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crt-hyllian - variable beam width test - v5 - fix3

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Apr 9th, 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 - [email protected]
  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. #define SCANLINES 0.4
  32.  
  33.  
  34. #define SINC2(X)\
  35. (X<(1E-5)) ? 1.0 : sin(pi*X)*sin(pi*X)/(pi*X*pi*X);
  36.  
  37.  
  38. // Constants used with gamma correction.
  39. #define InputGamma 2.4
  40. #define OutputGamma 2.2
  41.  
  42. #define GAMMA_IN(color) pow(color, float4(InputGamma, InputGamma, InputGamma, InputGamma))
  43. #define GAMMA_OUT(color) pow(color, float4(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
  44.  
  45.  
  46. const static float4x4 invX = float4x4(-1.0/6.0, 0.5, -1.0/3.0, 0.0,
  47. 0.5, -1.0, -0.5, 1.0,
  48. -0.5, 0.5, 1.0, 0.0,
  49. 1.0/6.0, 0.0, -1.0/6.0, 0.0);
  50.  
  51.  
  52.  
  53. struct input
  54. {
  55. float2 video_size;
  56. float2 texture_size;
  57. float2 output_size;
  58. float frame_count;
  59. float frame_direction;
  60. float frame_rotation;
  61. };
  62.  
  63.  
  64. struct out_vertex {
  65. float2 texCoord;
  66. float4 t1;
  67. float4 t2;
  68. float4 t3;
  69. float4 t4;
  70. float4 t5;
  71. float4 t6;
  72. float4 t7;
  73. float2 t8;
  74. };
  75.  
  76. /* VERTEX_SHADER */
  77. out_vertex main_vertex
  78. (
  79. float4 position : POSITION,
  80. out float4 oPosition : POSITION,
  81. float2 tex1 : TEXCOORD0,
  82.  
  83. uniform float4x4 modelViewProj,
  84. uniform input IN
  85. )
  86. {
  87. float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
  88. float dx = ps.x;
  89. float dy = ps.y;
  90.  
  91. float2 tex = tex1+float2(0.0000001, 0.0000001);
  92. oPosition = mul(modelViewProj, position);
  93. /*
  94. out_vertex OUT = {
  95. tex,
  96. float4(tex,tex) + float4( -dx, -dy, 0.0, -dy),
  97. float4(tex,tex) + float4( dx, -dy, 2.0*dx, -dy),
  98. float4(tex,tex) + float4( -dx, 0.0, dx, 0.0),
  99. float4(tex,tex) + float4(2.0*dx, 0.0, -dx, dy),
  100. float4(tex,tex) + float4( 0.0, dy, dx, dy),
  101. float4(tex,tex) + float4(2.0*dx, dy, -dx, 2.0*dy),
  102. float4(tex,tex) + float4( 0.0, 2.0*dy, dx, 2.0*dy),
  103. tex + float2(2.0*dx, 2.0*dy)
  104. };
  105. */
  106. out_vertex OUT = {
  107. tex,
  108. float4(tex,tex) + float4(-2.0*dx, 0.0, -dx, 0.0),
  109. float4(tex,tex) + float4( dx, 0.0,-2.0*dx, dy),
  110. float4(tex,tex) + float4( -dx, dy, 0.0, dy),
  111. float4(tex,tex) + float4( dx, dy,-2.0*dx, 2.0*dy),
  112. float4(tex,tex) + float4( -dx, 2.0*dy, 0.0, 2.0*dy),
  113. float4(tex,tex) + float4( dx, 2.0*dy,-2.0*dx, 3.0*dy),
  114. float4(tex,tex) + float4( -dx, 3.0*dy, 0.0, 3.0*dy),
  115. tex + float2( dx, 3.0*dy)
  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.  
  125. float2 fp = frac(VAR.texCoord*IN.texture_size);
  126.  
  127. // float2 fps = 0.0;
  128.  
  129. float3 c00 = tex2D(s_p, VAR.t1.xy).xyz;
  130. float3 c01 = tex2D(s_p, VAR.t1.zw).xyz;
  131. float3 c02 = tex2D(s_p, VAR.texCoord).xyz;
  132. float3 c03 = tex2D(s_p, VAR.t2.xy).xyz;
  133. float3 c10 = tex2D(s_p, VAR.t2.zw).xyz;
  134. float3 c11 = tex2D(s_p, VAR.t3.xy).xyz;
  135. float3 c12 = tex2D(s_p, VAR.t3.zw).xyz;
  136. float3 c13 = tex2D(s_p, VAR.t4.xy).xyz;
  137. float3 c20 = tex2D(s_p, VAR.t4.zw).xyz;
  138. float3 c21 = tex2D(s_p, VAR.t5.xy).xyz;
  139. float3 c22 = tex2D(s_p, VAR.t5.zw).xyz;
  140. float3 c23 = tex2D(s_p, VAR.t6.xy).xyz;
  141. float3 c30 = tex2D(s_p, VAR.t6.zw).xyz;
  142. float3 c31 = tex2D(s_p, VAR.t7.xy).xyz;
  143. float3 c32 = tex2D(s_p, VAR.t7.zw).xyz;
  144. float3 c33 = tex2D(s_p, VAR.t8.xy).xyz;
  145.  
  146.  
  147. float4x4 red_matrix = float4x4(c00.x, c01.x, c02.x, c03.x,
  148. c10.x, c11.x, c12.x, c13.x,
  149. c20.x, c21.x, c22.x, c23.x,
  150. c30.x, c31.x, c32.x, c33.x);
  151.  
  152. float4x4 green_matrix = float4x4(c00.y, c01.y, c02.y, c03.y,
  153. c10.y, c11.y, c12.y, c13.y,
  154. c20.y, c21.y, c22.y, c23.y,
  155. c30.y, c31.y, c32.y, c33.y);
  156.  
  157. float4x4 blue_matrix = float4x4(c00.z, c01.z, c02.z, c03.z,
  158. c10.z, c11.z, c12.z, c13.z,
  159. c20.z, c21.z, c22.z, c23.z,
  160. c30.z, c31.z, c32.z, c33.z);
  161.  
  162.  
  163. float4x1 invX_Px = mul(invX, float4x1(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0));
  164.  
  165.  
  166. float red = mul( red_matrix, invX_Px);
  167. float green = mul(green_matrix, invX_Px);
  168. float blue = mul( blue_matrix, invX_Px);
  169.  
  170. float2 pos = abs(fp - float2(0.5));
  171.  
  172. //float3 Y = mul( float3x3(c01, c02, c00), yuv[0] );
  173. //Y = lerp(float3(0.1), float3(1.0), Y);
  174. float2 Y;
  175. Y.x = max(c01.r, max(c01.g, c01.b));
  176. Y.y = max(c02.r, max(c02.g, c02.b));
  177. Y = lerp(float2(0.1), float2(0.5), Y);
  178. //Y.x = (c01.r + c01.g + c01.b)/3;
  179. //Y.y = (c02.r + c02.g + c02.b)/3;
  180. Y=pow(Y,0.5);
  181. //float lum = (Y.x*(1.5-pos.x) + Y.y*(0.5+pos.x) + Y.z*(0.5-pos.x))/(2.5-pos.x);
  182. float lum = lerp(Y.x,Y.y, 1.0-Y.x);
  183.  
  184. float d = clamp(pos.y/lum, 0.0, 1.0);
  185.  
  186. d = smoothstep(0.0, 1.0, 1.0-d);
  187.  
  188. float3 color = float3(red, green, blue);
  189. //float3 color = c11.rgb;
  190.  
  191.  
  192. float color_boost = 2.8;
  193.  
  194. color = clamp(color*d, 0.0, 1.0);
  195.  
  196. float mod_factor = VAR.texCoord.x * IN.output_size.x * IN.texture_size.x / IN.video_size.x;
  197.  
  198. float3 dotMaskWeights = lerp(
  199. float3(1.0, 0.7, 1.0),
  200. float3(0.7, 1.0, 0.7),
  201. floor(fmod(mod_factor, 2.0))
  202. );
  203.  
  204.  
  205.  
  206.  
  207. color = GAMMA_IN(color);
  208. color.rgb *= dotMaskWeights;
  209. color = color*color_boost;
  210. color = GAMMA_OUT(color);
  211.  
  212. return float4(color, 1.0);
  213. }
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