Skip to content

Commit

Permalink
Add gizmo-crt shader
Browse files Browse the repository at this point in the history
This shader tries to reproduce a CRT-like output without replicating mask or RGB patterns.

It has the following features:
- allows fractional scaling
- uses texture AA shader and subpixel scaling for evenly placed sharp pixels
- has a horizontal blur function which mimics bad signal quality of some systems (megadrive, psx)
- has a vertical blur function which mimics n64 vertical software blur
- adds some noise to mimic restless CRT colors
- has a curvator function
- looks good with resolutions <= 1080p
- has modest system requirements

https://forums.libretro.com/t/gizmo-crt-shader/41409
https://github.com/gizmo98/gizmo-crt-shader
  • Loading branch information
gizmo98 committed May 1, 2023
1 parent d718480 commit 19fed6b
Show file tree
Hide file tree
Showing 13 changed files with 496 additions and 0 deletions.
14 changes: 14 additions & 0 deletions crt/gizmo-crt.glslp
@@ -0,0 +1,14 @@
shaders = "1"
shader0 = "shaders/gizmo-crt.glsl"
filter_linear0 = "true"
scale_type0 = viewport

parameters = "BRIGHTNESS;HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;BGR_LCD_PATTERN;SHRINK"
CURVATURE_X = "0.0"
CURVATURE_Y = "0.0"
BRIGHTNESS = "0.5"
HORIZONTAL_BLUR = "0.0"
VERTICAL_BLUR = "0.0"
BLUR_OFFSET = "0.0"
BGR_LCD_PATTERN = "0.0"
SHRINK = "0.0"
326 changes: 326 additions & 0 deletions crt/shaders/gizmo-crt.glsl
@@ -0,0 +1,326 @@
/*
* gizmo98 crt shader
* Copyright (C) 2023 gizmo98
*
* 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.
*
* version 0.41, 01.05.2023
* ---------------------------------------------------------------------------------------
* - add more references for used sources
*
* version 0.40, 29.04.2023
* ---------------------------------------------------------------------------------------
* - fix aspect ratio issue
* - fix screen centering issue
* - use CRT/PI curvator
* - add noise intensity value
*
* version 0.35, 29.04.2023
* ---------------------------------------------------------------------------------------
* - initial slang port
* - remove NTSC and INTERLACE effects
*
* version 0.3, 28.04.2023
* ---------------------------------------------------------------------------------------
* - unify shader in one file
* - replace fixed macros and defines with pragmas
* - add BLUR_OFFSET setting. This setting can be used to set the strength of a bad signal
* - add ANAMORPH setting for megadrive and snes
*
* https://github.com/gizmo98/gizmo-crt-shader
*
* This shader tries to mimic a CRT without extensive use of scanlines and rgb pattern emulation.
* It uses horizontal subpixel scaling and adds brightness dependent scanline patterns and allows
* fractional scaling.
*
* HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive
* VERTICAL_BLUR vertical blur simulates N64 vertical blur
* BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch
* BRIGHTNESS makes scanlines more or less visible
* SHRINK scale screen in X direction
* SNR noise intensity
*
* uses parts curvator of CRT-PI shader from davej https://github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-pi.glsl
* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
* uses gold noise shader from dcerisano https://www.shadertoy.com/view/ltB3zD
*/

#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
#pragma parameter BRIGHTNESS "Scanline Intensity" 0.5 0.05 1.0 0.05
#pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0
#pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0
#pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05
#pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0
#pragma parameter SHRINK "Horizontal scale" 0.0 0.0 1.0 0.01
#pragma parameter SNR "Noise intensity" 1.0 0.0 3.0 0.1

#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 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 screenScale;

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;

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float BRIGHTNESS;
uniform COMPAT_PRECISION float HORIZONTAL_BLUR;
uniform COMPAT_PRECISION float VERTICAL_BLUR;
uniform COMPAT_PRECISION float BLUR_OFFSET;
uniform COMPAT_PRECISION float BGR_LCD_PATTERN;
uniform COMPAT_PRECISION float SHRINK;
uniform COMPAT_PRECISION float SNR;
#else
#define CURVATURE_X 0.1
#define CURVATURE_Y 0.15
#define BRIGHTNESS 0.5
#define HORIZONTAL_BLUR 0.0
#define VERTICAL_BLUR 0.0
#define BLUR_OFFSET 0.5
#define BGR_LCD_PATTERN 0.0
#define SHRINK 0.0
#define SNR 1.0
#endif

void main()
{
screenScale = TextureSize / InputSize;
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}

#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

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;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 screenScale;

#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CURVATURE_X;
uniform COMPAT_PRECISION float CURVATURE_Y;
uniform COMPAT_PRECISION float BRIGHTNESS;
uniform COMPAT_PRECISION float HORIZONTAL_BLUR;
uniform COMPAT_PRECISION float VERTICAL_BLUR;
uniform COMPAT_PRECISION float BLUR_OFFSET;
uniform COMPAT_PRECISION float BGR_LCD_PATTERN;
uniform COMPAT_PRECISION float SHRINK;
uniform COMPAT_PRECISION float SNR;
#endif

float PHI = 1.61803398874989484820459; // Φ = Golden Ratio

float gold_noise(in vec2 xy, in float seed){
return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
}

vec2 saturateA(in vec2 x)
{
return clamp(x, 0.0, 1.0);
}

vec2 magnify(in vec2 uv, in vec2 res)
{
uv *= res;
return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
}
vec4 textureVertical(in vec2 uv){
uv = magnify(uv,TextureSize.xy);
uv = uv*TextureSize.xy + 0.5;

COMPAT_PRECISION vec2 iuv = floor(uv);
COMPAT_PRECISION vec2 fuv = uv - iuv;
if (HORIZONTAL_BLUR == 1.0){
vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / TextureSize.xy;
vec2 uv2 = vec2(uv + vec2(-0.5 + BLUR_OFFSET,-0.5)) / TextureSize.xy;
vec4 col1 = COMPAT_TEXTURE( Texture, uv1 );
vec4 col2 = COMPAT_TEXTURE( Texture, uv2 );
vec4 col = (col1 + col2) / vec4(2.0);
if (VERTICAL_BLUR == 1.0){
vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 +BLUR_OFFSET)) / TextureSize.xy;
vec2 uv4 = vec2(uv + vec2(-0.5 + BLUR_OFFSET,-0.5 +BLUR_OFFSET)) / TextureSize.xy;
vec4 col3 = COMPAT_TEXTURE( Texture, uv3 );
vec4 col4 = COMPAT_TEXTURE( Texture, uv4 );
col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0);
}
return col;
}
else{
uv = vec2(uv + vec2(-0.5,-0.5)) / TextureSize.xy;
return COMPAT_TEXTURE( Texture, uv );
}
}

vec4 textureCRT(in vec2 uvr, in vec2 uvg, in vec2 uvb ){
return vec4(textureVertical(uvr).r,textureVertical(uvg).g, textureVertical(uvb).b, 255);
}

float GetFuv(in vec2 uv){
uv = uv*TextureSize.xy + 0.5;
COMPAT_PRECISION vec2 iuv = floor(uv);
COMPAT_PRECISION vec2 fuv = uv - iuv;
return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5);
}

vec2 GetIuv(in vec2 uv){
uv = uv*TextureSize.xy;

COMPAT_PRECISION vec2 iuv = floor(uv);
return iuv;
}

vec4 AddNoise(in vec4 col, in vec2 coord){
/* Add some subpixel noise which simulates small CRT color variations */
COMPAT_PRECISION float iGlobalTime = float(FrameCount)*0.025;
COMPAT_PRECISION float snr = SNR * 0.03125;
return clamp(col + gold_noise(coord,sin(iGlobalTime)) * snr - snr/2.0,0.0,1.0);
}

vec4 AddScanlines(in vec4 col, in vec2 coord){
/* Add scanlines which are wider for dark colors.
You cannot see scanlines if color is bright. */
COMPAT_PRECISION float brightness = 1.0 / BRIGHTNESS * 0.05;
COMPAT_PRECISION float scale = (OutputSize.y / TextureSize.y) * 0.5;
COMPAT_PRECISION float dim = brightness * scale;
col.rgb -= dim * (abs(1.5* (1.0 - col.rgb) * abs(abs(GetFuv(coord) - 0.5))));
return col;
}

vec4 Interlace(in vec4 col, in vec2 coord){
COMPAT_PRECISION float interlacing_intensity = 0.015;
COMPAT_PRECISION float scale = OutputSize.y / TextureSize.y;
COMPAT_PRECISION float dim = interlacing_intensity * scale;
COMPAT_PRECISION float pixel_brightness = abs(1.0 - (col.r + col.g + col.b) / 3.0 );
COMPAT_PRECISION float framecount = floor(float(FrameCount));
COMPAT_PRECISION float even = mod(framecount, 2.0);
if (even == 0.0)
col.rgb -= dim * pixel_brightness * mod(GetIuv(coord),2.0).y;
else
col.rgb -= dim * pixel_brightness * (1.0 - mod(GetIuv(coord),2.0).y);
return col;
}

vec3 XCoords(in float coord, in float factor){
COMPAT_PRECISION float iGlobalTime = float(FrameCount)*0.025;
COMPAT_PRECISION float spread = 0.333;
COMPAT_PRECISION vec3 coords = vec3(coord);
if(BGR_LCD_PATTERN == 1.0)
coords.r += spread * 2.0;
else
coords.b += spread * 2.0;
coords.g += spread;
coords *= factor;
return coords;
}

float YCoord(in float coord, in float factor){
return coord * factor;
}

vec2 Distort(vec2 coord)
{
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
coord *= screenScale;
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (CURVATURE_DISTORTION * rsq);
coord *= barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
coord = vec2(-1.0); // If out of bounds, return an invalid value.
else
{
coord += vec2(0.5);
coord /= screenScale;
}

return coord;
}

void main()
{
vec2 texcoord = TEX0.xy;

if (SHRINK > 0.0)
{
texcoord.x -= 0.5;
texcoord.x *= 1.0 + SHRINK;
texcoord.x += 0.5;
}

texcoord = Distort(texcoord);
if (texcoord.x < 0.0){
gl_FragColor = vec4(0.0);
return;
}

COMPAT_PRECISION vec2 fragCoord = texcoord.xy * OutputSize.xy;
COMPAT_PRECISION vec2 factor = TextureSize.xy / OutputSize.xy ;
COMPAT_PRECISION float yCoord = YCoord(fragCoord.y, factor.y) ;
COMPAT_PRECISION vec3 xCoords = XCoords(fragCoord.x, factor.x);

COMPAT_PRECISION vec2 coord_r = vec2(xCoords.r, yCoord) / TextureSize.xy;
COMPAT_PRECISION vec2 coord_g = vec2(xCoords.g, yCoord) / TextureSize.xy;
COMPAT_PRECISION vec2 coord_b = vec2(xCoords.b, yCoord) / TextureSize.xy;

FragColor = textureCRT(coord_r,coord_g,coord_b);
FragColor = AddNoise(FragColor, fragCoord);
FragColor = AddScanlines(FragColor, coord_r);
}
#endif
14 changes: 14 additions & 0 deletions presets/gizmo-crt/gizmo-crt-curvator.glslp
@@ -0,0 +1,14 @@
shaders = "1"
shader0 = "../../crt/shaders/gizmo-crt.glsl"
filter_linear0 = "true"
scale_type0 = viewport

parameters = "BRIGHTNESS;HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;BGR_LCD_PATTERN;SHRINK"
CURVATURE_X = "0.1"
CURVATURE_Y = "0.1"
BRIGHTNESS = "0.5"
HORIZONTAL_BLUR = "0.0"
VERTICAL_BLUR = "0.0"
BLUR_OFFSET = "0.0"
BGR_LCD_PATTERN = "0.0"
SHRINK = "0.0"
14 changes: 14 additions & 0 deletions presets/gizmo-crt/gizmo-crt-megadrive-curvator.glslp
@@ -0,0 +1,14 @@
shaders = "1"
shader0 = "../../crt/shaders/gizmo-crt.glsl"
filter_linear0 = "true"
scale_type0 = viewport

parameters = "BRIGHTNESS;HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;BGR_LCD_PATTERN;SHRINK"
CURVATURE_X = "0.1"
CURVATURE_Y = "0.1"
BRIGHTNESS = "0.3"
HORIZONTAL_BLUR = "1.0"
VERTICAL_BLUR = "0.0"
BLUR_OFFSET = "0.65"
BGR_LCD_PATTERN = "0.0"
SHRINK = "0.0"
14 changes: 14 additions & 0 deletions presets/gizmo-crt/gizmo-crt-megadrive.glslp
@@ -0,0 +1,14 @@
shaders = "1"
shader0 = "../../crt/shaders/gizmo-crt.glsl"
filter_linear0 = "true"
scale_type0 = viewport

parameters = "BRIGHTNESS;HORIZONTAL_BLUR;VERTICAL_BLUR;BLUR_OFFSET;BGR_LCD_PATTERN;SHRINK"
CURVATURE_X = "0.0"
CURVATURE_Y = "0.0"
BRIGHTNESS = "0.3"
HORIZONTAL_BLUR = "1.0"
VERTICAL_BLUR = "0.0"
BLUR_OFFSET = "0.65"
BGR_LCD_PATTERN = "0.0"
SHRINK = "0.0"

0 comments on commit 19fed6b

Please sign in to comment.