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CRT-Guest-SM-Hires-SmartRes-Interlace-no_scanline.fx
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CRT-Guest-SM-Hires-SmartRes-Interlace-no_scanline.fx
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/*
CRT - Guest - SM "Interlace" - dense shader
Copyright (C) 2019-2022 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 1.25 // adjust brightness - dark pixels (1.0 to 2.0)
#define brightboost2 1.10 // adjust brightness - bright pixels (1.0 to 2.0)
#define stype 0.00 // scanline type (0.0, 1.0, 2.0)
#define scanline1 4.00 // scanline shape, center (3.0 to 12.0)
#define scanline2 6.00 // scanline shape, edges (6.0 to 15.0)
#define beam_min 0.80 // dark area beam min - narrow (0.5 to 2.0)
#define beam_max 1.00 // bright area beam max - wide (0.5 to 2.0)
#define s_beam 0.80 // overgrown bright beam (0.0 to 1.0)
#define saturation1 1.75 // scanline saturation (0.0 to 4.0)
#define h_sharp 2.50 // pixel sharpness (1.0 to 7.0)
#define gamma_out 2.30 // gamma out
// 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 = LINEAR;
MagFilter = LINEAR;
};
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 * 1.000001;
return OUT;
}
float4 PS_FRAGMENT (in out_vertex VAR) : COLOR
{
float2 tmp = (ir.x < 1.0) ? float2(1.0,1.0) : float2(ir.x, 1.0);
float2 ps = ps1*tmp;
ps.x*=0.5;
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;
pC4.y = VAR.t0.y;
// Reading the texels
float2 x2 = 2.0*dx;
float2 x3 = x2+ dx;
float wl3 = 2.0 + fp.x; wl3*=wl3; wl3 = exp2(-h_sharp*wl3);
float wl2 = 1.0 + fp.x; wl2*=wl2; wl2 = exp2(-h_sharp*wl2);
float wl1 = fp.x; wl1*=wl1; wl1 = exp2(-h_sharp*wl1);
float wr1 = 1.0 - fp.x; wr1*=wr1; wr1 = exp2(-h_sharp*wr1);
float wr2 = 2.0 - fp.x; wr2*=wr2; wr2 = exp2(-h_sharp*wr2);
float wr3 = 3.0 - fp.x; wr3*=wr3; wr3 = exp2(-h_sharp*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 color = (l3*wl3 + l2*wl2 + l1*wl1 + r1*wr1 + r2*wr2 + r3*wr3)*wt;
color = saturate(color);
return float4(sqrt(color), 1.0);
}
//
// Technique
//
technique CrtGuest
{
pass P0
{
// shaders
VertexShader = compile vs_3_0 VS_VERTEX();
PixelShader = compile ps_3_0 PS_FRAGMENT();
}
}