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crt-hyllian-v12 (for testing)

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Apr 24th, 2014
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  1. /* COMPATIBILITY
  2. - HLSL compilers
  3. - Cg compilers
  4. */
  5.  
  6. /*
  7. Hyllian's CRT Shader
  8.  
  9. Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
  10.  
  11. This program is free software; you can redistribute it and/or
  12. modify it under the terms of the GNU General Public License
  13. as published by the Free Software Foundation; either version 2
  14. of the License, or (at your option) any later version.
  15.  
  16. This program is distributed in the hope that it will be useful,
  17. but WITHOUT ANY WARRANTY; without even the implied warranty of
  18. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  19. GNU General Public License for more details.
  20.  
  21. You should have received a copy of the GNU General Public License
  22. along with this program; if not, write to the Free Software
  23. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
  24.  
  25. */
  26.  
  27.  
  28. // Uncomment to increase the sharpness of the scanlines.
  29. //#define SHARPER
  30.  
  31. // Control the level of sharpness when SHARPER is enabled.
  32. #define SHARPNESS 2.0
  33.  
  34. // Comment next line if you don't desire the phosphor effect.
  35. #define PHOSPHOR
  36.  
  37. // Uncomment to enable adjustment of red and green saturation.
  38. //#define RED_GREEN_CONTROL
  39.  
  40. // Control red and green saturation when RED_GREEN_CONTROL is enabled.
  41. #define RED_BOOST 1.0
  42. #define GREEN_BOOST 1.0
  43.  
  44. // Control scanlines transparency by changing this param below. Use always values between 0.0 and 1.0.
  45. #define SCANLINES_STRENGTH 0.7
  46.  
  47. // Control the beam width range by changing these two params below. Use always values between 0.0 and 1.0.
  48. #define BEAM_MIN_WIDTH 0.1
  49. #define BEAM_MAX_WIDTH 1.0
  50.  
  51. // You can saturate all colors using this parameter.
  52. #define COLOR_BOOST 1.2
  53.  
  54. // This param change the threshold from where the beam gets thicker.
  55. #define BEAM_WIDTH_SENSITIVITY 0.5
  56.  
  57. // Cool tint. Controls the blue level. CRT TVs from the 90's had a blue tint.
  58. // To turn OFF this effect, use 1.0 value.
  59. #define CRT_TV_BLUE_TINT 1.05
  60.  
  61.  
  62. // Constants used with gamma correction.
  63. #define InputGamma 2.4
  64. #define OutputGamma 2.2
  65.  
  66. #define GAMMA_IN(color) pow(color, float3(InputGamma, InputGamma, InputGamma))
  67. #define GAMMA_OUT(color) pow(color, float3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
  68.  
  69.  
  70. const static float4x4 invX = float4x4( -0.5, 1.0, -0.5, 0.0,
  71. 1.5, -2.5, 0.0, 1.0,
  72. -1.5, 2.0, 0.5, 0.0,
  73. 0.5, -0.5, 0.0, 0.0);
  74.  
  75.  
  76.  
  77. struct input
  78. {
  79. float2 video_size;
  80. float2 texture_size;
  81. float2 output_size;
  82. float frame_count;
  83. float frame_direction;
  84. float frame_rotation;
  85. };
  86.  
  87.  
  88. struct out_vertex {
  89. float2 texCoord;
  90. };
  91.  
  92. /* VERTEX_SHADER */
  93. out_vertex main_vertex
  94. (
  95. float4 position : POSITION,
  96. out float4 oPosition : POSITION,
  97. float2 texCoord : TEXCOORD0,
  98.  
  99.  
  100. uniform float4x4 modelViewProj,
  101. uniform input IN
  102. )
  103. {
  104. #ifdef SHARPER
  105. float2 TextureSize = float2(SHARPNESS*IN.texture_size.x, IN.texture_size.y);
  106. #else
  107. float2 TextureSize = IN.texture_size;
  108. #endif
  109. float2 ps = 1.0/TextureSize;
  110.  
  111. oPosition = mul(modelViewProj, position);
  112.  
  113. out_vertex OUT = {
  114. texCoord + ps*float2(-0.49, 0.0)
  115.  
  116. };
  117.  
  118. return OUT;
  119. }
  120.  
  121.  
  122. float4 main_fragment(in out_vertex VAR, uniform sampler2D s_p : TEXUNIT0, uniform input IN) : COLOR
  123. {
  124. #ifdef SHARPER
  125. float2 TextureSize = float2(SHARPNESS*IN.texture_size.x, IN.texture_size.y);
  126. #else
  127. float2 TextureSize = IN.texture_size;
  128. #endif
  129.  
  130. float2 dx = float2(1.0/TextureSize.x, 0.0);
  131. float2 dy = float2(0.0, 1.0/TextureSize.y);
  132.  
  133. float2 tc = (floor(VAR.texCoord*TextureSize)+float2(0.5,0.5))/TextureSize;
  134.  
  135. float2 fp = frac(VAR.texCoord*TextureSize);
  136.  
  137. float3 c10 = tex2D(s_p, tc - 1.0*dx).xyz;
  138. float3 c11 = tex2D(s_p, tc ).xyz;
  139. float3 c12 = tex2D(s_p, tc + dx).xyz;
  140. float3 c13 = tex2D(s_p, tc + 2.0*dx).xyz;
  141.  
  142. float4x3 color_matrix = float4x3(c10, c11, c12, c13);
  143.  
  144. float4 invX_Px = mul(invX, float4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
  145. float3 color = mul(invX_Px, color_matrix);
  146.  
  147. float pos = abs(fp.y - 0.5);
  148.  
  149. float3 lum = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), color);
  150. lum = pow(lum,float3(BEAM_WIDTH_SENSITIVITY));
  151.  
  152. float3 d = clamp(pos/lum, 0.0, 1.0);
  153.  
  154. d = smoothstep(0.0, 1.0, 1.0-d);
  155.  
  156. d = SCANLINES_STRENGTH*(d-1.0)+1.0;
  157.  
  158. #ifdef RED_GREEN_CONTROL
  159. color.rgb *= float3(RED_BOOST, GREEN_BOOST, CRT_TV_BLUE_TINT);
  160. #else
  161. color.b *= CRT_TV_BLUE_TINT;
  162. #endif
  163.  
  164. color = clamp(color*d, 0.0, 1.0);
  165.  
  166. #ifdef PHOSPHOR
  167. float mod_factor = VAR.texCoord.x * IN.output_size.x * IN.texture_size.x / IN.video_size.x;
  168.  
  169. float3 dotMaskWeights = lerp(
  170. float3(1.0, 0.7, 1.0),
  171. float3(0.7, 1.0, 0.7),
  172. floor(fmod(mod_factor, 2.0))
  173. );
  174. #endif
  175.  
  176. color = GAMMA_IN(color);
  177.  
  178. #ifdef PHOSPHOR
  179. color.rgb *= dotMaskWeights;
  180. #endif
  181.  
  182. color *= COLOR_BOOST;
  183. color = GAMMA_OUT(color);
  184.  
  185. return float4(color, 1.0);
  186. }
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