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- #include "ReShade.fxh"
- uniform float texture_sizeX <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = BUFFER_WIDTH;
- ui_label = "Screen Width [CRT-cgwg]";
- > = 320.0;
- uniform float texture_sizeY <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = BUFFER_HEIGHT;
- ui_label = "Screen Height [CRT-cgwg]";
- > = 240.0;
- uniform float CRTCGWG_GAMMA <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 10.0;
- ui_step = 0.01;
- ui_label = "Gamma [CRT-cgwg]";
- > = 2.7;
- float fmod(float a, float b)
- {
- float c = frac(abs(a/b))*abs(b);
- return (a < 0) ? -c : c; /* if ( a < 0 ) c = 0-c */
- }
- #define TEX2D(c) tex2D(ReShade::BackBuffer,(c))
- #define PI 3.141592653589
- float4 PS_CRTcgwg(float4 vpos : SV_Position, float2 uv : TexCoord) : SV_Target
- {
- float2 delta = 1.0 / ReShade::ScreenSize.xy;
- float dx = delta.x;
- float dy = delta.y;
- float2 c01 = uv + float2(-dx, 0.0);
- float2 c11 = uv + float2(0.0, 0.0);
- float2 c21 = uv + float2(dx, 0.0);
- float2 c31 = uv + float2(2.0 * dx, 0.0);
- float2 c02 = uv + float2(-dx, dy);
- float2 c12 = uv + float2(0.0, dy);
- float2 c22 = uv + float2(dx, dy);
- float2 c32 = uv + float2(2.0 * dx, dy);
- float mod_factor = uv.x * ReShade::ScreenSize.x * texture_sizeX / texture_sizeX;
- float2 ratio_scale = uv * float2(texture_sizeX,texture_sizeY);
- float2 uv_ratio = frac(ratio_scale);
- float4 col, col2;
- float4x4 texes0 = float4x4((TEX2D(c01).xyz),0.0, (TEX2D(c11).xyz),0.0, (TEX2D(c21).xyz),0.0, (TEX2D(c31).xyz),0.0);
- float4x4 texes1 = float4x4((TEX2D(c02).xyz),0.0, (TEX2D(c12).xyz),0.0, (TEX2D(c22).xyz),0.0, (TEX2D(c32).xyz),0.0);
- float4 coeffs = float4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005;
- coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs);
- coeffs = coeffs / dot(coeffs, float(1.0));
- float3 weights = float3(3.33 * uv_ratio.y, 3.33 * uv_ratio.y, 3.33 * uv_ratio.y);
- float3 weights2 = float3(uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33);
- col = saturate(mul(coeffs, texes0));
- col2 = saturate(mul(coeffs, texes1));
- float3 wid = 2.0 * pow(col, float4(4.0, 4.0, 4.0, 0.0)) + 2.0;
- float3 wid2 = 2.0 * pow(col2, float4(4.0, 4.0, 4.0, 0.0)) + 2.0;
- col = pow(col, float4(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA,0.0));
- col2 = pow(col2, float4(CRTCGWG_GAMMA, CRTCGWG_GAMMA, CRTCGWG_GAMMA,0.0));
- float3 sqrt1 = rsqrt(0.5 * wid);
- float3 sqrt2 = rsqrt(0.5 * wid2);
- float3 pow_mul1 = weights * sqrt1;
- float3 pow_mul2 = weights2 * sqrt2;
- float3 div1 = 0.1320 * wid + 0.392;
- float3 div2 = 0.1320 * wid2 + 0.392;
- float3 pow1 = -pow(pow_mul1, wid);
- float3 pow2 = -pow(pow_mul2, wid2);
- weights = exp(pow1) / div1;
- weights2 = exp(pow2) / div2;
- float3 multi = col * weights + col2 * weights2;
- float3 mcol = lerp(float3(1.0, 0.7, 1.0), float3(0.7, 1.0, 0.7), floor(fmod(mod_factor, 2.0)));
- return float4(pow(mcol * multi, float3(0.454545, 0.454545, 0.454545)), 1.0);
- }
- technique cgwgCRT {
- pass CRT_cgwg_fast {
- VertexShader=PostProcessVS;
- PixelShader=PS_CRTcgwg;
- }
- }
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