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- #version 120
- /*
- CRT-interlaced
- Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
- This program is free software; you can redistribute it and/or modify it
- under the terms of the GNU General Public License as published by the Free
- Software Foundation; either version 2 of the License, or (at your option)
- any later version.
- (cgwg gave their consent to have the original version of this shader
- distributed under the GPL in this message:
- http://board.byuu.org/viewtopic.php?p=26075#p26075
- "Feel free to distribute my shaders under the GPL. After all, the
- barrel distortion code was taken from the Curvature shader, which is
- under the GPL."
- )
- This shader variant is pre-configured with screen curvature
- */
- #pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
- #pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
- #pragma parameter d "CRTGeom Distance" 1.6 0.1 3.0 0.1
- #pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
- #pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
- #pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
- #pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
- #pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
- #pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
- #pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0
- #pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0
- #pragma parameter DOTMASK "CRTGeom Dot Mask Strength" 0.3 0.0 1.0 0.1
- #pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
- #pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
- #pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
- #pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
- #pragma parameter SATURATION "CRTGeom Saturation" 1.0 0.0 2.0 0.05
- #ifndef PARAMETER_UNIFORM
- #define CRTgamma 2.4
- #define monitorgamma 2.2
- #define d 1.6
- #define CURVATURE 1.0
- #define R 2.0
- #define cornersize 0.03
- #define cornersmooth 1000.0
- #define x_tilt 0.0
- #define y_tilt 0.0
- #define overscan_x 100.0
- #define overscan_y 100.0
- #define DOTMASK 0.3
- #define SHARPER 1.0
- #define scanline_weight 0.3
- #define lum 0.0
- #define interlace_detect 0.0
- #define SATURATION 1.0
- #endif
- #if defined(VERTEX)
- #if __VERSION__ >= 130
- #define COMPAT_VARYING out
- #define COMPAT_ATTRIBUTE in
- #define COMPAT_TEXTURE texture
- #else
- #define COMPAT_VARYING varying
- #define COMPAT_ATTRIBUTE attribute
- #define COMPAT_TEXTURE texture2D
- #endif
- #ifdef GL_ES
- #define COMPAT_PRECISION mediump
- #else
- #define COMPAT_PRECISION
- #endif
- COMPAT_ATTRIBUTE vec4 a_position;
- COMPAT_VARYING vec2 v_texCoord;
- uniform COMPAT_PRECISION vec2 rubyOutputSize;
- uniform COMPAT_PRECISION vec2 rubyTextureSize;
- uniform COMPAT_PRECISION vec2 rubyInputSize;
- vec4 _oPosition1;
- uniform mat4 MVPMatrix;
- uniform COMPAT_PRECISION int FrameDirection;
- uniform COMPAT_PRECISION int FrameCount;
- uniform COMPAT_PRECISION vec2 OutputSize;
- uniform COMPAT_PRECISION vec2 TextureSize;
- uniform COMPAT_PRECISION vec2 InputSize;
- COMPAT_VARYING vec2 overscan;
- COMPAT_VARYING vec2 aspect;
- COMPAT_VARYING vec3 stretch;
- COMPAT_VARYING vec2 sinangle;
- COMPAT_VARYING vec2 cosangle;
- COMPAT_VARYING vec2 one;
- COMPAT_VARYING float mod_factor;
- COMPAT_VARYING vec2 ilfac;
- #ifdef PARAMETER_UNIFORM
- uniform COMPAT_PRECISION float CRTgamma;
- uniform COMPAT_PRECISION float monitorgamma;
- uniform COMPAT_PRECISION float d;
- uniform COMPAT_PRECISION float CURVATURE;
- uniform COMPAT_PRECISION float R;
- uniform COMPAT_PRECISION float cornersize;
- uniform COMPAT_PRECISION float cornersmooth;
- uniform COMPAT_PRECISION float x_tilt;
- uniform COMPAT_PRECISION float y_tilt;
- uniform COMPAT_PRECISION float overscan_x;
- uniform COMPAT_PRECISION float overscan_y;
- uniform COMPAT_PRECISION float DOTMASK;
- uniform COMPAT_PRECISION float SHARPER;
- uniform COMPAT_PRECISION float scanline_weight;
- uniform COMPAT_PRECISION float lum;
- uniform COMPAT_PRECISION float interlace_detect;
- uniform COMPAT_PRECISION float SATURATION;
- #endif
- #define FIX(c) max(abs(c), 1e-5);
- float intersect(vec2 xy)
- {
- float A = dot(xy,xy)+d*d;
- float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
- float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
- return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
- }
- vec2 bkwtrans(vec2 xy)
- {
- float c = intersect(xy);
- vec2 point = vec2(c)*xy;
- point -= vec2(-R)*sinangle;
- point /= vec2(R);
- vec2 tang = sinangle/cosangle;
- vec2 poc = point/cosangle;
- float A = dot(tang,tang)+1.0;
- float B = -2.0*dot(poc,tang);
- float C = dot(poc,poc)-1.0;
- float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
- vec2 uv = (point-a*sinangle)/cosangle;
- float r = R*acos(a);
- return uv*r/sin(r/R);
- }
- vec2 fwtrans(vec2 uv)
- {
- float r = FIX(sqrt(dot(uv,uv)));
- uv *= sin(r/R)/r;
- float x = 1.0-cos(r/R);
- float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
- return d*(uv*cosangle-x*sinangle)/D;
- }
- vec3 maxscale()
- {
- vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y));
- vec2 a = vec2(0.5,0.5)*aspect;
- vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x, fwtrans(vec2(c.x,-a.y)).y)/aspect;
- vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, fwtrans(vec2(c.x,+a.y)).y)/aspect;
- return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
- }
- void main()
- {
- // START of parameters
- // gamma of simulated CRT
- // CRTgamma = 1.8;
- // gamma of display monitor (typically 2.2 is correct)
- // monitorgamma = 2.2;
- // overscan (e.g. 1.02 for 2% overscan)
- overscan = vec2(1.00,1.00);
- // aspect ratio
- aspect = vec2(1.0, 0.75);
- // lengths are measured in units of (approximately) the width
- // of the monitor simulated distance from viewer to monitor
- // d = 2.0;
- // radius of curvature
- // R = 1.5;
- // tilt angle in radians
- // (behavior might be a bit wrong if both components are
- // nonzero)
- const vec2 angle = vec2(0.0,0.0);
- // size of curved corners
- // cornersize = 0.03;
- // border smoothness parameter
- // decrease if borders are too aliased
- // cornersmooth = 1000.0;
- // END of parameters
- //vec4 _oColor;
- //vec2 _otexCoord;
- //gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
- //_oPosition1 = gl_Position;
- //_oColor = COLOR;
- //_otexCoord = TexCoord.xy*1.0001;
- //COL0 = COLOR;
- //TEX0.xy = TexCoord.xy*1.0001;
- gl_Position = a_position;
- v_texCoord = vec2(a_position.x + 1.0, 1.0 - a_position.y) / 2.0 * rubyInputSize / rubyTextureSize;
- // Precalculate a bunch of useful values we'll need in the fragment
- // shader.
- sinangle = sin(vec2(x_tilt, y_tilt)) + vec2(0.001);//sin(vec2(max(abs(x_tilt), 1e-3), max(abs(y_tilt), 1e-3)));
- cosangle = cos(vec2(x_tilt, y_tilt)) + vec2(0.001);//cos(vec2(max(abs(x_tilt), 1e-3), max(abs(y_tilt), 1e-3)));
- stretch = maxscale();
- ilfac = vec2(1.0,clamp(floor(rubyInputSize.y/200.0), 1.0, 2.0));
- // The size of one texel, in texture-coordinates.
- vec2 sharpTextureSize = vec2(SHARPER * rubyTextureSize.x, rubyTextureSize.y);
- one = ilfac / sharpTextureSize;
- // Resulting X pixel-coordinate of the pixel we're drawing.
- mod_factor = v_texCoord.x * rubyTextureSize.x * rubyOutputSize.x / rubyInputSize.x;
- }
- #elif defined(FRAGMENT)
- #if __VERSION__ >= 130
- #define COMPAT_VARYING in
- #define COMPAT_TEXTURE texture
- out vec4 FragColor;
- #else
- #define COMPAT_VARYING varying
- #define FragColor gl_FragColor
- #define COMPAT_TEXTURE texture2D
- #endif
- #ifdef GL_ES
- #ifdef GL_FRAGMENT_PRECISION_HIGH
- precision highp float;
- #else
- precision mediump float;
- #endif
- #define COMPAT_PRECISION mediump
- #else
- #define COMPAT_PRECISION
- #endif
- struct output_dummy {
- vec4 _color;
- };
- uniform COMPAT_PRECISION int rubyFrameDirection;
- uniform COMPAT_PRECISION int rubyFrameCount;
- uniform COMPAT_PRECISION vec2 rubyOutputSize;
- uniform COMPAT_PRECISION vec2 rubyTextureSize;
- uniform COMPAT_PRECISION vec2 rubyInputSize;
- uniform sampler2D rubyTexture;
- COMPAT_VARYING vec2 v_texCoord;
- // Comment the next line to disable interpolation in linear gamma (and
- // gain speed).
- #define LINEAR_PROCESSING
- // Enable screen curvature.
- // #define CURVATURE
- // Enable 3x oversampling of the beam profile
- #define OVERSAMPLE
- // Use the older, purely gaussian beam profile
- //#define USEGAUSSIAN
- // Macros.
- #define FIX(c) max(abs(c), 1e-5);
- #define PI 3.141592653589
- #ifdef LINEAR_PROCESSING
- # define TEX2D(c) pow(COMPAT_TEXTURE(rubyTexture, (c)), vec4(CRTgamma))
- #else
- # define TEX2D(c) COMPAT_TEXTURE(rubyTexture, (c))
- #endif
- COMPAT_VARYING vec2 one;
- COMPAT_VARYING float mod_factor;
- COMPAT_VARYING vec2 ilfac;
- COMPAT_VARYING vec2 overscan;
- COMPAT_VARYING vec2 aspect;
- COMPAT_VARYING vec3 stretch;
- COMPAT_VARYING vec2 sinangle;
- COMPAT_VARYING vec2 cosangle;
- #ifdef PARAMETER_UNIFORM
- uniform COMPAT_PRECISION float CRTgamma;
- uniform COMPAT_PRECISION float monitorgamma;
- uniform COMPAT_PRECISION float d;
- uniform COMPAT_PRECISION float CURVATURE;
- uniform COMPAT_PRECISION float R;
- uniform COMPAT_PRECISION float cornersize;
- uniform COMPAT_PRECISION float cornersmooth;
- uniform COMPAT_PRECISION float x_tilt;
- uniform COMPAT_PRECISION float y_tilt;
- uniform COMPAT_PRECISION float overscan_x;
- uniform COMPAT_PRECISION float overscan_y;
- uniform COMPAT_PRECISION float DOTMASK;
- uniform COMPAT_PRECISION float SHARPER;
- uniform COMPAT_PRECISION float scanline_weight;
- uniform COMPAT_PRECISION float lum;
- uniform COMPAT_PRECISION float interlace_detect;
- uniform COMPAT_PRECISION float SATURATION;
- #endif
- float intersect(vec2 xy)
- {
- float A = dot(xy,xy)+d*d;
- float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
- float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
- return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
- }
- vec2 bkwtrans(vec2 xy)
- {
- float c = intersect(xy);
- vec2 point = vec2(c)*xy;
- point -= vec2(-R)*sinangle;
- point /= vec2(R);
- vec2 tang = sinangle/cosangle;
- vec2 poc = point/cosangle;
- float A = dot(tang,tang)+1.0;
- float B = -2.0*dot(poc,tang);
- float C = dot(poc,poc)-1.0;
- float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
- vec2 uv = (point-a*sinangle)/cosangle;
- float r = FIX(R*acos(a));
- return uv*r/sin(r/R);
- }
- vec2 transform(vec2 coord)
- {
- coord *= rubyTextureSize / rubyInputSize;
- coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy;
- return (bkwtrans(coord)/vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect+vec2(0.5)) * rubyInputSize / rubyTextureSize;
- }
- float corner(vec2 coord)
- {
- coord *= rubyTextureSize / rubyInputSize;
- coord = (coord - vec2(0.5)) * vec2(overscan_x / 100.0, overscan_y / 100.0) + vec2(0.5);
- coord = min(coord, vec2(1.0)-coord) * aspect;
- vec2 cdist = vec2(cornersize);
- coord = (cdist - min(coord,cdist));
- float dist = sqrt(dot(coord,coord));
- return clamp((cdist.x-dist)*cornersmooth,0.0, 1.0)*1.0001;
- }
- // Calculate the influence of a scanline on the current pixel.
- //
- // 'distance' is the distance in texture coordinates from the current
- // pixel to the scanline in question.
- // 'color' is the colour of the scanline at the horizontal location of
- // the current pixel.
- vec4 scanlineWeights(float distance, vec4 color)
- {
- // "wid" controls the width of the scanline beam, for each RGB
- // channel The "weights" lines basically specify the formula
- // that gives you the profile of the beam, i.e. the intensity as
- // a function of distance from the vertical center of the
- // scanline. In this case, it is gaussian if width=2, and
- // becomes nongaussian for larger widths. Ideally this should
- // be normalized so that the integral across the beam is
- // independent of its width. That is, for a narrower beam
- // "weights" should have a higher peak at the center of the
- // scanline than for a wider beam.
- #ifdef USEGAUSSIAN
- vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
- vec4 weights = vec4(distance / wid);
- return (lum + 0.4) * exp(-weights * weights) / wid;
- #else
- vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
- vec4 weights = vec4(distance / scanline_weight);
- return (lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
- #endif
- }
- vec3 saturation (vec3 textureColor)
- {
- float lum1=length(textureColor)*0.5775;
- vec3 luminanceWeighting = vec3(0.3,0.6,0.1);
- if (lum1<0.5) luminanceWeighting.rgb=(luminanceWeighting.rgb*luminanceWeighting.rgb)+(luminanceWeighting.rgb*luminanceWeighting.rgb);
- float luminance = dot(textureColor, luminanceWeighting);
- vec3 greyScaleColor = vec3(luminance);
- vec3 res = vec3(mix(greyScaleColor, textureColor, SATURATION));
- return res;
- }
- void main()
- {
- // Here's a helpful diagram to keep in mind while trying to
- // understand the code:
- //
- // | | | | |
- // -------------------------------
- // | | | | |
- // | 01 | 11 | 21 | 31 | <-- current scanline
- // | | @ | | |
- // -------------------------------
- // | | | | |
- // | 02 | 12 | 22 | 32 | <-- next scanline
- // | | | | |
- // -------------------------------
- // | | | | |
- //
- // Each character-cell represents a pixel on the output
- // surface, "@" represents the current pixel (always somewhere
- // in the bottom half of the current scan-line, or the top-half
- // of the next scanline). The grid of lines represents the
- // edges of the texels of the underlying texture.
- // Texture coordinates of the texel containing the active pixel.
- vec2 xy = (CURVATURE > 0.5) ? transform(v_texCoord.xy) : v_texCoord.xy;
- float cval = corner(xy);
- // Of all the pixels that are mapped onto the texel we are
- // currently rendering, which pixel are we currently rendering?
- vec2 ilvec = vec2(0.0,ilfac.y * interlace_detect > 1.5 ? mod(float(rubyFrameCount),2.0) : 0.0);
- vec2 ratio_scale = (xy * rubyTextureSize - vec2(0.5) + ilvec)/ilfac;
- #ifdef OVERSAMPLE
- float filter_ = rubyInputSize.y/rubyOutputSize.y;//fwidth(ratio_scale.y);
- #endif
- vec2 uv_ratio = fract(ratio_scale);
- // Snap to the center of the underlying texel.
- xy = (floor(ratio_scale)*ilfac + vec2(0.5) - ilvec) / rubyTextureSize;
- // Calculate Lanczos scaling coefficients describing the effect
- // of various neighbour texels in a scanline on the current
- // pixel.
- vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
- // Prevent division by zero.
- coeffs = FIX(coeffs);
- // Lanczos2 kernel.
- coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
- // Normalize.
- coeffs /= dot(coeffs, vec4(1.0));
- // Calculate the effective colour of the current and next
- // scanlines at the horizontal location of the current pixel,
- // using the Lanczos coefficients above.
- vec4 col = clamp(mat4(
- TEX2D(xy + vec2(-one.x, 0.0)),
- TEX2D(xy),
- TEX2D(xy + vec2(one.x, 0.0)),
- TEX2D(xy + vec2(2.0 * one.x, 0.0))) * coeffs,
- 0.0, 1.0);
- vec4 col2 = clamp(mat4(
- TEX2D(xy + vec2(-one.x, one.y)),
- TEX2D(xy + vec2(0.0, one.y)),
- TEX2D(xy + one),
- TEX2D(xy + vec2(2.0 * one.x, one.y))) * coeffs,
- 0.0, 1.0);
- #ifndef LINEAR_PROCESSING
- col = pow(col , vec4(CRTgamma));
- col2 = pow(col2, vec4(CRTgamma));
- #endif
- // Calculate the influence of the current and next scanlines on
- // the current pixel.
- vec4 weights = scanlineWeights(uv_ratio.y, col);
- vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
- #ifdef OVERSAMPLE
- uv_ratio.y =uv_ratio.y+1.0/3.0*filter_;
- weights = (weights+scanlineWeights(uv_ratio.y, col))/3.0;
- weights2=(weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2))/3.0;
- uv_ratio.y =uv_ratio.y-2.0/3.0*filter_;
- weights=weights+scanlineWeights(abs(uv_ratio.y), col)/3.0;
- weights2=weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2)/3.0;
- #endif
- vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
- // dot-mask emulation:
- // Output pixels are alternately tinted green and magenta.
- vec3 dotMaskWeights = mix(
- vec3(1.0, 1.0 - DOTMASK, 1.0),
- vec3(1.0 - DOTMASK, 1.0, 1.0 - DOTMASK),
- floor(mod(mod_factor, 2.0))
- );
- mul_res *= dotMaskWeights;
- // Convert the image gamma for display on our output device.
- mul_res = pow(mul_res, vec3(1.0 / monitorgamma));
- mul_res = saturation(mul_res);
- // Color the texel.
- output_dummy _OUT;
- _OUT._color = vec4(mul_res, 1.0);
- FragColor = _OUT._color;
- return;
- }
- #endif
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