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CRT-Guest-Glow-SmartRes.fx
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CRT-Guest-Glow-SmartRes.fx
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/*
CRT - Guest - Glow
Copyright (C) 2017-2020 guest(r) - [email protected]
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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#define brightboost1 1.55 // adjust brightness - dark pixels (1.0 to 2.0)
#define brightboost2 1.15 // adjust brightness - bright pixels (1.0 to 2.0)
#define saturation 1.00 // 1.0 is normal saturation
#define gammaOUT 0.55 // 1.0/gammaOUT to be regarded, input gamma is 2.0
#define scanline 8.0 // scanline param, vertical sharpness
#define beam_min 1.15 // dark area beam min - narrow
#define beam_max 1.00 // bright area beam max - wide
#define h_sharp 1.7 // pixel sharpness
#define bloompix 0.50 // glow shape, more is harder
#define bloompixy 0.80 // glow shape, more is harder
#define glow 0.08 // glow ammount
#define eps 1e-8
// The name of this effect
string name : NAME = "CrtGuest";
float2 ps1 : TEXELSIZE;
float2 ir : sourcescale;
float4x4 World : WORLD;
float4x4 View : VIEW;
float4x4 Projection : PROJECTION;
float4x4 Worldview : WORLDVIEW; // world * view
float4x4 ViewProjection : VIEWPROJECTION; // view * projection
float4x4 WorldViewProjection : WORLDVIEWPROJECTION; // world * view * projection
string combineTechique : COMBINETECHNIQUE = "CrtGuest";
texture SourceTexture : SOURCETEXTURE;
texture WorkingTexture : WORKINGTEXTURE;
sampler decal = sampler_state
{
Texture = (SourceTexture);
MinFilter = POINT;
MagFilter = POINT;
};
struct out_vertex {
float4 position : POSITION;
float4 color : COLOR;
float2 t0 : TEXCOORD0;
};
out_vertex VS_VERTEX(float3 position : POSITION, float2 texCoord : TEXCOORD0 )
{
out_vertex OUT = (out_vertex)0;
OUT.position = mul(float4(position,1.0),WorldViewProjection);
OUT.t0 = texCoord;
return OUT;
}
float3 sw(float x, float3 color)
{
float3 tmp = lerp(float3(beam_min,beam_min,beam_min),float3(beam_max,beam_max,beam_max), color);
float3 ex = float3(x,x,x)*tmp;
return exp2(-scanline*ex*ex);
}
float4 PS_FRAGMENT (in out_vertex VAR) : COLOR
{
float2 tmp = (ir.x < 1.0) ? float2(1.0,1.0) : ir;
float2 ps = ps1*tmp;
float2 OGL2Pos = VAR.t0 / ps - float2(0.5,0.5);
float2 fp = frac(OGL2Pos);
float2 dx = float2(ps.x,0.0);
float2 dy = float2(0.0, ps.y);
float2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
// Reading the texels
float3 ul = tex2D(decal, pC4 ).xyz; ul*=ul;
float3 ur = tex2D(decal, pC4 + dx).xyz; ur*=ur;
float3 dl = tex2D(decal, pC4 + dy).xyz; dl*=dl;
float3 dr = tex2D(decal, pC4 + ps).xyz; dr*=dr;
float lx = fp.x; lx = pow(lx, h_sharp);
float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
float3 color1 = (ur*lx + ul*rx)/(lx+rx);
float3 color2 = (dr*lx + dl*rx)/(lx+rx);
// calculating scanlines
float f = fp.y;
color1*=lerp(brightboost1, brightboost2, max(max(color1.r,color1.g),color1.b));
color2*=lerp(brightboost1, brightboost2, max(max(color2.r,color2.g),color2.b));
color1 = min(color1, 1.05);
color2 = min(color2, 1.05);
float3 w1 = sw(f,color1);
float3 w2 = sw(1.0-f,color2);
float3 w3 = w1+w2;
float3 color = color1*w1 + color2*w2;
float2 x2 = 2.0*dx; float2 x3 = 3.0*dx;
float2 y2 = 2.0*dy;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-bloompix*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-bloompix*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-bloompix*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-bloompix*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-bloompix*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-bloompix*wr3);
float wt = 1.0/(wl3+wl2+wl1+wr1+wr2+wr3);
float3 l3 = tex2D(decal, pC4 -x2 ).xyz; l3*=l3;
float3 l2 = tex2D(decal, pC4 -dx ).xyz; l2*=l2;
float3 l1 = tex2D(decal, pC4 ).xyz; l1*=l1;
float3 r1 = tex2D(decal, pC4 +dx ).xyz; r1*=r1;
float3 r2 = tex2D(decal, pC4 +x2 ).xyz; r2*=r2;
float3 r3 = tex2D(decal, pC4 +x3 ).xyz; r3*=r3;
float3 t1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = tex2D(decal, pC4 -x2 -dy).xyz; l3*=l3;
l2 = tex2D(decal, pC4 -dx -dy).xyz; l2*=l2;
l1 = tex2D(decal, pC4 -dy).xyz; l1*=l1;
r1 = tex2D(decal, pC4 +dx -dy).xyz; r1*=r1;
r2 = tex2D(decal, pC4 +x2 -dy).xyz; r2*=r2;
r3 = tex2D(decal, pC4 +x3 -dy).xyz; r3*=r3;
float3 t2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = tex2D(decal, pC4 -x2 +dy).xyz; l3*=l3;
l2 = tex2D(decal, pC4 -dx +dy).xyz; l2*=l2;
l1 = tex2D(decal, pC4 +dy).xyz; l1*=l1;
r1 = tex2D(decal, pC4 +dx +dy).xyz; r1*=r1;
r2 = tex2D(decal, pC4 +x2 +dy).xyz; r2*=r2;
r3 = tex2D(decal, pC4 +x3 +dy).xyz; r3*=r3;
float3 b1 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
l3 = tex2D(decal, pC4 -x2 +y2).xyz; l3*=l3;
l2 = tex2D(decal, pC4 -dx +y2).xyz; l2*=l2;
l1 = tex2D(decal, pC4 +y2).xyz; l1*=l1;
r1 = tex2D(decal, pC4 +dx +y2).xyz; r1*=r1;
r2 = tex2D(decal, pC4 +x2 +y2).xyz; r2*=r2;
r3 = tex2D(decal, pC4 +x3 +y2).xyz; r3*=r3;
float3 b2 = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
wl2 = 1.0 + fp.y; wl2*=wl2; wl2 = exp2(-bloompixy*wl2);
wl1 = fp.y; wl1*=wl1; wl1 = exp2(-bloompixy*wl1);
wr1 = 1.0 - fp.y; wr1*=wr1; wr1 = exp2(-bloompixy*wr1);
wr2 = 2.0 - fp.y; wr2*=wr2; wr2 = exp2(-bloompixy*wr2);
wt = 1.0/(wl2+wl1+wr1+wr2);
float3 Bloom = (t2*wl2 + t1*wl1 + b1*wr1 + b2*wr2)*wt;
color += Bloom*glow;
color = pow(color, float3(0.55, 0.55, 0.55));
float l = length(color);
color = normalize(pow(color + float3(eps,eps,eps), float3(saturation,saturation,saturation)))*l;
return float4(color, max(max(w3.r,w3.g),w3.b));
}
//
// Technique
//
technique CrtGuest
{
pass P0
{
// shaders
VertexShader = compile vs_3_0 VS_VERTEX();
PixelShader = compile ps_3_0 PS_FRAGMENT();
}
}