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| #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" 1.5 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 Toggle" 0.3 0.0 0.3 0.3 | |
| #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 0.01 | |
| #pragma parameter lum "CRTGeom Luminance Boost" 0.0 0.0 1.0 0.01 | |
| #pragma parameter interlace_toggle "CRTGeom Interlacing" 1.0 1.0 5.0 4.0 | |
| #ifdef PARAMETER_UNIFORM | |
| uniform float CRTgamma; | |
| uniform float monitorgamma; | |
| uniform float d; | |
| uniform float CURVATURE; | |
| uniform float R; | |
| uniform float cornersize; | |
| uniform float cornersmooth; | |
| uniform float x_tilt; | |
| uniform float y_tilt; | |
| uniform float overscan_x; | |
| uniform float overscan_y; | |
| uniform float DOTMASK; | |
| uniform float SHARPER; | |
| uniform float scanline_weight; | |
| uniform float lum; | |
| uniform float interlace_toggle; | |
| #else | |
| #define CRTgamma 2.4 | |
| #define monitorgamma 2.2 | |
| #define d 1.5 | |
| #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_toggle 1.0 | |
| #endif | |
| // END PARAMETERS // | |
| /* COMPATIBILITY | |
| - HLSL compilers | |
| - Cg compilers | |
| - FX11 compilers | |
| */ | |
| #define mod(x,y) (x - y * trunc(x/y)) | |
| /* | |
| 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 | |
| */ | |
| #include "../../compat_includes.inc" | |
| uniform COMPAT_Texture2D(decal) : TEXUNIT0; | |
| uniform float4x4 modelViewProj; | |
| // Comment the next line to disable interpolation in linear gamma (and | |
| // gain speed). | |
| #define LINEAR_PROCESSING | |
| // Enable 3x oversampling of the beam profile; improves moire effect caused by scanlines+curvature | |
| #define OVERSAMPLE | |
| // Use the older, purely gaussian beam profile; uncomment for speed | |
| //#define USEGAUSSIAN | |
| // Use interlacing detection; may interfere with other shaders if combined | |
| #define INTERLACED | |
| // Enable Dot-mask emulation: | |
| // Output pixels are alternately tinted green and magenta. | |
| // #define DOTMASK | |
| // Macros. | |
| #define FIX(c) max(abs(c), 1e-5); | |
| #define PI 3.141592653589 | |
| #ifdef LINEAR_PROCESSING | |
| # define TEX2D(c) pow(COMPAT_SamplePoint(s0, (c)), float4(CRTgamma,CRTgamma,CRTgamma,CRTgamma)) | |
| #else | |
| # define TEX2D(c) COMPAT_SamplePoint(s0, (c)) | |
| #endif | |
| // aspect ratio | |
| static float2 aspect = float2(1.0, 0.75); | |
| float intersect(float2 xy, float4 sin_cos_angle) | |
| { | |
| float A = dot(xy,xy)+d*d; | |
| float B = 2.0*(R*(dot(xy,sin_cos_angle.xy)-d*sin_cos_angle.zw.x*sin_cos_angle.zw.y)-d*d); | |
| float C = d*d + 2.0*R*d*sin_cos_angle.zw.x*sin_cos_angle.zw.y; | |
| return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); | |
| } | |
| float2 bkwtrans(float2 xy, float4 sin_cos_angle) | |
| { | |
| float c = intersect(xy, sin_cos_angle); | |
| float2 point_ = float2(c,c)*xy; | |
| point_ -= float2(-R,-R)*sin_cos_angle.xy; | |
| point_ /= float2(R,R); | |
| float2 tang = sin_cos_angle.xy/sin_cos_angle.zw; | |
| float2 poc = point_/sin_cos_angle.zw; | |
| 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); | |
| float2 uv = (point_-a*sin_cos_angle.xy)/sin_cos_angle.zw; | |
| float r = FIX(R*acos(a)); | |
| return uv*r/sin(r/R); | |
| } | |
| float2 fwtrans(float2 uv, float4 sin_cos_angle) | |
| { | |
| float r = FIX(sqrt(dot(uv,uv))); | |
| uv *= sin(r/R)/r; | |
| float x = 1.0-cos(r/R); | |
| float D = d/R + x*sin_cos_angle.z*sin_cos_angle.w+dot(uv,sin_cos_angle.xy); | |
| return d*(uv*sin_cos_angle.zw-x*sin_cos_angle.xy)/D; | |
| } | |
| float3 maxscale(float4 sin_cos_angle) | |
| { | |
| float2 c = bkwtrans(-R * sin_cos_angle.xy / (1.0 + R/d*sin_cos_angle.z*sin_cos_angle.w), sin_cos_angle); | |
| float2 a = float2(0.5,0.5)*aspect; | |
| float2 lo = float2(fwtrans(float2(-a.x,c.y), sin_cos_angle).x, | |
| fwtrans(float2(c.x,-a.y), sin_cos_angle).y)/aspect; | |
| float2 hi = float2(fwtrans(float2(+a.x,c.y), sin_cos_angle).x, | |
| fwtrans(float2(c.x,+a.y), sin_cos_angle).y)/aspect; | |
| return float3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y)); | |
| } | |
| // 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. | |
| float4 scanlineWeights(float distance, float4 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 | |
| float4 wid = 0.3 + 0.1 * pow(color, float4(3.0, 3.0, 3.0, 3.0)); | |
| float v = distance / (wid * scanline_weight/0.3); | |
| float4 weights = float4(v,v,v,v); | |
| return (lum + 0.4) * exp(-weights * weights) / wid; | |
| #else | |
| float4 wid = 2.0 + 2.0 * pow(color, float4(4.0, 4.0, 4.0, 4.0)); | |
| float v = distance / scanline_weight; | |
| float4 weights = float4(v,v,v,v); | |
| return (lum + 1.4) * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); | |
| #endif | |
| } | |
| struct out_vertex { | |
| float4 position : COMPAT_POS; | |
| float2 texCoord : TEXCOORD0; | |
| #ifdef HLSL_4 | |
| float2 one : VAR0; | |
| float mod_factor : VAR1; | |
| float2 ilfac : VAR2; | |
| float3 stretch : VAR3; | |
| float4 sin_cos_angle : VAR4; | |
| float2 TextureSize : VAR5; | |
| #else | |
| float2 one; | |
| float mod_factor; | |
| float2 ilfac; | |
| float3 stretch; | |
| float4 sin_cos_angle; | |
| float2 TextureSize; | |
| float4 Color : COLOR; | |
| #endif | |
| }; | |
| /* VERTEX_SHADER */ | |
| out_vertex main_vertex(COMPAT_IN_VERTEX) | |
| { | |
| out_vertex OUT; | |
| #ifdef HLSL_4 | |
| float4 position = VIN.position; | |
| float2 texCoord = VIN.texCoord; | |
| #else | |
| OUT.Color = color; | |
| #endif | |
| OUT.position = mul(modelViewProj, position); | |
| // Precalculate a bunch of useful values we'll need in the fragment | |
| // shader. | |
| float2 sinangle = sin(float2(x_tilt, y_tilt)); | |
| float2 cosangle = cos(float2(x_tilt, y_tilt)); | |
| OUT.sin_cos_angle = float4(sinangle.x, sinangle.y, cosangle.x, cosangle.y); | |
| OUT.stretch = maxscale(OUT.sin_cos_angle); | |
| OUT.texCoord = texCoord; | |
| OUT.TextureSize = float2(SHARPER * COMPAT_texture_size.x, COMPAT_texture_size.y); | |
| OUT.ilfac = float2(1.0,clamp(floor(COMPAT_video_size.y/(200.0 * interlace_toggle)),1.0,2.0)); | |
| // The size of one texel, in texture-coordinates. | |
| OUT.one = OUT.ilfac / OUT.TextureSize; | |
| // Resulting X pixel-coordinate of the pixel we're drawing. | |
| OUT.mod_factor = texCoord.x * COMPAT_texture_size.x * COMPAT_output_size.x / COMPAT_video_size.x; | |
| return OUT; | |
| } | |
| /* FRAGMENT SHADER */ | |
| float4 crt_geom(float2 texture_size, float2 video_size, float2 output_size, float frame_count, float4 sin_cos_angle, float3 stretch, | |
| float2 ilfac, float2 one, float mod_factor, float2 TextureSize, float2 texCoord, COMPAT_Texture2D(s0)) | |
| { | |
| // 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. | |
| float2 xy = 0.0; | |
| if (CURVATURE > 0.5) | |
| { | |
| float2 cd = texCoord; | |
| cd *= texture_size / video_size; | |
| cd = (cd-float2(0.5, 0.5))*aspect*stretch.z+stretch.xy; | |
| xy = (bkwtrans(cd, sin_cos_angle)/float2(overscan_x / 100.0, overscan_y / 100.0)/aspect+float2(0.5, 0.5)) * video_size / texture_size; | |
| } | |
| else | |
| { | |
| xy = texCoord; | |
| } | |
| float2 cd2 = xy; | |
| cd2 *= texture_size / video_size; | |
| cd2 = (cd2 - float2(0.5, 0.5)) * float2(overscan_x / 100.0, overscan_y / 100.0) + float2(0.5, 0.5); | |
| cd2 = min(cd2, float2(1.0, 1.0)-cd2) * aspect; | |
| float2 cdist = float2(cornersize, cornersize); | |
| cd2 = (cdist - min(cd2,cdist)); | |
| float dist = sqrt(dot(cd2,cd2)); | |
| float cval = clamp((cdist.x-dist)*cornersmooth,0.0, 1.0); | |
| float2 xy2 = ((xy*TextureSize/video_size-float2(0.5, 0.5))*float2(1.0,1.0)+float2(0.5, 0.5))*video_size/TextureSize; | |
| // Of all the pixels that are mapped onto the texel we are | |
| // currently rendering, which pixel are we currently rendering? | |
| float2 ilfloat = float2(0.0,ilfac.y > 1.5 ? mod(float(frame_count),2.0) : 0.0); | |
| float2 ratio_scale = (xy * TextureSize - float2(0.5,0.5) + ilfloat)/ilfac; | |
| #ifdef OVERSAMPLE | |
| float filter = video_size.y / output_size.y; | |
| #endif | |
| float2 uv_ratio = frac(ratio_scale); | |
| // Snap to the center of the underlying texel. | |
| xy = (floor(ratio_scale)*ilfac + float2(0.5, 0.5) - ilfloat) / TextureSize; | |
| // Calculate Lanczos scaling coefficients describing the effect | |
| // of various neighbour texels in a scanline on the current | |
| // pixel. | |
| float4 coeffs = PI * float4(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, float4(1.0, 1.0, 1.0, 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. | |
| float4 col = clamp(mul(coeffs, float4x4( | |
| TEX2D(xy + float2(-one.x, 0.0)), | |
| TEX2D(xy), | |
| TEX2D(xy + float2(one.x, 0.0)), | |
| TEX2D(xy + float2(2.0 * one.x, 0.0)))), | |
| 0.0, 1.0); | |
| float4 col2 = clamp(mul(coeffs, float4x4( | |
| TEX2D(xy + float2(-one.x, one.y)), | |
| TEX2D(xy + float2(0.0, one.y)), | |
| TEX2D(xy + one), | |
| TEX2D(xy + float2(2.0 * one.x, one.y)))), | |
| 0.0, 1.0); | |
| #ifndef LINEAR_PROCESSING | |
| col = pow(col , float4(CRTgamma)); | |
| col2 = pow(col2, float4(CRTgamma)); | |
| #endif | |
| // Calculate the influence of the current and next scanlines on | |
| // the current pixel. | |
| float4 weights = scanlineWeights(uv_ratio.y, col); | |
| float4 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 | |
| float3 mul_res = (col * weights + col2 * weights2).rgb; | |
| mul_res *= float3(cval, cval, cval); | |
| // dot-mask emulation: | |
| // Output pixels are alternately tinted green and magenta. | |
| float3 dotMaskWeights = lerp( | |
| float3(1.0, 1.0 - DOTMASK, 1.0), | |
| float3(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, float3(1.0 / monitorgamma, 1.0 / monitorgamma, 1.0 / monitorgamma)); | |
| // Color the texel. | |
| return float4(mul_res, 1.0); | |
| } | |
| float4 main_fragment(COMPAT_IN_FRAGMENT) : COMPAT_Output | |
| { | |
| return crt_geom(COMPAT_texture_size, COMPAT_video_size, COMPAT_output_size, COMPAT_frame_count, VOUT.sin_cos_angle, VOUT.stretch, | |
| VOUT.ilfac, VOUT.one, VOUT.mod_factor, VOUT.TextureSize, VOUT.texCoord, decal); | |
| } | |
| COMPAT_END |