.x / 6.0) < 0.5)
{
if (frac(x.y / 4.0) < 0.75)
{
if (frac(x.x / 3.0) < 0.3333) Mask.r = MaskLight;
else if (frac(x.x / 3.0) < 0.6666) Mask.g = MaskLight;
else Mask.b = MaskLight;
}
else Mask * l * 0.9;
}
else if (frac(x.x / 6.0) >= 0.5)
{
if (frac(x.y / 4.0) >= 0.5 || frac(x.y / 4.0) < 0.25)
{
if (frac(x.x / 3.0) < 0.3333) Mask.r = MaskLight;
else if (frac(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 = frac(x.x * 0.3333);
if (m < 0.3333) return float3(MaskDark, MaskLight, MaskLight * col.b); //Cyan
if (m < 0.6666) return float3(MaskLight * col.r, MaskDark, MaskLight); //Magenta
else return float3(MaskLight, MaskLight * col.g, MaskDark); //Yellow
}
else if (Shadowmask == 8.0)
{
float3 Mask = float3(MaskDark, MaskDark, MaskDark);
float bright = MaskLight;
float left = 0.0;
if (frac(x.x / 6.0) < 0.5) left = 1.0;
float m = frac(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 ((x.y % 2.0) == 1.0 && left == 1.0 || (x.y % 2.0) == 0.0 && left == 0.0)
Mask *= bright;
return Mask;
}
else return float3(1.0, 1.0, 1.0);
}
float SlotMask(float2 pos, float3 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 = frac(pos.x / mlen);
float py = floor(frac(pos.y / (2.0 * double_slot)) * 2.0 * double_slot);
float slot_dark = lerp(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;
}
float4x4 contrastMatrix(float contrast)
{
float t = (1.0 - contrast) / 2.0;
return float4x4(contrast, 0, 0, 0,
0, contrast, 0, 0,
0, 0, contrast, 0,
t, t, t, 1);
}
float3x3 vign(float l, float2 tex)
{
float2 vpos = tex;
vpos *= 1.0 - vpos.xy;
float vig = vpos.x * vpos.y * vstr;
vig = min(pow(vig, vpower), 1.0);
if (vignette == false) vig = 1.0;
return float3x3(vig, 0, 0,
0, vig, 0,
0, 0, vig);
}
float3 saturation(float3 textureColor)
{
float luminance = length(textureColor.rgb) * 0.5775;
float3 luminanceWeighting = float3(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);
float3 greyScaleColor = float3(luminance, luminance, luminance);
float3 res = float3(lerp(greyScaleColor, textureColor.rgb, sat));
return res;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////
float3 glow0 (float2 texcoord, float3 col)
{
// the more quality, the smaller the offset and better quality, less visible glow too
float2 size = SourceSize.zw/quality;
float3 c01;
float3 sum = float3(0.0, 0.0, 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)
{
float2 offset = float2(x, y) * size;
c01 = tex2D(sBackBuffer, texcoord + offset).rgb*factor; c01 = c01*c01;
sum += c01;
}
}
return (glow_str * sum / (glow * glow )) ;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////
float noise(float2 co)
{
return frac(sin(iTimer * dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
}
float corner0(float2 coord)
{
coord = (coord - float2(0.5, 0.5)) * 1.0 + float2(0.5, 0.5);
coord = min(coord, float2(1.0, 1.0) - coord) * float2(1.0, SourceSize.y / SourceSize.x);
float2 cdist = float2(corner, corner);
coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord));
return clamp((cdist.x - dist) * smoothness, 0.0, 1.0);
}
static const float3x3 D65_to_XYZ = float3x3(
0.4306190, 0.2220379, 0.0201853,
0.3415419, 0.7066384, 0.1295504,
0.1783091, 0.0713236, 0.9390944);
static const float3x3 XYZ_to_D65 = float3x3(
3.0628971, -0.9692660, 0.0678775,
-1.3931791, 1.8760108, -0.2288548,
-0.4757517, 0.0415560, 1.0693490);
static const float3x3 D50_to_XYZ = float3x3(
0.4552773, 0.2323025, 0.0145457,
0.3675500, 0.7077956, 0.1049154,
0.1413926, 0.0599019, 0.7057489);
static const float3x3 XYZ_to_D50 = float3x3(
2.9603944, -0.9787684, 0.0844874,
-1.4678519, 1.9161415, -0.2545973,
-0.4685105, 0.0334540, 1.4216174);
float4 PS_CRT_CONSUMER(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
{
float2 pos = Warp(vTexCoord.xy);
float2 tex_size = SourceSize.xy;
float2 pC4 = (pos + 0.5/tex_size);
float2 fp = frac(pos * tex_size);
if (inter == false && tex_size.y > 400.0){ fp.y = frac(pos.y * tex_size.y*1.0/Downscale);}
float4 res = float4(1.0, 1.0, 1.0, 1.0);
if (alloff == true)
res = tex2D(sBackBuffer, pC4);
else
{
float2 texel = pos * tex_size;
float2 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.
float2 center_dist = fp - 0.5;
float2 fpp = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
float2 mod_texel = texel_floored + fpp;
float2 coords = mod_texel / SourceSize.xy;
float3 sample1 = tex2D(sBackBuffer, float2(coords.x + blurx*SourceSize.z, coords.y - blury*SourceSize.w)).rgb;
float3 sample2 = tex2D(sBackBuffer, coords).rgb;
float3 sample3 = tex2D(sBackBuffer, float2(coords.x - blurx*SourceSize.z, coords.y + blury*SourceSize.w )).rgb;
float3 color = float3(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)
{
float3 warmer = mul(color, D50_to_XYZ);
warmer = mul(warmer, XYZ_to_D65);
float3 cooler = mul(color, D65_to_XYZ);
cooler = mul(cooler, XYZ_to_D50);
float m = abs(WP) / 100.0;
float3 comp = (WP < 0.0) ? cooler : warmer;
comp = clamp(comp, 0.0, 1.0);
color = float3(lerp(color, comp, m));
}
float3x3 hue = float3x3 (1., rg, rb, //red tint
gr, 1., gb, //green tint
br, bg, 1.); //blue tint
color = mul(color, hue);
color = (2.0*pow(color,float3(2.8, 2.8, 2.8))) - pow(color,float3(3.6, 3.6, 3.6));
float lum = color.r * 0.3 + color.g * 0.6 + color.b * 0.1;
float f = frac(fp.y -0.5);
if (inter == true && 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 *= lerp(mask((vTexCoord * OutputSize.xy), color,lum1), float3(1.0, 1.0, 1.0), lum1*preserve);
if (slotmask != 0.0) color *= SlotMask((vTexCoord * OutputSize.xy) * 1.0001, color);
color *= lerp(brightboost1, brightboost2, max(max(color.r, color.g), color.b));
color = pow(color,float3(1.0 / GAMMA_OUT, 1.0 / GAMMA_OUT, 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 *= lerp(1.0, postbr, lum);
res = float4(color, 1.0);
if (contrast != 1.0) res = mul(res, contrastMatrix(contrast));
if (inter == true && SourceSize.y > 400.0 && frac(iTime) < 0.5) res = res * 0.95;
res.rgb = mul(res.rgb, vign(lum, vTexCoord));
}
return res;
}
technique CRT_CONSUMER
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_CRT_CONSUMER;
}
}