2023-09-29 20:25:17 -04:00

245 lines
8.2 KiB
GLSL

/*
Hyllian's CRT Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#pragma parameter PHOSPHOR "CRT - Phosphor ON/OFF" 1.0 0.0 1.0 1.0
#pragma parameter VSCANLINES "CRT - Scanlines Direction" 0.0 0.0 1.0 1.0
#pragma parameter InputGamma "CRT - Input gamma" 2.4 0.0 5.0 0.1
#pragma parameter OutputGamma "CRT - Output Gamma" 2.2 0.0 5.0 0.1
#pragma parameter SHARPNESS "CRT - Sharpness Hack" 1.0 1.0 5.0 1.0
#pragma parameter COLOR_BOOST "CRT - Color Boost" 1.5 1.0 2.0 0.05
#pragma parameter RED_BOOST "CRT - Red Boost" 1.0 1.0 2.0 0.01
#pragma parameter GREEN_BOOST "CRT - Green Boost" 1.0 1.0 2.0 0.01
#pragma parameter BLUE_BOOST "CRT - Blue Boost" 1.0 1.0 2.0 0.01
#pragma parameter SCANLINES_STRENGTH "CRT - Scanline Strength" 0.72 0.0 1.0 0.02
#pragma parameter BEAM_MIN_WIDTH "CRT - Min Beam Width" 0.86 0.0 1.0 0.02
#pragma parameter BEAM_MAX_WIDTH "CRT - Max Beam Width" 1.0 0.0 1.0 0.02
#pragma parameter CRT_ANTI_RINGING "CRT - Anti-Ringing" 0.8 0.0 1.0 0.1
#define GAMMA_IN(color) pow(color, vec4(InputGamma, InputGamma, InputGamma, InputGamma))
#define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
// Horizontal cubic filter.
// Some known filters use these values:
// B = 0.0, C = 0.0 => Hermite cubic filter.
// B = 1.0, C = 0.0 => Cubic B-Spline filter.
// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
// B = 0.3782, C = 0.3109 => Robidoux filter.
// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
#define texCoord TEX0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define PRECISION mediump
#else
#define PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
uniform mat4 MVPMatrix;
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
texCoord = TexCoord;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PRECISION mediump
#else
#define PRECISION
#endif
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
uniform sampler2D s_p;
IN vec2 texCoord;
#ifdef PARAMETER_UNIFORM
uniform PRECISION float PHOSPHOR;
uniform PRECISION float VSCANLINES;
uniform PRECISION float InputGamma;
uniform PRECISION float OutputGamma;
uniform PRECISION float SHARPNESS;
uniform PRECISION float COLOR_BOOST;
uniform PRECISION float RED_BOOST;
uniform PRECISION float GREEN_BOOST;
uniform PRECISION float BLUE_BOOST;
uniform PRECISION float SCANLINES_STRENGTH;
uniform PRECISION float BEAM_MIN_WIDTH;
uniform PRECISION float BEAM_MAX_WIDTH;
uniform PRECISION float CRT_ANTI_RINGING;
#else
#define PHOSPHOR 1.0
#define VSCANLINES 0.0
#define InputGamma 2.4
#define OutputGamma 2.2
#define SHARPNESS 1.0
#define COLOR_BOOST 1.5
#define RED_BOOST 1.0
#define GREEN_BOOST 1.0
#define BLUE_BOOST 1.0
#define SCANLINES_STRENGTH 0.72
#define BEAM_MIN_WIDTH 0.86
#define BEAM_MAX_WIDTH 1.0
#define CRT_ANTI_RINGING 0.8
#endif
// END PARAMETERS //
// Change these params to configure the horizontal filter.
const float B = 0.0;
const float C = 0.5;
const mat4 invX = mat4( (-B - 6.0*C)/6.0, (12.0 - 9.0*B - 6.0*C)/6.0, -(12.0 - 9.0*B - 6.0*C)/6.0, (B + 6.0*C)/6.0,
(3.0*B + 12.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, -C,
(-3.0*B - 6.0*C)/6.0, 0.0, (3.0*B + 6.0*C)/6.0, 0.0,
B/6.0, (6.0 - 2.0*B)/6.0, B/6.0, 0.0);
void main()
{
vec2 texture_size = vec2(SHARPNESS*TextureSize.x, TextureSize.y);
vec4 color;
vec2 dx = mix(vec2(1.0/texture_size.x, 0.0), vec2(0.0, 1.0/texture_size.y), VSCANLINES);
vec2 dy = mix(vec2(0.0, 1.0/texture_size.y), vec2(1.0/texture_size.x, 0.0), VSCANLINES);
vec2 pix_coord = texCoord*texture_size+vec2(-0.5,0.5);
vec2 tc = mix((floor(pix_coord) + vec2(0.5, 0.5))/texture_size, (floor(pix_coord) + vec2(1.0, -0.5))/texture_size, VSCANLINES);
vec2 fp = mix(fract(pix_coord), fract(pix_coord.yx), VSCANLINES);
vec4 c00 = GAMMA_IN(tex2D(s_p, tc - dx - dy).xyzw);
vec4 c01 = GAMMA_IN(tex2D(s_p, tc - dy).xyzw);
vec4 c02 = GAMMA_IN(tex2D(s_p, tc + dx - dy).xyzw);
vec4 c03 = GAMMA_IN(tex2D(s_p, tc + 2.0*dx - dy).xyzw);
vec4 c10 = GAMMA_IN(tex2D(s_p, tc - dx).xyzw);
vec4 c11 = GAMMA_IN(tex2D(s_p, tc ).xyzw);
vec4 c12 = GAMMA_IN(tex2D(s_p, tc + dx).xyzw);
vec4 c13 = GAMMA_IN(tex2D(s_p, tc + 2.0*dx).xyzw);
// Get min/max samples
vec4 min_sample = min(min(c01,c11), min(c02,c12));
vec4 max_sample = max(max(c01,c11), max(c02,c12));
mat4 color_matrix0 = mat4(c00, c01, c02, c03);
mat4 color_matrix1 = mat4(c10, c11, c12, c13);
vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
vec4 invX_Px = invX * lobes;
vec4 color0 = color_matrix0 * invX_Px;
vec4 color1 = color_matrix1 * invX_Px;
// Anti-ringing
vec4 aux = color0;
color0 = clamp(color0, min_sample, max_sample);
color0 = mix(aux, color0, CRT_ANTI_RINGING);
aux = color1;
color1 = clamp(color1, min_sample, max_sample);
color1 = mix(aux, color1, CRT_ANTI_RINGING);
float pos0 = fp.y;
float pos1 = 1.0 - fp.y;
vec4 lum0 = mix(vec4(BEAM_MIN_WIDTH), vec4(BEAM_MAX_WIDTH), color0);
vec4 lum1 = mix(vec4(BEAM_MIN_WIDTH), vec4(BEAM_MAX_WIDTH), color1);
vec4 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0);
vec4 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0);
d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
color = clamp(color0*d0+color1*d1, 0.0, 1.0);
color *= COLOR_BOOST*vec4(RED_BOOST, GREEN_BOOST, BLUE_BOOST, 1.0);
float mod_factor = texCoord.x * OutputSize.x * TextureSize.x / InputSize.x;
vec4 dotMaskWeights = mix(
vec4(1.0, 0.7, 1.0, 1.),
vec4(0.7, 1.0, 0.7, 1.),
floor(mod(mod_factor, 2.0))
);
color.rgba *= mix(vec4(1.0,1.0,1.0,1.0), dotMaskWeights, PHOSPHOR);
color = GAMMA_OUT(color);
FragColor = vec4(color);
}
#endif