mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 14:25:37 +00:00
244 lines
6.4 KiB
HLSL
244 lines
6.4 KiB
HLSL
#include "ReShade.fxh"
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale-reshade: A port of TroggleMonkey's crt-royale from libretro to ReShade.
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// Copyright (C) 2020 Alex Gunter <akg7634@gmail.com>
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//
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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 any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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// Enable or disable the shader
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#ifndef CONTENT_BOX_VISIBLE
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#define CONTENT_BOX_VISIBLE 0
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#endif
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#include "crt-royale/shaders/content-box.fxh"
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#if !CONTENT_BOX_VISIBLE
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#include "crt-royale/shaders/input-blurring.fxh"
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#include "crt-royale/shaders/electron-beams.fxh"
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#include "crt-royale/shaders/blurring.fxh"
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#include "crt-royale/shaders/deinterlace.fxh"
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#include "crt-royale/shaders/phosphor-mask.fxh"
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#include "crt-royale/shaders/brightpass.fxh"
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#include "crt-royale/shaders/bloom.fxh"
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#include "crt-royale/shaders/geometry-aa-last-pass.fxh"
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#endif
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technique CRT_Royale
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{
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// Toggle the content box to help users configure it
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#if CONTENT_BOX_VISIBLE
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pass contentBoxPass
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{
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// content-box.fxh
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// Draw a box that displays the crop we'll perform.
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VertexShader = PostProcessVS;
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PixelShader = contentBoxPixelShader;
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}
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#else
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#if ENABLE_PREBLUR
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pass PreblurVert
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{
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// input-blurring.fxh
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// Optionally blur the input buffer a little
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VertexShader = contentCropVS;
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PixelShader = preblurVertPS;
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RenderTarget = texPreblurVert;
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PrimitiveTopology = TRIANGLESTRIP;
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VertexCount = 4;
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}
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pass PreblurHoriz
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{
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// input-blurring.fxh
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VertexShader = PostProcessVS;
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PixelShader = preblurHorizPS;
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RenderTarget = texPreblurHoriz;
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}
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#endif
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pass beamDistPass
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{
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// electron-beams.fxh
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// Simulate emission of the interlaced video as electron beams.
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VertexShader = calculateBeamDistsVS;
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PixelShader = calculateBeamDistsPS;
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RenderTarget = texBeamDist;
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// This lets us improve performance by only computing the mask every k frames
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ClearRenderTargets = false;
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}
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pass electronBeamPass
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{
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// electron-beams.fxh
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// Simulate emission of the interlaced video as electron beams.
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VertexShader = simulateEletronBeamsVS;
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PixelShader = simulateEletronBeamsPS;
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RenderTarget = texElectronBeams;
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// If the preblur passes are disabled, we have to crop in this pass
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#if !ENABLE_PREBLUR
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PrimitiveTopology = TRIANGLESTRIP;
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VertexCount = 4;
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#endif
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}
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pass beamConvergencePass
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{
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// electron-beams.fxh
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// Simulate beam convergence miscalibration
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// Not to be confused with beam purity
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VertexShader = beamConvergenceVS;
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PixelShader = beamConvergencePS;
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RenderTarget = texBeamConvergence;
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}
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pass bloomApproxPassVert
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{
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// bloom.fxh
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VertexShader = PostProcessVS;
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PixelShader = approximateBloomVertPS;
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RenderTarget = texBloomApproxVert;
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}
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pass bloomApproxPassHoriz
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{
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// bloom.fxh
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VertexShader = PostProcessVS;
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PixelShader = approximateBloomHorizPS;
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RenderTarget = texBloomApproxHoriz;
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}
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pass blurVerticalPass
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{
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// blurring.fxh
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// Vertically blur the approx bloom
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VertexShader = blurVerticalVS;
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PixelShader = blurVerticalPS;
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RenderTarget = texBlurVertical;
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}
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pass blurHorizontalPass
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{
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// blurring.fxh
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// Horizontally blur the approx bloom
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VertexShader = blurHorizontalVS;
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PixelShader = blurHorizontalPS;
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RenderTarget = texBlurHorizontal;
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}
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pass deinterlacePass
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{
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// deinterlace.fxh
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// Optionally deinterlace the video if interlacing is enabled.
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// Can help approximate the original crt-royale's appearance
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// without some issues like image retention.
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VertexShader = deinterlaceVS;
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PixelShader = deinterlacePS;
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RenderTarget = texDeinterlace;
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}
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pass freezeFramePass
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{
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// deinterlace.fxh
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// Capture the current frame, so we can use it in the next
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// frame's deinterlacing pass.
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VertexShader = freezeFrameVS;
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PixelShader = freezeFramePS;
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RenderTarget = texFreezeFrame;
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// Explicitly disable clearing render targets
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// scanlineBlendPass will not work properly if this ever defaults to true
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ClearRenderTargets = false;
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}
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pass generatePhosphorMask
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{
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// phosphor-mask.fxh
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VertexShader = generatePhosphorMaskVS;
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PixelShader = generatePhosphorMaskPS;
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RenderTarget = texPhosphorMask;
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// This lets us improve performance by only computing the mask every k frames
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ClearRenderTargets = false;
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PrimitiveTopology = TRIANGLESTRIP;
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VertexCount = 4;
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}
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pass applyPhosphormask
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{
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// phosphor-mask.fxh
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// Tile the scaled phosphor mask and apply it to
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// the deinterlaced image.
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VertexShader = PostProcessVS;
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PixelShader = applyComputedPhosphorMaskPS;
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RenderTarget = texMaskedScanlines;
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// RenderTarget = texGeometry;
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}
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pass brightpassPass
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{
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// brightpass.fxh
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// Apply a brightpass filter for the bloom effect
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VertexShader = brightpassVS;
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PixelShader = brightpassPS;
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RenderTarget = texBrightpass;
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}
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pass bloomVerticalPass
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{
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// bloom.fxh
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// Blur vertically for the bloom effect
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VertexShader = bloomVerticalVS;
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PixelShader = bloomVerticalPS;
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RenderTarget = texBloomVertical;
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}
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pass bloomHorizontalPass
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{
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// bloom.fxh
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// Blur horizontally for the bloom effect.
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// Also apply various color changes and effects.
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VertexShader = bloomHorizontalVS;
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PixelShader = bloomHorizontalPS;
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RenderTarget = texBloomHorizontal;
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}
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pass geometryPass
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{
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// geometry-aa-last-pass.fxh
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// Apply screen geometry and anti-aliasing.
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VertexShader = geometryVS;
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PixelShader = geometryPS;
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RenderTarget = texGeometry;
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}
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pass uncropPass
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{
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// content-box.fxh
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// Uncrop the video, so we draw the game's content
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// in the same position it started in.
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VertexShader = contentUncropVS;
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PixelShader = uncropContentPixelShader;
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PrimitiveTopology = TRIANGLESTRIP;
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VertexCount = 4;
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}
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#endif
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} |