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CRTEasymode

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  1. /*
  2.     CRT Shader by EasyMode
  3.     License: GPL
  4.  
  5.     A flat CRT shader ideally for 1080p or higher displays.
  6.  
  7.     Recommended Settings:
  8.  
  9.     Video
  10.     - Aspect Ratio: 4:3
  11.     - Integer Scale: Off
  12.  
  13.     Shader
  14.     - Filter: Nearest
  15.     - Scale: Don't Care
  16.  
  17.     Example RGB Mask Parameter Settings:
  18.  
  19.     Aperture Grille (Default)
  20.     - Dot Width: 1
  21.     - Dot Height: 1
  22.     - Stagger: 0
  23.  
  24.     Lottes' Shadow Mask
  25.     - Dot Width: 2
  26.     - Dot Height: 1
  27.     - Stagger: 3
  28. */
  29.  
  30. #include "ReShade.fxh"
  31.  
  32. uniform float texture_sizeX <
  33.     ui_type = "drag";
  34.     ui_min = 1.0;
  35.     ui_max = BUFFER_WIDTH;
  36.     ui_label = "Screen Width [CRT-Easymode]";
  37. > = 320.0;
  38.  
  39. uniform float texture_sizeY <
  40.     ui_type = "drag";
  41.     ui_min = 1.0;
  42.     ui_max = BUFFER_HEIGHT;
  43.     ui_label = "Screen Height [CRT-Easymode]";
  44. > = 240.0;
  45.  
  46. uniform float SHARPNESS_H <
  47.     ui_type = "drag";
  48.     ui_min = 0.0;
  49.     ui_max = 1.0;
  50.     ui_step = 0.05;
  51.     ui_label = "Sharpness Horizontal [CRT-Easymode]";
  52. > = 0.5;
  53.  
  54. uniform float SHARPNESS_V <
  55.     ui_type = "drag";
  56.     ui_min = 0.0;
  57.     ui_max = 1.0;
  58.     ui_step = 0.05;
  59.     ui_label = "Sharpness Vertical [CRT-Easymode]";
  60. > = 1.0;
  61.  
  62. uniform float MASK_STRENGTH <
  63.     ui_type = "drag";
  64.     ui_min = 0.0;
  65.     ui_max = 1.0;
  66.     ui_step = 0.01;
  67.     ui_label = "Mask Strength [CRT-Easymode]";
  68. > = 0.3;
  69.  
  70. uniform float MASK_DOT_WIDTH <
  71.     ui_type = "drag";
  72.     ui_min = 1.0;
  73.     ui_max = 100.0;
  74.     ui_step = 1.0;
  75.     ui_label = "Mask Dot Width [CRT-Easymode]";
  76. > = 1.0;
  77.  
  78. uniform float MASK_DOT_HEIGHT <
  79.     ui_type = "drag";
  80.     ui_min = 1.0;
  81.     ui_max = 100.0;
  82.     ui_step = 1.0;
  83.     ui_label = "Mask Dot Height [CRT-Easymode]";
  84. > = 1.0;
  85.  
  86. uniform float MASK_STAGGER <
  87.     ui_type = "drag";
  88.     ui_min = 0.0;
  89.     ui_max = 100.0;
  90.     ui_step = 1.0;
  91.     ui_label = "Mask Stagger [CRT-Easymode]";
  92. > = 0.0;
  93.  
  94. uniform float MASK_SIZE <
  95.     ui_type = "drag";
  96.     ui_min = 1.0;
  97.     ui_max = 100.0;
  98.     ui_step = 1.0;
  99.     ui_label = "Mask Size [CRT-Easymode]";
  100. > = 1.0;
  101.  
  102. uniform float SCANLINE_STRENGTH <
  103.     ui_type = "drag";
  104.     ui_min = 0.0;
  105.     ui_max = 1.0;
  106.     ui_step = 0.05;
  107.     ui_label = "Scanline Strength [CRT-Easymode]";
  108. > = 1.0;
  109.  
  110. uniform float SCANLINE_BEAM_WIDTH_MIN <
  111.     ui_type = "drag";
  112.     ui_min = 0.5;
  113.     ui_max = 5.0;
  114.     ui_step = 0.5;
  115.     ui_label = "Scanline Beam Width M [CRT-Easymode]";
  116. > = 1.5;
  117.  
  118. uniform float SCANLINE_BEAM_WIDTH_MAX <
  119.     ui_type = "drag";
  120.     ui_min = 0.5;
  121.     ui_max = 5.0;
  122.     ui_step = 0.5;
  123.     ui_label = "Scanline Beam Width Max. [CRT-Easymode]";
  124. > = 1.5;
  125.  
  126. uniform float SCANLINE_BRIGHT_MIN <
  127.     ui_type = "drag";
  128.     ui_min = 0.0;
  129.     ui_max = 1.0;
  130.     ui_step = 0.05;
  131.     ui_label = "Scanline Brightness M [CRT-Easymode]";
  132. > = 0.35;
  133.  
  134. uniform float SCANLINE_BRIGHT_MAX <
  135.     ui_type = "drag";
  136.     ui_min = 0.0;
  137.     ui_max = 1.0;
  138.     ui_step = 0.05;
  139.     ui_label = "Scanline Brightness Max. [CRT-Easymode]";
  140. > = 0.65;
  141.  
  142. uniform float SCANLINE_CUTOFF <
  143.     ui_type = "drag";
  144.     ui_min = 1.0;
  145.     ui_max = 1000.0;
  146.     ui_step = 1.0;
  147.     ui_label = "Scanline Cutoff [CRT-Easymode]";
  148. > = 400.0;
  149.  
  150. uniform float GAMMA_INPUT <
  151.     ui_type = "drag";
  152.     ui_min = 0.1;
  153.     ui_max = 5.0;
  154.     ui_step = 0.1;
  155.     ui_label = "Gamma Input [CRT-Easymode]";
  156. > = 2.0;
  157.  
  158. uniform float GAMMA_OUTPUT <
  159.     ui_type = "drag";
  160.     ui_min = 0.1;
  161.     ui_max = 5.0;
  162.     ui_step = 0.1;
  163.     ui_label = "Gamma Output [CRT-Easymode]";
  164. > = 1.8;
  165.  
  166. uniform float BRIGHT_BOOST <
  167.     ui_type = "drag";
  168.     ui_min = 1.0;
  169.     ui_max = 2.0;
  170.     ui_step = 0.01;
  171.     ui_label = "Brightness Boost [CRT-Easymode]";
  172. > = 1.2;
  173.  
  174. uniform int DILATION <
  175.     ui_type = "drag";
  176.     ui_min = 0.0;
  177.     ui_max = 1.0;
  178.     ui_step = 1.0;
  179.     ui_label = "Dilation [CRT-Easymode]";
  180. > = 1.0;
  181.  
  182. float mod(float x, float y)
  183. {
  184.   return x - y * floor(x/y);
  185. }
  186.  
  187. #define FIX(c) max(abs(c), 1e-5)
  188. #define PI 3.141592653589
  189. #define TEX2D(c) dilate(tex2D(ReShade::BackBuffer, c))
  190.  
  191. uniform bool ENABLE_LANCZOS <
  192.     ui_type = "combo";
  193.     ui_label = "Enable Lanczos [CRT-Easymode]";
  194. > = true;
  195.  
  196. float4 dilate(float4 col)
  197. {
  198.     float4 x = lerp(float4(1.0,1.0,1.0,1.0), col, DILATION);
  199.  
  200.     return col * x;
  201. }
  202.  
  203. float curve_distance(float x, float sharp)
  204. {
  205.  
  206. /*
  207.     apply half-circle s-curve to distance for sharper (more pixelated) interpolation
  208.     single line formula for Graph Toy:
  209.     0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
  210. */
  211.  
  212.     float x_step = step(0.5, x);
  213.     float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
  214.  
  215.     return lerp(x, curve, sharp);
  216. }
  217.  
  218. float4x4 get_color_matrix(sampler2D tex, float2 co, float2 dx)
  219. {
  220.     return float4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
  221. }
  222.  
  223. float3 filter_lanczos(float4 coeffs, float4x4 color_matrix)
  224. {
  225.     float4 col = mul(coeffs, color_matrix);
  226.     float4 sample_min = min(color_matrix[1], color_matrix[2]);
  227.     float4 sample_max = max(color_matrix[1], color_matrix[2]);
  228.  
  229.     col = clamp(col, sample_min, sample_max);
  230.  
  231.     return col.rgb;
  232. }
  233.  
  234. float4 PS_CRTEasymode(float4 vpos : SV_Position, float2 coords : TexCoord) : SV_Target
  235. {
  236.     float2 dx = float2(1.0 / texture_sizeX, 0.0);
  237.     float2 dy = float2(0.0, 1.0 / texture_sizeY);
  238.     float2 pix_co = coords * float2(texture_sizeX,texture_sizeY) - float2(0.5, 0.5);
  239.     float2 tex_co = (floor(pix_co) + float2(0.5, 0.5)) / float2(texture_sizeX,texture_sizeY);
  240.     float2 dist = frac(pix_co);
  241.     float curve_x;
  242.     float3 col, col2;
  243.  
  244.     if(ENABLE_LANCZOS){
  245.         curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
  246.  
  247.         float4 coeffs = PI * float4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
  248.  
  249.         coeffs = FIX(coeffs);
  250.         coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
  251.         coeffs /= dot(coeffs, float4(1.0,1.0,1.0,1.0));
  252.  
  253.         col = filter_lanczos(coeffs, get_color_matrix(ReShade::BackBuffer, tex_co, dx));
  254.         col2 = filter_lanczos(coeffs, get_color_matrix(ReShade::BackBuffer, tex_co + dy, dx));
  255.     } else {
  256.         curve_x = curve_distance(dist.x, SHARPNESS_H);
  257.  
  258.         col = lerp(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
  259.         col2 = lerp(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
  260.     }
  261.  
  262.     col = lerp(col, col2, curve_distance(dist.y, SHARPNESS_V));
  263.     col = pow(col, float3(GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0)));
  264.  
  265.     float luma = dot(float3(0.2126, 0.7152, 0.0722), col);
  266.     float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0;
  267.     float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
  268.     float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
  269.     float scan_weight = 1.0 - pow(cos(coords.y * 2.0 * PI * texture_sizeY) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
  270.  
  271.     float mask = 1.0 - MASK_STRENGTH;    
  272.     float2 mod_fac = floor(coords * ReShade::ScreenSize * float2(texture_sizeX, texture_sizeY) / (float2(texture_sizeX,texture_sizeY) * float2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
  273.     int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
  274.     float3 mask_weight;
  275.  
  276.     if (dot_no == 0) mask_weight = float3(1.0, mask, mask);
  277.     else if (dot_no == 1) mask_weight = float3(mask, 1.0, mask);
  278.     else mask_weight = float3(mask, mask, 1.0);
  279.  
  280.     if (texture_sizeY >= SCANLINE_CUTOFF) scan_weight = 1.0;
  281.  
  282.     col2 = col.rgb;
  283.     col *= float3(scan_weight,scan_weight,scan_weight);
  284.     col = lerp(col, col2, scan_bright);
  285.     col *= mask_weight;
  286.     col = pow(col, float3(1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT));
  287.  
  288.     return float4(col * BRIGHT_BOOST, 1.0);
  289. }
  290.  
  291. technique EasymodeCRT {
  292.     pass CRT_Easymode {
  293.         VertexShader=PostProcessVS;
  294.         PixelShader=PS_CRTEasymode;
  295.     }
  296. }
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