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Add Timothy Lottes' CRT shader from libretro in two versions, one including screen curvature ('warp'), one without warp.
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#<!-- | ||
# PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER | ||
# | ||
# by Timothy Lottes | ||
# | ||
# This is more along the style of a really good CGA arcade monitor. | ||
# With RGB inputs instead of NTSC. | ||
# The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. | ||
# | ||
# Left it unoptimized to show the theory behind the algorithm. | ||
# | ||
# It is an example what I personally would want as a display option for pixel art games. | ||
# Please take and use, change, or whatever. | ||
# | ||
# Version with screen curvature emulation ('warp') | ||
# Adapted for OpenXcom by somnolik | ||
#--> | ||
language: GLSL | ||
vertex: | | ||
#version 110 | ||
uniform vec2 rubyOutputSize; | ||
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varying vec2 v_texCoord; | ||
varying vec2 screenPixel; | ||
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void main(void) | ||
{ | ||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
v_texCoord = gl_MultiTexCoord0.xy; | ||
screenPixel = gl_Position.xy * rubyOutputSize; | ||
} | ||
linear: false | ||
fragment: | | ||
#version 110 | ||
uniform sampler2D rubyTexture; | ||
uniform vec2 rubyTextureSize; | ||
uniform vec2 rubyInputSize; | ||
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varying vec2 v_texCoord; | ||
varying vec2 screenPixel; | ||
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/* | ||
// Shader parameters for RetroArch | ||
// Syntax: | ||
// #pragma parameter <shortName> <longName> <defaultValue> <min> <max> <step> | ||
#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 | ||
#pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 | ||
#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 | ||
#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 | ||
#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 | ||
#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 | ||
#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0 | ||
#pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05 | ||
#pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1 | ||
#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 | ||
#pragma parameter bloomAmount "bloom ammount" 0.15 0.0 1.0 0.05 | ||
#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 | ||
*/ | ||
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#define hardScan -8.0 // decrease for better distinction of scanlines | ||
#define hardPix -5.0 // decrease for better distinction of individual pixels | ||
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#define warpX 0.031 // increase for stronger screen curvature | ||
#define warpY 0.041 // increase for stronger screen curvature | ||
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#define maskDark 0.8 // > 1 amplifies, < 1 attenuates other color channels: green and blue for a red pixel, etc. | ||
#define maskLight 1.5 // > 1 amplifies, < 1 attenuates own color channel: red for a red pixel, etc. | ||
#define shadowMask 3.0 // 0 - disable; 1 - TV-style; 2 - Aperture grille; 3 - stretched VGA; 4 - VGA | ||
#define brightBoost 1.0 // > 1 amplifies, < 1 attenuates general brightness; using maskDark and maskLight often looks nicer | ||
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#define hardBloomPix -1.5 // increase for a larger horizontal bloom effect | ||
#define hardBloomScan -2.0 // increase for a larger vertical bloom effect | ||
#define bloomAmount 0.15 // increase for a stronger bloom effect | ||
#define shape 2.0 | ||
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float ToLinear1(float c) | ||
{ | ||
return (c <= 0.04045) ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); | ||
} | ||
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vec3 ToLinear(vec3 c) | ||
{ | ||
return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); | ||
} | ||
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// Linear to sRGB. | ||
// Assuming using sRGB typed textures this should not be needed. | ||
float ToSrgb1(float c) | ||
{ | ||
return (c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055); | ||
} | ||
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vec3 ToSrgb(vec3 c) | ||
{ | ||
return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); | ||
} | ||
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// Nearest emulated sample given floating point position and texel offset. | ||
// Also zero's off screen. | ||
vec3 Fetch(vec2 pos, vec2 off){ | ||
pos = (floor(pos * rubyTextureSize + off) + vec2(0.5, 0.5)) / rubyTextureSize; | ||
// pos = (floor(pos * rubyInputSize + off) + vec2(0.5, 0.5)) / rubyInputSize; | ||
return ToLinear(brightBoost * texture2D(rubyTexture, pos.xy).rgb); | ||
} | ||
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// Distance in emulated pixels to nearest texel. | ||
vec2 Dist(vec2 pos) | ||
{ | ||
pos = pos * rubyTextureSize; | ||
// pos = pos * rubyInputSize; | ||
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return -((pos - floor(pos)) - vec2(0.5)); | ||
} | ||
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// 1D Gaussian. | ||
float Gaus(float pos, float scale) | ||
{ | ||
return exp2(scale * pow(abs(pos), shape)); | ||
} | ||
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// 3-tap Gaussian filter along horz line. | ||
vec3 Horz3(vec2 pos, float off) | ||
{ | ||
vec3 b = Fetch(pos, vec2(-1.0, off)); | ||
vec3 c = Fetch(pos, vec2( 0.0, off)); | ||
vec3 d = Fetch(pos, vec2( 1.0, off)); | ||
float dst = Dist(pos).x; | ||
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// Convert distance to weight. | ||
float scale = hardPix; | ||
float wb = Gaus(dst - 1.0, scale); | ||
float wc = Gaus(dst + 0.0, scale); | ||
float wd = Gaus(dst + 1.0, scale); | ||
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// Return filtered sample. | ||
return (b*wb + c*wc + d*wd) / (wb + wc + wd); | ||
} | ||
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// 5-tap Gaussian filter along horz line. | ||
vec3 Horz5(vec2 pos,float off){ | ||
vec3 a = Fetch(pos, vec2(-2.0, off)); | ||
vec3 b = Fetch(pos, vec2(-1.0, off)); | ||
vec3 c = Fetch(pos, vec2( 0.0, off)); | ||
vec3 d = Fetch(pos, vec2( 1.0, off)); | ||
vec3 e = Fetch(pos, vec2( 2.0, off)); | ||
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float dst = Dist(pos).x; | ||
// Convert distance to weight. | ||
float scale = hardPix; | ||
float wa = Gaus(dst - 2.0, scale); | ||
float wb = Gaus(dst - 1.0, scale); | ||
float wc = Gaus(dst + 0.0, scale); | ||
float wd = Gaus(dst + 1.0, scale); | ||
float we = Gaus(dst + 2.0, scale); | ||
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// Return filtered sample. | ||
return (a*wa + b*wb + c*wc + d*wd + e*we) / (wa + wb + wc + wd + we); | ||
} | ||
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// 7-tap Gaussian filter along horz line. | ||
vec3 Horz7(vec2 pos,float off) | ||
{ | ||
vec3 a = Fetch(pos, vec2(-3.0, off)); | ||
vec3 b = Fetch(pos, vec2(-2.0, off)); | ||
vec3 c = Fetch(pos, vec2(-1.0, off)); | ||
vec3 d = Fetch(pos, vec2( 0.0, off)); | ||
vec3 e = Fetch(pos, vec2( 1.0, off)); | ||
vec3 f = Fetch(pos, vec2( 2.0, off)); | ||
vec3 g = Fetch(pos, vec2( 3.0, off)); | ||
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float dst = Dist(pos).x; | ||
// Convert distance to weight. | ||
float scale = hardBloomPix; | ||
float wa = Gaus(dst - 3.0, scale); | ||
float wb = Gaus(dst - 2.0, scale); | ||
float wc = Gaus(dst - 1.0, scale); | ||
float wd = Gaus(dst + 0.0, scale); | ||
float we = Gaus(dst + 1.0, scale); | ||
float wf = Gaus(dst + 2.0, scale); | ||
float wg = Gaus(dst + 3.0, scale); | ||
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// Return filtered sample. | ||
return (a*wa + b*wb + c*wc + d*wd + e*we + f*wf + g*wg) / (wa + wb + wc + wd + we + wf + wg); | ||
} | ||
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// Return scanline weight. | ||
float Scan(vec2 pos, float off) | ||
{ | ||
float dst = Dist(pos).y; | ||
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return Gaus(dst + off, hardScan); | ||
} | ||
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// Return scanline weight for bloom. | ||
float BloomScan(vec2 pos, float off) | ||
{ | ||
float dst = Dist(pos).y; | ||
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return Gaus(dst + off, hardBloomScan); | ||
} | ||
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vec3 Tri(vec2 pos) | ||
{ | ||
vec3 sample = Fetch(pos, vec2(0.0, 0.0)); | ||
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vec3 a = Horz3(pos,-1.0); | ||
vec3 b = Horz5(pos, 0.0); | ||
vec3 c = Horz3(pos, 1.0); | ||
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float wa = Scan(pos,-1.0); | ||
float wb = Scan(pos, 0.0); | ||
float wc = Scan(pos, 1.0); | ||
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return a*wa + b*wb + c*wc; | ||
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// return sample; | ||
} | ||
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// Small bloom. | ||
vec3 Bloom(vec2 pos) | ||
{ | ||
vec3 a = Horz5(pos,-2.0); | ||
vec3 b = Horz7(pos,-1.0); | ||
vec3 c = Horz7(pos, 0.0); | ||
vec3 d = Horz7(pos, 1.0); | ||
vec3 e = Horz5(pos, 2.0); | ||
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float wa = BloomScan(pos,-2.0); | ||
float wb = BloomScan(pos,-1.0); | ||
float wc = BloomScan(pos, 0.0); | ||
float wd = BloomScan(pos, 1.0); | ||
float we = BloomScan(pos, 2.0); | ||
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return a*wa + b*wb + c*wc + d*wd + e*we; | ||
} | ||
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// Distortion of scanlines, and end of screen alpha. | ||
vec2 Warp(vec2 pos) | ||
{ | ||
pos = pos * 2.0 - 1.0; | ||
pos *= vec2(1.0 + (pos.y * pos.y) * warpX, 1.0 + (pos.x * pos.x) * warpY); | ||
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return pos * 0.5 + 0.5; | ||
} | ||
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// Shadow mask. | ||
vec3 Mask(vec2 pos) | ||
{ | ||
vec3 mask = vec3(maskDark, maskDark, maskDark); | ||
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// Very compressed TV style shadow mask. | ||
if (shadowMask == 1.0) | ||
{ | ||
float line = maskLight; | ||
float odd = 0.0; | ||
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if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; | ||
if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark; | ||
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pos.x = fract(pos.x*0.333333333); | ||
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if (pos.x < 0.333) mask.r = maskLight; | ||
else if (pos.x < 0.666) mask.g = maskLight; | ||
else mask.b = maskLight; | ||
mask *= line; | ||
} | ||
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// Aperture-grille. | ||
else if (shadowMask == 2.0) | ||
{ | ||
pos.x = fract(pos.x*0.333333333); | ||
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if (pos.x < 0.333) mask.r = maskLight; | ||
else if (pos.x < 0.666) mask.g = maskLight; | ||
else mask.b = maskLight; | ||
} | ||
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// Stretched VGA style shadow mask (same as prior shaders). | ||
else if (shadowMask == 3.0) | ||
{ | ||
pos.x += pos.y * 3.0; | ||
pos.x = fract(pos.x * 0.166666666); | ||
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if (pos.x < 0.333) mask.r = maskLight; | ||
else if (pos.x < 0.666) mask.g = maskLight; | ||
else mask.b = maskLight; | ||
} | ||
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// VGA style shadow mask. | ||
else if (shadowMask == 4.0) | ||
{ | ||
pos.xy = floor(pos.xy * vec2(1.0, 0.5)); | ||
pos.x += pos.y * 3.0; | ||
pos.x = fract(pos.x * 0.166666666); | ||
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if (pos.x < 0.333) mask.r = maskLight; | ||
else if (pos.x < 0.666) mask.g = maskLight; | ||
else mask.b = maskLight; | ||
} | ||
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return mask; | ||
} | ||
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void main() { | ||
vec2 pos = Warp(v_texCoord.xy * (rubyTextureSize / rubyInputSize)) * (rubyInputSize / rubyTextureSize); | ||
vec3 outColor = Tri(pos); | ||
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// Add Bloom | ||
outColor.rgb += Bloom(pos) * bloomAmount; | ||
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if (shadowMask > 0.0) | ||
{ | ||
outColor.rgb *= Mask(screenPixel); | ||
} | ||
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gl_FragColor = vec4(ToSrgb(outColor.rgb), 1.0); | ||
} |
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