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- /*
- CRT Shader by EasyMode
- License: GPL
- A flat CRT shader ideally for 1080p or higher displays.
- Recommended Settings:
- Video
- - Aspect Ratio: 4:3
- - Integer Scale: Off
- Shader
- - Filter: Nearest
- - Scale: Don't Care
- Example RGB Mask Parameter Settings:
- Aperture Grille (Default)
- - Dot Width: 1
- - Dot Height: 1
- - Stagger: 0
- Lottes' Shadow Mask
- - Dot Width: 2
- - Dot Height: 1
- - Stagger: 3
- */
- #include "ReShade.fxh"
- uniform float texture_sizeX <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = BUFFER_WIDTH;
- ui_label = "Screen Width [CRT-Easymode]";
- > = 320.0;
- uniform float texture_sizeY <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = BUFFER_HEIGHT;
- ui_label = "Screen Height [CRT-Easymode]";
- > = 240.0;
- uniform float SHARPNESS_H <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.05;
- ui_label = "Sharpness Horizontal [CRT-Easymode]";
- > = 0.5;
- uniform float SHARPNESS_V <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.05;
- ui_label = "Sharpness Vertical [CRT-Easymode]";
- > = 1.0;
- uniform float MASK_STRENGTH <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.01;
- ui_label = "Mask Strength [CRT-Easymode]";
- > = 0.3;
- uniform float MASK_DOT_WIDTH <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 100.0;
- ui_step = 1.0;
- ui_label = "Mask Dot Width [CRT-Easymode]";
- > = 1.0;
- uniform float MASK_DOT_HEIGHT <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 100.0;
- ui_step = 1.0;
- ui_label = "Mask Dot Height [CRT-Easymode]";
- > = 1.0;
- uniform float MASK_STAGGER <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 100.0;
- ui_step = 1.0;
- ui_label = "Mask Stagger [CRT-Easymode]";
- > = 0.0;
- uniform float MASK_SIZE <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 100.0;
- ui_step = 1.0;
- ui_label = "Mask Size [CRT-Easymode]";
- > = 1.0;
- uniform float SCANLINE_STRENGTH <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.05;
- ui_label = "Scanline Strength [CRT-Easymode]";
- > = 1.0;
- uniform float SCANLINE_BEAM_WIDTH_MIN <
- ui_type = "drag";
- ui_min = 0.5;
- ui_max = 5.0;
- ui_step = 0.5;
- ui_label = "Scanline Beam Width M [CRT-Easymode]";
- > = 1.5;
- uniform float SCANLINE_BEAM_WIDTH_MAX <
- ui_type = "drag";
- ui_min = 0.5;
- ui_max = 5.0;
- ui_step = 0.5;
- ui_label = "Scanline Beam Width Max. [CRT-Easymode]";
- > = 1.5;
- uniform float SCANLINE_BRIGHT_MIN <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.05;
- ui_label = "Scanline Brightness M [CRT-Easymode]";
- > = 0.35;
- uniform float SCANLINE_BRIGHT_MAX <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 0.05;
- ui_label = "Scanline Brightness Max. [CRT-Easymode]";
- > = 0.65;
- uniform float SCANLINE_CUTOFF <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 1000.0;
- ui_step = 1.0;
- ui_label = "Scanline Cutoff [CRT-Easymode]";
- > = 400.0;
- uniform float GAMMA_INPUT <
- ui_type = "drag";
- ui_min = 0.1;
- ui_max = 5.0;
- ui_step = 0.1;
- ui_label = "Gamma Input [CRT-Easymode]";
- > = 2.0;
- uniform float GAMMA_OUTPUT <
- ui_type = "drag";
- ui_min = 0.1;
- ui_max = 5.0;
- ui_step = 0.1;
- ui_label = "Gamma Output [CRT-Easymode]";
- > = 1.8;
- uniform float BRIGHT_BOOST <
- ui_type = "drag";
- ui_min = 1.0;
- ui_max = 2.0;
- ui_step = 0.01;
- ui_label = "Brightness Boost [CRT-Easymode]";
- > = 1.2;
- uniform int DILATION <
- ui_type = "drag";
- ui_min = 0.0;
- ui_max = 1.0;
- ui_step = 1.0;
- ui_label = "Dilation [CRT-Easymode]";
- > = 1.0;
- float mod(float x, float y)
- {
- return x - y * floor(x/y);
- }
- #define FIX(c) max(abs(c), 1e-5)
- #define PI 3.141592653589
- #define TEX2D(c) dilate(tex2D(ReShade::BackBuffer, c))
- uniform bool ENABLE_LANCZOS <
- ui_type = "combo";
- ui_label = "Enable Lanczos [CRT-Easymode]";
- > = true;
- float4 dilate(float4 col)
- {
- float4 x = lerp(float4(1.0,1.0,1.0,1.0), col, DILATION);
- return col * x;
- }
- float curve_distance(float x, float sharp)
- {
- /*
- apply half-circle s-curve to distance for sharper (more pixelated) interpolation
- single line formula for Graph Toy:
- 0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
- */
- float x_step = step(0.5, x);
- float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
- return lerp(x, curve, sharp);
- }
- float4x4 get_color_matrix(sampler2D tex, float2 co, float2 dx)
- {
- return float4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
- }
- float3 filter_lanczos(float4 coeffs, float4x4 color_matrix)
- {
- float4 col = mul(coeffs, color_matrix);
- float4 sample_min = min(color_matrix[1], color_matrix[2]);
- float4 sample_max = max(color_matrix[1], color_matrix[2]);
- col = clamp(col, sample_min, sample_max);
- return col.rgb;
- }
- float4 PS_CRTEasymode(float4 vpos : SV_Position, float2 coords : TexCoord) : SV_Target
- {
- float2 dx = float2(1.0 / texture_sizeX, 0.0);
- float2 dy = float2(0.0, 1.0 / texture_sizeY);
- float2 pix_co = coords * float2(texture_sizeX,texture_sizeY) - float2(0.5, 0.5);
- float2 tex_co = (floor(pix_co) + float2(0.5, 0.5)) / float2(texture_sizeX,texture_sizeY);
- float2 dist = frac(pix_co);
- float curve_x;
- float3 col, col2;
- if(ENABLE_LANCZOS){
- curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
- float4 coeffs = PI * float4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
- coeffs = FIX(coeffs);
- coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
- coeffs /= dot(coeffs, float4(1.0,1.0,1.0,1.0));
- col = filter_lanczos(coeffs, get_color_matrix(ReShade::BackBuffer, tex_co, dx));
- col2 = filter_lanczos(coeffs, get_color_matrix(ReShade::BackBuffer, tex_co + dy, dx));
- } else {
- curve_x = curve_distance(dist.x, SHARPNESS_H);
- col = lerp(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
- col2 = lerp(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
- }
- col = lerp(col, col2, curve_distance(dist.y, SHARPNESS_V));
- col = pow(col, float3(GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0)));
- float luma = dot(float3(0.2126, 0.7152, 0.0722), col);
- float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0;
- float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
- float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
- float scan_weight = 1.0 - pow(cos(coords.y * 2.0 * PI * texture_sizeY) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
- float mask = 1.0 - MASK_STRENGTH;
- 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)));
- int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
- float3 mask_weight;
- if (dot_no == 0) mask_weight = float3(1.0, mask, mask);
- else if (dot_no == 1) mask_weight = float3(mask, 1.0, mask);
- else mask_weight = float3(mask, mask, 1.0);
- if (texture_sizeY >= SCANLINE_CUTOFF) scan_weight = 1.0;
- col2 = col.rgb;
- col *= float3(scan_weight,scan_weight,scan_weight);
- col = lerp(col, col2, scan_bright);
- col *= mask_weight;
- col = pow(col, float3(1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT));
- return float4(col * BRIGHT_BOOST, 1.0);
- }
- technique EasymodeCRT {
- pass CRT_Easymode {
- VertexShader=PostProcessVS;
- PixelShader=PS_CRTEasymode;
- }
- }
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