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CRT-Guest-Hires-SmartRes.fx
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CRT-Guest-Hires-SmartRes.fx
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/*
CRT - Trinitron - Hires - SmartRes shader
Copyright (C) 2019 - 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 1.60 // adjust brightness - dark pixels (1.0 to 2.0)
#define brightboost2 1.20 // adjust brightness - bright pixels (1.0 to 2.0)
#define saturation 1.00 // 1.0 is normal saturation
#define scanline 8.0 // scanline param, vertical sharpness
#define beam_min 1.15 // dark area beam min - wide
#define beam_max 0.95 // bright area beam max - narrow
#define h_sharp 2.00 // pixel sharpness
#define eps 1e-5
// 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;
ps.x*=0.5;
float2 OGL2Pos = VAR.t0 / ps - float2(0.0,0.5);
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
float2 x2 = 2.0*dx;
float wl2 = 1.5 + fp.x; wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
float wl1 = 0.5 + fp.x; wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
float wct = 0.5 - fp.x; wct*=wct; wct = exp2(-h_sharp*wct);
float wr1 = 1.5 - fp.x; wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
float wr2 = 2.5 - fp.x; wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
float wt = 1.0/(wl2+wl1+wct+wr1+wr2);
float3 l2 = tex2D(decal, pC4 -x2).xyz; l2*=l2;
float3 l1 = tex2D(decal, pC4 -dx).xyz; l1*=l1;
float3 ct = tex2D(decal, pC4 ).xyz; ct*=ct;
float3 r1 = tex2D(decal, pC4 +dx).xyz; r1*=r1;
float3 r2 = tex2D(decal, pC4 +x2).xyz; r2*=r2;
float3 color1 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt;
l2 = tex2D(decal, pC4 -x2 +dy).xyz; l2*=l2;
l1 = tex2D(decal, pC4 -dx +dy).xyz; l1*=l1;
ct = tex2D(decal, pC4 +dy).xyz; ct*=ct;
r1 = tex2D(decal, pC4 +dx +dy).xyz; r1*=r1;
r2 = tex2D(decal, pC4 +x2 +dy).xyz; r2*=r2;
float3 color2 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt;
// 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;
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();
}
}