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- #pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 1.0 0.0 1.0 1.0
- #pragma parameter PHOSPHOR_BRIGHTNESS "CRT - Phosphor Brightness" 0.7 0.0 1.0 0.02
- #pragma parameter PHOSPHOR_CONTRAST "CRT - Phosphor Contrast" 0.0 0.0 1.0 0.02
- #pragma parameter InputGamma "CRT - Input gamma" 2.4 0.0 5.0 0.1
- #pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1
- #pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0
- #pragma parameter COLOR_BOOST "CRT - Color Boost" 1.5 1.0 2.0 0.05
- #pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01
- #pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01
- #pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01
- #pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 0.72 0.0 1.0 0.02
- #pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.86 0.0 1.0 0.02
- #pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 1.0 0.0 1.0 0.02
- #pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1
- #ifdef PARAMETER_UNIFORM
- uniform float PHOSPHOR;
- uniform float PHOSPHOR_BRIGHTNESS;
- uniform float PHOSPHOR_CONTRAST;
- uniform float InputGamma;
- uniform float OutputGamma;
- uniform float SHARPNESS;
- uniform float COLOR_BOOST;
- uniform float RED_BOOST;
- uniform float GREEN_BOOST;
- uniform float BLUE_BOOST;
- uniform float SCANLINES_STRENGTH;
- uniform float BEAM_MIN_WIDTH;
- uniform float BEAM_MAX_WIDTH;
- uniform float CRT_ANTI_RINGING;
- #else
- #define PHOSPHOR 1.0
- #define PHOSPHOR_BRIGHTNESS 0.7
- #define PHOSPHOR_CONTRAST 0.0
- #define InputGamma 2.4
- #define OutputGamma 2.2
- #define SHARPNESS 1.0
- #define COLOR_BOOST 1.5
- #define RED_BOOST 1.0
- #define GREEN_BOOST 1.0
- #define BLUE_BOOST 1.0
- #define SCANLINES_STRENGTH 0.72
- #define BEAM_MIN_WIDTH 0.86
- #define BEAM_MAX_WIDTH 1.0
- #define CRT_ANTI_RINGING 0.8
- #endif
- // END PARAMETERS //
- /* COMPATIBILITY
- - HLSL compilers
- - Cg compilers
- */
- /*
- Hyllian's CRT Shader
- Copyright (C) 2011-2016 Hyllian - [email protected]
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #define GAMMA_IN(color) pow(color, float3(InputGamma, InputGamma, InputGamma))
- #define GAMMA_OUT(color) pow(color, float3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
- // Horizontal cubic filter.
- // Some known filters use these values:
- // B = 0.0, C = 0.0 => Hermite cubic filter.
- // B = 1.0, C = 0.0 => Cubic B-Spline filter.
- // B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
- // B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
- // B = 0.3782, C = 0.3109 => Robidoux filter.
- // B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
- // B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
- // For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
- // Change these params to configure the horizontal filter.
- const static float B = 0.0;
- const static float C = 0.5;
- const static float4x4 invX = float4x4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
- (12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
- -(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
- (B + 6.0*C)/6.0, -C, 0.0, 0.0);
- struct input
- {
- float2 video_size;
- float2 texture_size;
- float2 output_size;
- float frame_count;
- float frame_direction;
- float frame_rotation;
- };
- struct out_vertex {
- float2 texCoord : TEXCOORD0;
- };
- /* VERTEX_SHADER */
- out_vertex main_vertex
- (
- float4 position : POSITION,
- out float4 oPosition : POSITION,
- float2 texCoord : TEXCOORD0,
- uniform float4x4 modelViewProj,
- uniform input IN
- )
- {
- oPosition = mul(modelViewProj, position);
- out_vertex OUT = {
- texCoord
- };
- return OUT;
- }
- float4 main_fragment(in out_vertex VAR, uniform sampler2D s_p : TEXUNIT0, uniform input IN) : COLOR
- {
- float2 TextureSize = float2(SHARPNESS*IN.texture_size.x, IN.texture_size.y);
- float3 color;
- float2 dx = float2(1.0/TextureSize.x, 0.0);
- float2 dy = float2(0.0, 1.0/TextureSize.y);
- float2 pix_coord = VAR.texCoord*TextureSize+float2(-0.5,0.5);
- float2 tc = (floor(pix_coord)+float2(0.5,0.5))/TextureSize;
- float2 fp = frac(pix_coord);
- float3 c00 = GAMMA_IN(tex2D(s_p, tc - dx - dy).xyz);
- float3 c01 = GAMMA_IN(tex2D(s_p, tc - dy).xyz);
- float3 c02 = GAMMA_IN(tex2D(s_p, tc + dx - dy).xyz);
- float3 c03 = GAMMA_IN(tex2D(s_p, tc + 2.0*dx - dy).xyz);
- float3 c10 = GAMMA_IN(tex2D(s_p, tc - dx).xyz);
- float3 c11 = GAMMA_IN(tex2D(s_p, tc ).xyz);
- float3 c12 = GAMMA_IN(tex2D(s_p, tc + dx).xyz);
- float3 c13 = GAMMA_IN(tex2D(s_p, tc + 2.0*dx).xyz);
- // Get min/max samples
- float3 min_sample = min(min(c01,c11), min(c02,c12));
- float3 max_sample = max(max(c01,c11), max(c02,c12));
- float4x3 color_matrix0 = float4x3(c00, c01, c02, c03);
- float4x3 color_matrix1 = float4x3(c10, c11, c12, c13);
- float4 invX_Px = mul(invX, float4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
- float3 color0 = mul(invX_Px, color_matrix0);
- float3 color1 = mul(invX_Px, color_matrix1);
- // Anti-ringing
- float3 aux = color0;
- color0 = clamp(color0, min_sample, max_sample);
- color0 = lerp(aux, color0, CRT_ANTI_RINGING);
- aux = color1;
- color1 = clamp(color1, min_sample, max_sample);
- color1 = lerp(aux, color1, CRT_ANTI_RINGING);
- float pos0 = fp.y;
- float pos1 = 1 - fp.y;
- float3 lum0 = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), color0);
- float3 lum1 = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), color1);
- float3 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0);
- float3 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0);
- d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
- d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
- color = clamp(color0*d0+color1*d1, 0.0, 1.0);
- color *= COLOR_BOOST*float3(RED_BOOST, GREEN_BOOST, BLUE_BOOST);
- float mod_factor = VAR.texCoord.x * IN.output_size.x * IN.texture_size.x / IN.video_size.x;
- float col_factor = PHOSPHOR_BRIGHTNESS * (1 - PHOSPHOR_CONTRAST + PHOSPHOR_CONTRAST * (color.r + color.g + color.b)/3);
- float3 dotMaskWeights = lerp(
- float3(1.0, col_factor, 1.0),
- float3(col_factor, 1.0, col_factor),
- floor(fmod(mod_factor, 2.0))
- );
- color.rgb *= lerp(float3(1.0), dotMaskWeights, PHOSPHOR);
- color = GAMMA_OUT(color);
- return float4(color, 1.0);
- }
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