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Add two CRT style OpenGL shaders
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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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somnolik authored and SupSuper committed Dec 5, 2020
1 parent f9bd4d0 commit cafc2ed
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324 changes: 324 additions & 0 deletions bin/common/Shaders/CRT-Lottes-Warp.OpenGL.shader
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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;

varying vec2 v_texCoord;
varying vec2 screenPixel;

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;

varying vec2 v_texCoord;
varying vec2 screenPixel;


/*
// 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
*/

#define hardScan -8.0 // decrease for better distinction of scanlines
#define hardPix -5.0 // decrease for better distinction of individual pixels

#define warpX 0.031 // increase for stronger screen curvature
#define warpY 0.041 // increase for stronger screen curvature

#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

#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


float ToLinear1(float c)
{
return (c <= 0.04045) ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}

vec3 ToLinear(vec3 c)
{
return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
}

// 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);
}

vec3 ToSrgb(vec3 c)
{
return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
}


// 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);
}

// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos)
{
pos = pos * rubyTextureSize;
// pos = pos * rubyInputSize;

return -((pos - floor(pos)) - vec2(0.5));
}

// 1D Gaussian.
float Gaus(float pos, float scale)
{
return exp2(scale * pow(abs(pos), shape));
}

// 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;

// 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);

// Return filtered sample.
return (b*wb + c*wc + d*wd) / (wb + wc + wd);
}

// 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));

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);

// Return filtered sample.
return (a*wa + b*wb + c*wc + d*wd + e*we) / (wa + wb + wc + wd + we);
}

// 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));

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);

// 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);
}

// Return scanline weight.
float Scan(vec2 pos, float off)
{
float dst = Dist(pos).y;

return Gaus(dst + off, hardScan);
}

// Return scanline weight for bloom.
float BloomScan(vec2 pos, float off)
{
float dst = Dist(pos).y;

return Gaus(dst + off, hardBloomScan);
}

vec3 Tri(vec2 pos)
{
vec3 sample = Fetch(pos, vec2(0.0, 0.0));

vec3 a = Horz3(pos,-1.0);
vec3 b = Horz5(pos, 0.0);
vec3 c = Horz3(pos, 1.0);

float wa = Scan(pos,-1.0);
float wb = Scan(pos, 0.0);
float wc = Scan(pos, 1.0);

return a*wa + b*wb + c*wc;

// return sample;
}

// 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);

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);

return a*wa + b*wb + c*wc + d*wd + e*we;
}

// 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);

return pos * 0.5 + 0.5;
}

// Shadow mask.
vec3 Mask(vec2 pos)
{
vec3 mask = vec3(maskDark, maskDark, maskDark);

// Very compressed TV style shadow mask.
if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;

if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark;

pos.x = fract(pos.x*0.333333333);

if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask *= line;
}

// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x*0.333333333);

if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}

// 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);

if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}

// 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);

if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}

return mask;
}

void main() {
vec2 pos = Warp(v_texCoord.xy * (rubyTextureSize / rubyInputSize)) * (rubyInputSize / rubyTextureSize);
vec3 outColor = Tri(pos);

// Add Bloom
outColor.rgb += Bloom(pos) * bloomAmount;

if (shadowMask > 0.0)
{
outColor.rgb *= Mask(screenPixel);
}

gl_FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
}

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