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crt-hyllian-variable-beam-width-v7b

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Apr 16th, 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. const static float pi = 3.1415926535897932384626433832795;
  28.  
  29. const static float3x3 yuv = float3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
  30.  
  31. // Control scanlines transparency by changing this param below. Use always values between 0.0 and 1.0.
  32. #define SCANLINES_STRENGTH 1.0
  33.  
  34. // Control the beam width range by changing these two params below. Use always values between 0.0 and 1.0.
  35. #define BEAM_MIN_WIDTH 0.1
  36. #define BEAM_MAX_WIDTH 0.7
  37.  
  38. // You can saturate colors using this parameter.
  39. #define COLOR_BOOST 2.0
  40.  
  41. // This param change the threshold from where the beam gets thicker.
  42. #define BEAM_WIDTH_SENSITIVITY 0.5
  43.  
  44. // Cool tint. Controls the blue level. CRT TVs from the 90's had a blue tint.
  45. // To turn OFF this effect, use 1.0 value.
  46. #define CRT_TV_BLUE_TINT 1.15
  47.  
  48.  
  49.  
  50.  
  51. #define SINC2(X)\
  52. (X<(1E-5)) ? 1.0 : sin(pi*X)*sin(pi*X)/(pi*X*pi*X);
  53.  
  54.  
  55. // Constants used with gamma correction.
  56. #define InputGamma 2.4
  57. #define OutputGamma 2.2
  58.  
  59. #define GAMMA_IN(color) pow(color, float4(InputGamma, InputGamma, InputGamma, InputGamma))
  60. #define GAMMA_OUT(color) pow(color, float4(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
  61.  
  62.  
  63. const static float4x4 invX = float4x4(-1.0/6.0, 0.5, -1.0/3.0, 0.0,
  64. 0.5, -1.0, -0.5, 1.0,
  65. -0.5, 0.5, 1.0, 0.0,
  66. 1.0/6.0, 0.0, -1.0/6.0, 0.0);
  67.  
  68.  
  69.  
  70. struct input
  71. {
  72. float2 video_size;
  73. float2 texture_size;
  74. float2 output_size;
  75. float frame_count;
  76. float frame_direction;
  77. float frame_rotation;
  78. };
  79.  
  80.  
  81. struct out_vertex {
  82. float2 texCoord;
  83. float4 t1;
  84. float4 t2;
  85. float4 t3;
  86. float4 t4;
  87. float4 t5;
  88. float4 t6;
  89. float4 t7;
  90. float2 t8;
  91. };
  92.  
  93. /* VERTEX_SHADER */
  94. out_vertex main_vertex
  95. (
  96. float4 position : POSITION,
  97. out float4 oPosition : POSITION,
  98. float2 tex1 : TEXCOORD0,
  99.  
  100. uniform float4x4 modelViewProj,
  101. uniform input IN
  102. )
  103. {
  104. float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
  105. float dx = ps.x;
  106. float dy = ps.y;
  107.  
  108. float2 tex = tex1+float2(0.0000001, 0.0000001)+ps*float2(-0.5, 1.0);
  109. oPosition = mul(modelViewProj, position);
  110.  
  111. out_vertex OUT = {
  112. tex,
  113. float4(tex,tex) + float4( -dx, -dy, 0.0, -dy),
  114. float4(tex,tex) + float4( dx, -dy, 2.0*dx, -dy),
  115. float4(tex,tex) + float4( -dx, 0.0, dx, 0.0),
  116. float4(tex,tex) + float4(2.0*dx, 0.0, -dx, dy),
  117. float4(tex,tex) + float4( 0.0, dy, dx, dy),
  118. float4(tex,tex) + float4(2.0*dx, dy, -dx, 2.0*dy),
  119. float4(tex,tex) + float4( 0.0, 2.0*dy, dx, 2.0*dy),
  120. tex + float2(2.0*dx, 2.0*dy)
  121. };
  122. /*
  123. out_vertex OUT = {
  124. tex,
  125. float4(tex,tex) + float4(-2.0*dx, 0.0, -dx, 0.0),
  126. float4(tex,tex) + float4( dx, 0.0,-2.0*dx, dy),
  127. float4(tex,tex) + float4( -dx, dy, 0.0, dy),
  128. float4(tex,tex) + float4( dx, dy,-2.0*dx, 2.0*dy),
  129. float4(tex,tex) + float4( -dx, 2.0*dy, 0.0, 2.0*dy),
  130. float4(tex,tex) + float4( dx, 2.0*dy,-2.0*dx, 3.0*dy),
  131. float4(tex,tex) + float4( -dx, 3.0*dy, 0.0, 3.0*dy),
  132. tex + float2( dx, 3.0*dy)
  133. };
  134. */
  135. return OUT;
  136. }
  137.  
  138.  
  139. float4 main_fragment(in out_vertex VAR, uniform sampler2D s_p : TEXUNIT0, uniform input IN) : COLOR
  140. {
  141.  
  142. float2 fp = frac(VAR.texCoord*IN.texture_size);
  143.  
  144.  
  145. // float2 fps = 0.0;
  146.  
  147. float3 c00 = tex2D(s_p, VAR.t1.xy).xyz;
  148. float3 c01 = tex2D(s_p, VAR.t1.zw).xyz;
  149. float3 c02 = tex2D(s_p, VAR.t2.xy).xyz;
  150. float3 c03 = tex2D(s_p, VAR.t2.zw).xyz;
  151. float3 c10 = tex2D(s_p, VAR.t3.xy).xyz;
  152. float3 c11 = tex2D(s_p, VAR.texCoord).xyz;
  153. float3 c12 = tex2D(s_p, VAR.t3.zw).xyz;
  154. float3 c13 = tex2D(s_p, VAR.t4.xy).xyz;
  155. float3 c20 = tex2D(s_p, VAR.t4.zw).xyz;
  156. float3 c21 = tex2D(s_p, VAR.t5.xy).xyz;
  157. float3 c22 = tex2D(s_p, VAR.t5.zw).xyz;
  158. float3 c23 = tex2D(s_p, VAR.t6.xy).xyz;
  159. float3 c30 = tex2D(s_p, VAR.t6.zw).xyz;
  160. float3 c31 = tex2D(s_p, VAR.t7.xy).xyz;
  161. float3 c32 = tex2D(s_p, VAR.t7.zw).xyz;
  162. float3 c33 = tex2D(s_p, VAR.t8.xy).xyz;
  163.  
  164.  
  165. float4x4 red_matrix = float4x4(c00.x, c01.x, c02.x, c03.x,
  166. c10.x, c11.x, c12.x, c13.x,
  167. c20.x, c21.x, c22.x, c23.x,
  168. c30.x, c31.x, c32.x, c33.x);
  169.  
  170. float4x4 green_matrix = float4x4(c00.y, c01.y, c02.y, c03.y,
  171. c10.y, c11.y, c12.y, c13.y,
  172. c20.y, c21.y, c22.y, c23.y,
  173. c30.y, c31.y, c32.y, c33.y);
  174.  
  175. float4x4 blue_matrix = float4x4(c00.z, c01.z, c02.z, c03.z,
  176. c10.z, c11.z, c12.z, c13.z,
  177. c20.z, c21.z, c22.z, c23.z,
  178. c30.z, c31.z, c32.z, c33.z);
  179.  
  180.  
  181. float4x1 invX_Px = mul(invX, float4x1(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
  182.  
  183.  
  184. float red = mul( red_matrix, invX_Px);
  185. float green = mul(green_matrix, invX_Px);
  186. float blue = mul( blue_matrix, invX_Px);
  187.  
  188. float2 pos = abs(fp - float2(0.5));
  189.  
  190. //float3 Y = mul( float3x3(c01, c02, c00), yuv[0] );
  191. //Y = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), Y);
  192. //float2 Y;
  193. //Y.x = max(c01.r, max(c01.g, c01.b));
  194. //Y.y = max(c02.r, max(c02.g, c02.b));
  195. //Y = lerp(float2(BEAM_MIN_WIDTH), float2(BEAM_MAX_WIDTH), Y);
  196. //Y.x = (c01.r + c01.g + c01.b)/3;
  197. //Y.y = (c02.r + c02.g + c02.b)/3;
  198. //Y=pow(Y,BEAM_WIDTH_SENSITIVITY);
  199. //float lum = (Y.x*(1.5-pos.x) + Y.y*(0.5+pos.x) + Y.z*(0.5-pos.x))/(2.5-pos.x);
  200. //float lum = lerp(Y.x,Y.y, 1.0-Y.x);
  201.  
  202. //float d = clamp(pos.y/lum, 0.0, 1.0);
  203. c01 = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), c01);
  204. c02 = lerp(float3(BEAM_MIN_WIDTH), float3(BEAM_MAX_WIDTH), c02);
  205. c01=pow(c01,BEAM_WIDTH_SENSITIVITY);
  206. c02=pow(c02,BEAM_WIDTH_SENSITIVITY);
  207. float3 lum = lerp(c01,c02, 1.0-c01);
  208. float3 d = clamp(pos.y/lum, 0.0, 1.0);
  209.  
  210. d = smoothstep(0.0, 1.0, 1.0-d);
  211.  
  212. d = SCANLINES_STRENGTH*(d-1.0)+1.0;
  213.  
  214. float3 color = float3(red, green, blue);
  215. //float3 color = c11.rgb;
  216.  
  217.  
  218. color.b *= CRT_TV_BLUE_TINT;
  219.  
  220. color = clamp(color*d, 0.0, 1.0);
  221.  
  222. float mod_factor = VAR.texCoord.x * IN.output_size.x * IN.texture_size.x / IN.video_size.x;
  223.  
  224. float3 dotMaskWeights = lerp(
  225. float3(1.0, 0.7, 1.0),
  226. float3(0.7, 1.0, 0.7),
  227. floor(fmod(mod_factor, 2.0))
  228. );
  229.  
  230.  
  231.  
  232.  
  233. color = GAMMA_IN(color);
  234. color.rgb *= dotMaskWeights;
  235. color = color*COLOR_BOOST;
  236. color = GAMMA_OUT(color);
  237.  
  238. return float4(color, 1.0);
  239. }
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