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- /*
- CRT Shader by EasyMode
- License: GPL
- A flat CRT shader ideally for 1080p or higher displays.
- Recommended Settings:
- Video
- - Aspect Ratio: 4:3
- - Integer Scale: Off
- Shader
- - Filter: Nearest
- - Scale: Don't Care
- Example RGB Mask Parameter Settings:
- Aperture Grille (Default)
- - Dot Width: 1
- - Dot Height: 1
- - Stagger: 0
- Lottes' Shadow Mask
- - Dot Width: 2
- - Dot Height: 1
- - Stagger: 3
- */
- #pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.5 0.0 1.0 0.05
- #pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05
- #pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.01
- #pragma parameter MASK_DOT_WIDTH "Mask Dot Width" 1.0 1.0 100.0 1.0
- #pragma parameter MASK_DOT_HEIGHT "Mask Dot Height" 1.0 1.0 100.0 1.0
- #pragma parameter MASK_STAGGER "Mask Stagger" 0.0 0.0 100.0 1.0
- #pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0
- #pragma parameter SCANLINE_STRENGTH "Scanline Strength" 1.0 0.0 1.0 0.05
- #pragma parameter SCANLINE_BEAM_WIDTH_MIN "Scanline Beam Width Min." 1.5 0.5 5.0 0.5
- #pragma parameter SCANLINE_BEAM_WIDTH_MAX "Scanline Beam Width Max." 1.5 0.5 5.0 0.5
- #pragma parameter SCANLINE_BRIGHT_MIN "Scanline Brightness Min." 0.35 0.0 1.0 0.05
- #pragma parameter SCANLINE_BRIGHT_MAX "Scanline Brightness Max." 0.65 0.0 1.0 0.05
- #pragma parameter SCANLINE_CUTOFF "Scanline Cutoff" 400.0 1.0 1000.0 1.0
- #pragma parameter GAMMA_INPUT "Gamma Input" 2.0 0.1 5.0 0.1
- #pragma parameter GAMMA_OUTPUT "Gamma Output" 1.8 0.1 5.0 0.1
- #pragma parameter BRIGHT_BOOST "Brightness Boost" 1.2 1.0 2.0 0.01
- #pragma parameter DILATION "Dilation" 1.0 0.0 1.0 1.0
- #ifdef PARAMETER_UNIFORM
- uniform float BRIGHT_BOOST;
- uniform float DILATION;
- uniform float GAMMA_INPUT;
- uniform float GAMMA_OUTPUT;
- uniform float MASK_SIZE;
- uniform float MASK_STAGGER;
- uniform float MASK_STRENGTH;
- uniform float MASK_DOT_HEIGHT;
- uniform float MASK_DOT_WIDTH;
- uniform float SCANLINE_CUTOFF;
- uniform float SCANLINE_BEAM_WIDTH_MAX;
- uniform float SCANLINE_BEAM_WIDTH_MIN;
- uniform float SCANLINE_BRIGHT_MAX;
- uniform float SCANLINE_BRIGHT_MIN;
- uniform float SCANLINE_STRENGTH;
- uniform float SHARPNESS_H;
- uniform float SHARPNESS_V;
- #else
- #define BRIGHT_BOOST 1.2
- #define DILATION 1.0
- #define GAMMA_INPUT 2.0
- #define GAMMA_OUTPUT 1.8
- #define MASK_SIZE 1.0
- #define MASK_STAGGER 0.0
- #define MASK_STRENGTH 0.3
- #define MASK_DOT_HEIGHT 1.0
- #define MASK_DOT_WIDTH 1.0
- #define SCANLINE_BEAM_WIDTH_MAX 1.5
- #define SCANLINE_BEAM_WIDTH_MIN 1.5
- #define SCANLINE_BRIGHT_MAX 0.65
- #define SCANLINE_BRIGHT_MIN 0.35
- #define SCANLINE_CUTOFF 400.0
- #define SCANLINE_STRENGTH 1.0
- #define SHARPNESS_H 0.5
- #define SHARPNESS_V 1.0
- #endif
- #define FIX(c) max(abs(c), 1e-5)
- #define PI 3.141592653589
- #define TEX2D(c) dilate(tex2D(tex, c))
- // Set to 0 to use linear filter and gain speed
- #define ENABLE_LANCZOS 1
- void main_vertex
- (
- float4 position : POSITION,
- out float4 oPosition : POSITION,
- uniform float4x4 modelViewProj,
- float2 tex : TEXCOORD,
- out float2 oTex : TEXCOORD
- )
- {
- oPosition = mul(modelViewProj, position);
- oTex = tex;
- }
- struct input
- {
- float2 video_size;
- float2 texture_size;
- float2 output_size;
- float frame_count;
- float frame_direction;
- float frame_rotation;
- };
- float4 dilate(float4 col)
- {
- float4 x = lerp(float4(1.0), col, DILATION);
- return col * x;
- }
- float curve_distance(float x, float sharp)
- {
- /*
- apply half-circle s-curve to distance for sharper (more pixelated) interpolation
- single line formula for Graph Toy:
- 0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
- */
- float x_step = step(0.5, x);
- float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
- return lerp(x, curve, sharp);
- }
- float4x4 get_color_matrix(sampler2D tex, float2 co, float2 dx)
- {
- return float4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
- }
- float3 filter_lanczos(float4 coeffs, float4x4 color_matrix)
- {
- float4 col = mul(coeffs, color_matrix);
- float4 sample_min = min(color_matrix[1], color_matrix[2]);
- float4 sample_max = max(color_matrix[1], color_matrix[2]);
- col = clamp(col, sample_min, sample_max);
- return col.rgb;
- }
- float4 main_fragment(uniform sampler2D tex : TEXUNIT0, float2 coords : TEXCOORD0, uniform input IN) : COLOR
- {
- float2 dx = float2(1.0 / IN.texture_size.x, 0.0);
- float2 dy = float2(0.0, 1.0 / IN.texture_size.y);
- float2 pix_co = coords * IN.texture_size - float2(0.5, 0.5);
- float2 tex_co = (floor(pix_co) + float2(0.5, 0.5)) / IN.texture_size;
- float2 dist = frac(pix_co);
- float curve_x;
- float3 col, col2;
- #if ENABLE_LANCZOS
- curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
- float4 coeffs = PI * float4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
- coeffs = FIX(coeffs);
- coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
- coeffs /= dot(coeffs, float4(1.0));
- col = filter_lanczos(coeffs, get_color_matrix(tex, tex_co, dx));
- col2 = filter_lanczos(coeffs, get_color_matrix(tex, tex_co + dy, dx));
- #else
- curve_x = curve_distance(dist.x, SHARPNESS_H);
- col = lerp(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
- col2 = lerp(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
- #endif
- col = lerp(col, col2, curve_distance(dist.y, SHARPNESS_V));
- col = pow(col, float3(GAMMA_INPUT / (DILATION + 1.0)));
- float luma = dot(float3(0.2126, 0.7152, 0.0722), col);
- float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0;
- float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
- float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
- float scan_weight = 1.0 - pow(cos(coords.y * 2.0 * PI * IN.texture_size.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
- float mask = 1.0 - MASK_STRENGTH;
- float2 mod_fac = floor(coords * IN.output_size * IN.texture_size / (IN.video_size * float2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
- int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
- float3 mask_weight;
- if (dot_no == 0) mask_weight = float3(1.0, mask, mask);
- else if (dot_no == 1) mask_weight = float3(mask, 1.0, mask);
- else mask_weight = float3(mask, mask, 1.0);
- if (IN.video_size.y >= SCANLINE_CUTOFF) scan_weight = 1.0;
- col2 = col.rgb;
- col *= float3(scan_weight);
- col = lerp(col, col2, scan_bright);
- col *= mask_weight;
- col = pow(col, float3(1.0 / GAMMA_OUTPUT));
- return float4(col * BRIGHT_BOOST, 1.0);
- }
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