//////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// //// //// VERTEX SHADER : STOLEN FROM NEIGHBOURING SHADERS //// //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// struct input { float2 video_size; float2 texture_size; float2 output_size; }; void main_vertex ( float4 position : POSITION, out float4 oPosition : POSITION, uniform float4x4 modelViewProj, float2 tex : TEXCOORD, uniform input IN, out float2 oTexcoord : TEXCOORD, out float2 oFakeResolution : TEXCOORD1 ) { oPosition = mul(modelViewProj, position); oTexcoord = tex; oFakeResolution = IN.texture_size; } //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// //// EFFECT CONSTANTS : TWEAK THEM! //// // Size of the border effect static const float2 OverscanMaskHardness = {12.0f ,12.0f }; // Attenuation of the border effect static const float OverscanMaskPower = 4.0f; // Intensity of the border effect static const float OverscanIntensity = 0.96f; // Intensity of the TV Corners (round-ness) deformation static const float TVDeformInstensity = 0.02f; // How much R, G and B are offset : default is -0.333 pixels in fake-pixel-space static const float ColorFringeIntensity = -0.666; // How much luminosity is output by a fake-pixel static const float FakePixelMaskGain = 0.75f; // How much luminosity is output between fake-pixels (adds to the fake-pixel value) static const float FakePixelMaskOffset = 0.55f; // How sharp will appear the pixels (Horizontal Sharpness, Vertical Sharpness A.K.A Scanlines) static const float2 FakePixelMaskPower = {0.150f ,2.0f }; // Scanline Off Sync (Slides one line out of two) static const float ScanlineOffSync = 0.25; // Base Brightness static const float BaseBrightness = 0.55f; // How much the Fake-Pixel effect is Active (0.0 = normal image, 1.0 = full FakePixel Effect) static const float FakePixelEffectBlend = 0.95f; // Ghost Sampling : enable define to activate #define GHOST_SAMPLING; static const float GhostLatencyIntensity = 0.03f; // Number of samples (higer is slower) static const int GhostNumSamples = 32; // Latency of the RGB Signal (per-signal, in screen width percentage) static const float3 SignalLatencyRGB = {0.184f,0.08f,0.0624f}; // Attenuation of the ghosting latency static const float SignalLatencyAttenuation = 1.0f; // Bloom : enable define to activate #define BLOOM; static const float BloomIntensity = 0.75f; static const float BloomExponent = 1.00f; static const float[5][5] BloomWeights = { {0.003765, 0.015019, 0.023792, 0.015019, 0.003765}, {0.015019, 0.059912, 0.094907, 0.059912, 0.015019}, {0.023792, 0.094907, 0.150342, 0.094907, 0.023792}, {0.015019, 0.059912, 0.094907, 0.059912, 0.015019}, {0.003765, 0.015019, 0.023792, 0.015019, 0.003765} }; static const float[5] BloomPositions = { -2, -1, 0 , 1 , 2}; //// //// //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// float expow(float value, float exponent) { return lerp(1.0f,pow(value,max(exponent,1.0f)),saturate(exponent)); } // MultiSampling for ghosting effect float3 GhostSample(sampler2D s, float2 t, float latency) { float3 Out = tex2D(s,t); float Weight = 1.0f; float2 Direction = float2(-latency,0.0f); for(int i=1; i < GhostNumSamples; i++) { float curweight = pow(1.0f-((float)i/GhostNumSamples),1.0f/SignalLatencyAttenuation); Out += GhostLatencyIntensity * curweight * tex2D(s,saturate(t+(1.0f-curweight)*Direction)).xyz; Weight += GhostLatencyIntensity * curweight; } return Out/Weight; } // MultiSampling for ghosting effect float3 Bloom(sampler2D s, float2 t, float2 r) { float3 Out = float3(0,0,0); for(int j = 0; j < 5; j++) for(int i = 0; i < 5; i++) { float2 offset = float2(BloomPositions[i],BloomPositions[j]) / r; Out += tex2D(s, t + offset).rgb * BloomWeights[i][j]; } return pow(Out, BloomExponent) * BloomIntensity; } // Compositing of the TV Emulation float3 TVEffect(float2 in_Position, float2 FakeResolution, sampler2D Texture, float Time) { // TV Deformation float2 ScreenPos = in_Position + dot(in_Position-0.5f,in_Position-0.5f)*(in_Position-0.5f)* TVDeformInstensity; // Apply Off-Sync ScreenPos += (ScanlineOffSync/FakeResolution.x) * float2(sin((Time*30*3.1415926)+(ScreenPos.y*3.1415926*FakeResolution.y)),0); // Sampling 3 Images biased to simulate TV RGB Offset #ifdef GHOST_SAMPLING float3 latencyweight = float3(0.0f,0.0f,0.0f); for(int i=1; i < GhostNumSamples; i++) { latencyweight += tex2D(Texture, ScreenPos + float2(1.0f/FakeResolution.x,0.0f)).xyz; } float3 LatencyRGB = SignalLatencyRGB * (1.0-(latencyweight/GhostNumSamples)); float3 SMP_Red = GhostSample(Texture, (ScreenPos),LatencyRGB.x).xyz; float3 SMP_Green = GhostSample(Texture, (ScreenPos) + ((float2(ColorFringeIntensity,0.0f))/FakeResolution),LatencyRGB.y).xyz; float3 SMP_Blue = GhostSample(Texture, (ScreenPos) + ((float2(ColorFringeIntensity*2.0f,0.0f))/FakeResolution),LatencyRGB.z).xyz; #else float3 SMP_Red = tex2D(Texture, (ScreenPos)).xyz; float3 SMP_Green = tex2D(Texture, (ScreenPos) + ((float2(ColorFringeIntensity,0.0f))/FakeResolution)).xyz; float3 SMP_Blue = tex2D(Texture, (ScreenPos) + ((float2(ColorFringeIntensity*2.0f,0.0f))/FakeResolution)).xyz; #endif #ifdef BLOOM float3 bloom = Bloom(Texture, ScreenPos, FakeResolution); SMP_Red += bloom.r; SMP_Green += bloom.g; SMP_Blue += bloom.b; #endif // Apply base Brightness SMP_Red *= BaseBrightness; SMP_Green *= BaseBrightness; SMP_Blue *= BaseBrightness; // Overscan Darkening Mask float2 ScreenMask = pow(saturate(ScreenPos*(1.0f-ScreenPos)*OverscanMaskHardness),1.0f/OverscanMaskPower); float mask = lerp(1.0, ScreenMask.x * ScreenMask.y, OverscanIntensity); // CRT Cell Masks (HorizontalRGB+Scanline) float PixelMaskR = expow(saturate(4*frac(ScreenPos.x*FakeResolution.x)*(1.0f-frac(ScreenPos.x*FakeResolution.x))),FakePixelMaskPower.x); float PixelMaskG = expow(saturate(4*frac(ScreenPos.x*FakeResolution.x+float2(ColorFringeIntensity,0.0f))*(1.0f-frac(ScreenPos.x*FakeResolution.x+float2(ColorFringeIntensity,0.0f)))),FakePixelMaskPower.x); float PixelMaskB = expow(saturate(4*frac(ScreenPos.x*FakeResolution.x+float2(ColorFringeIntensity*2.0f,0.0f))*(1.0f-frac(ScreenPos.x*FakeResolution.x+float2(ColorFringeIntensity*2.0f,0.0f)))),FakePixelMaskPower.x); float PixelMaskScanline = pow(saturate(4*frac(ScreenPos.y*FakeResolution.y)*(1.0f-frac(ScreenPos.y*FakeResolution.y))),FakePixelMaskPower.y); float3 PixelRGB = float3 ( ((PixelMaskR*PixelMaskScanline * FakePixelMaskGain)+FakePixelMaskOffset) * SMP_Red.x , ((PixelMaskG*PixelMaskScanline * FakePixelMaskGain)+FakePixelMaskOffset) * SMP_Green.y , ((PixelMaskB*PixelMaskScanline * FakePixelMaskGain)+FakePixelMaskOffset) * SMP_Blue.z ); // Non-Pixelated Image float3 ImageRGB = tex2D(Texture, ScreenPos).xyz; return lerp(ImageRGB, PixelRGB, FakePixelEffectBlend) * mask; //return float3(PixelMaskR*PixelMaskScanline,PixelMaskG*PixelMaskScanline,PixelMaskB*PixelMaskScanline); } float4 main_fragment ( in float2 TexCoord : TEXCOORD, in float2 FakeResolution : TEXCOORD1, in float2 wpos : WPOS, uniform sampler2D s_p : TEXUNIT0, uniform float Time ) : COLOR { vec4 color = vec4(1.0f,1.0f,1.0f,1.0f); color.xyz = TVEffect(TexCoord,FakeResolution, s_p, Time); return color; }