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Copy pathCRT-Lottes-TV.frag
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CRT-Lottes-TV.frag
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//
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
//
// by Timothy Lottes
//
// This is more along the style of a really good CGA arcade monitor.
// With RGB inputs instead of NTSC.
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
//
// Left it unoptimized to show the theory behind the algorithm.
//
// It is an example what I personally would want as a display option for pixel art games.
// Please take and use, change, or whatever.
//
// ported, tweaked, fast, TV version by guest.r
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D sampler0;
in vec2 r_texcoord;
uniform vec2 u_texelDelta;
uniform vec2 u_pixelDelta;
out vec4 o_color;
const vec2 OGLSize = vec2(480.0,272.0);
// CRT-Lottes settings (editable)
#define shadowMask 1 // 1, 2, 3 or 4 (CRT style)
#define maskDark 0.6
#define maskLight 1.4
#define hardScan -7.0
#define hardPix -2.5
#define warpX 0.045 // x-curvature setting, 0.0 - 0.1
#define warpY 0.041 // y-curvature setting, 0.0 - 0.1
#define shape 2.0
#define brightboost 1.1
#define GAMMA 0.416 // output gamma, 0.5 is default
#define warp vec2(warpX,warpY)
vec3 TV (vec2 pos)
{
vec2 dx = vec2(0.002083333, 0.0);
vec3 D = texture(sampler0, pos -dx ).rgb;
vec3 E = texture(sampler0, pos ).rgb;
vec3 F = texture(sampler0, pos +dx ).rgb;
vec3 G = F - D + E;
float le = dot(E,E);
float lg = dot(G,G);
float cs = length(G-E);
cs = min(0.2, 0.7*cs);
if(lg < le) E*= vec3(1.0, 1.0-cs, 1.0);
if(lg > le) E*= vec3(1.0-cs, 1.0, 1.0-cs);
return E;
}
vec3 ToLinear(vec3 c)
{
return c*c;
}
// Linear to sRGB.
// Assuming using sRGB typed textures this should not be needed.
vec3 ToSrgb(vec3 c)
{
return pow(c,vec3(GAMMA));
}
// Nearest emulated sample given floating point position and texel offset.
vec3 Fetch(vec2 pos,vec2 off){
pos=(floor(pos*OGLSize.xy+off)+vec2(0.5,0.5))/OGLSize;
return ToLinear(TV(pos.xy).xyz);
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*OGLSize.xy;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
// 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
// Return scanline weight.
float Scan(vec2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,hardScan);}
// Allow nearest three lines to effect pixel.
vec3 Tri(vec2 pos){
vec3 a=Horz3(pos,-1.0);
vec3 b=Horz5(pos, 0.0);
vec3 c=Horz3(pos, 1.0);
float wa=Scan(pos,-1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos){
pos=pos*2.0-1.0;
pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
return pos*0.5+0.5;}
// Shadow mask
vec3 Mask(vec2 pos) {
vec3 mask=vec3(maskDark,maskDark,maskDark);
// Very compressed TV style shadow mask.
if (shadowMask == 1) {
float lineM = maskLight;
float oddM = 0.0;
if(fract(pos.x / 6.0) < 0.5) oddM = 1.0;
if(fract((pos.y + oddM) / 2.0) < 0.5) lineM = maskDark;
pos.x= fract(pos.x / 3.0);
if(pos.x < 0.333) mask.r = maskLight;
else if(pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask *= lineM;
} else if (shadowMask == 2) {
// Aperture-grille.
pos.x = fract(pos.x / 3.0);
if(pos.x < 0.333) mask.r = maskLight;
else if(pos.x < 0.666) mask.g = maskLight;
else mask.b=maskLight;
} else if (shadowMask == 3) {
// Stretched VGA style shadow mask (same as prior shaders).
pos.x += pos.y * 3.0;
pos.x = fract(pos.x / 6.0);
if(pos.x < 0.333) mask.r = maskLight;
else if(pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
} else if (shadowMask == 4) {
// VGA style shadow mask.
pos.xy = floor(pos.xy * vec2(1.0,0.5));
pos.x += pos.y * 3.0;
pos.x = fract(pos.x / 6.0);
if(pos.x < 0.333) mask.r = maskLight;
else if(pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
return mask;
}
/* CRT shader - corner function
Copyright (C) 2010-2012 cgwg, Themaister and DOLLS
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.
(cgwg gave their consent to have the original version of this shader
distributed under the GPL in this message:
http://board.byuu.org/viewtopic.php?p=26075#p26075
"Feel free to distribute my shaders under the GPL. After all, the
barrel distortion code was taken from the Curvature shader, which is
under the GPL."
)
*/
float corner(vec2 coord)
{
coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5);
coord = min(coord, vec2(1.0)-coord) * vec2(1.0, 0.5666667);
vec2 cdist = vec2(0.04);
coord = (cdist - min(coord,cdist));
float dist = sqrt(dot(coord,coord));
return clamp((cdist.x-dist)*200.0,0.0, 1.0);
}
void main()
{
vec2 OGL2bPos = (r_texcoord + vec2(0.000001)) * (1.0/u_pixelDelta.xy);
vec2 pos = Warp(r_texcoord);
vec3 color = Tri(pos)*brightboost;
color = min(color,1.0);
color = pow(color, vec3(1.2));
color*= Mask(OGL2bPos); // Tweak by SimoneT
color = ToSrgb(color);
float black = 1.0;
if (pos.x < 0.0 || pos.x > 1.0 || pos.y < 0.0 || pos.y > 1.0) black = 0.0;
o_color.rgb = color*black*corner(pos);
o_color.a= 1.0;
}