pcsx2/bin/resources/shaders/dx11/present.fx

436 lines
9.4 KiB
HLSL

// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
struct VS_INPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
float4 c : COLOR;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
float4 c : COLOR;
};
cbuffer cb0 : register(b0)
{
float4 u_source_rect;
float4 u_target_rect;
float2 u_source_size;
float2 u_target_size;
float2 u_target_resolution;
float2 u_rcp_target_resolution; // 1 / u_target_resolution
float2 u_source_resolution;
float2 u_rcp_source_resolution; // 1 / u_source_resolution
float u_time;
};
Texture2D Texture;
SamplerState TextureSampler;
float4 sample_c(float2 uv)
{
return Texture.Sample(TextureSampler, uv);
}
struct PS_INPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
float4 c : COLOR;
};
struct PS_OUTPUT
{
float4 c : SV_Target0;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.p = input.p;
output.t = input.t;
output.c = input.c;
return output;
}
PS_OUTPUT ps_copy(PS_INPUT input)
{
PS_OUTPUT output;
output.c = sample_c(input.t);
return output;
}
float4 ps_crt(PS_INPUT input, int i)
{
float4 mask[4] =
{
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(1, 1, 1, 0)
};
return sample_c(input.t) * saturate(mask[i] + 0.5f);
}
float4 ps_scanlines(PS_INPUT input, int i)
{
float4 mask[2] =
{
float4(1, 1, 1, 0),
float4(0, 0, 0, 0)
};
return sample_c(input.t) * saturate(mask[i] + 0.5f);
}
PS_OUTPUT ps_filter_scanlines(PS_INPUT input)
{
PS_OUTPUT output;
uint4 p = (uint4)input.p;
output.c = ps_scanlines(input, p.y % 2);
return output;
}
PS_OUTPUT ps_filter_diagonal(PS_INPUT input)
{
PS_OUTPUT output;
uint4 p = (uint4)input.p;
output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
return output;
}
PS_OUTPUT ps_filter_triangular(PS_INPUT input)
{
PS_OUTPUT output;
uint4 p = (uint4)input.p;
// output.c = ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3);
output.c = ps_crt(input, ((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3);
return output;
}
static const float PI = 3.14159265359f;
PS_OUTPUT ps_filter_complex(PS_INPUT input) // triangular
{
PS_OUTPUT output;
float2 texdim;
Texture.GetDimensions(texdim.x, texdim.y);
output.c = (0.9 - 0.4 * cos(2 * PI * input.t.y * texdim.y)) * sample_c(float2(input.t.x, (floor(input.t.y * texdim.y) + 0.5) / texdim.y));
return output;
}
//Lottes CRT
#define MaskingType 4 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
#define FilterCRTAmount -1.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
#define MaskAmountDark 0.80 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
#define ResolutionScale 2.00 //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image.
#define MaskResolutionScale 0.80 //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling.
#define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
float ToLinear1(float c)
{
c = saturate(c);
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
float3 ToLinear(float3 c)
{
return float3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
}
float ToSrgb1(float c)
{
c = saturate(c);
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055;
}
float3 ToSrgb(float3 c)
{
return float3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
}
float3 Fetch(float2 pos, float2 off)
{
float2 screenSize = u_source_resolution;
float2 res = (screenSize * ResolutionScale);
pos = round(pos * res + off) / res;
if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5)
{
return float3(0.0, 0.0, 0.0);
}
else
{
return ToLinear(Texture.Sample(TextureSampler, pos.xy).rgb);
}
}
float2 Dist(float2 pos)
{
float2 crtRes = u_rcp_target_resolution;
float2 res = (crtRes * MaskResolutionScale);
pos = (pos * res);
return -((pos - floor(pos)) - float2(0.5, 0.5));
}
float Gaus(float pos, float scale)
{
return exp2(scale * pos * pos);
}
float3 Horz3(float2 pos, float off)
{
float3 b = Fetch(pos, float2(-1.0, off));
float3 c = Fetch(pos, float2(0.0, off));
float3 d = Fetch(pos, float2(1.0, off));
float dst = Dist(pos).x;
// Convert distance to weight.
float scale = FilterCRTAmount;
float wb = Gaus(dst - 1.0, scale);
float wc = Gaus(dst + 0.0, scale);
float wd = Gaus(dst + 1.0, scale);
return (b * wb) + (c * wc) + (d * wd) / (wb + wc + wd);
}
float3 Horz5(float2 pos, float off)
{
float3 a = Fetch(pos, float2(-2.0, off));
float3 b = Fetch(pos, float2(-1.0, off));
float3 c = Fetch(pos, float2(0.0, off));
float3 d = Fetch(pos, float2(1.0, off));
float3 e = Fetch(pos, float2(2.0, off));
float dst = Dist(pos).x;
// Convert distance to weight.
float scale = FilterCRTAmount;
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 (a * wa) + (b * wb) + (c * wc) + (d * wd) + (e * we) / (wa + wb + wc + wd + we);
}
// Return scanline weight.
float Scan(float2 pos, float off)
{
float dst = Dist(pos).y;
return Gaus(dst + off, ScanBrightness);
}
float3 Tri(float2 pos)
{
float3 a = Horz3(pos, -1.0);
float3 b = Horz5(pos, 0.0);
float3 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);
}
float2 Warp(float2 pos)
{
pos = pos * 2.0 - 1.0;
pos *= float2(1.0 + (pos.y * pos.y) * HorizontalWarp, 1.0 + (pos.x * pos.x) * VerticalWarp);
return pos * 0.5 + 0.5;
}
float3 Mask(float2 pos)
{
#if MaskingType == 1
// Very compressed TV style shadow mask.
float lines = MaskAmountLight;
float odd = 0.0;
if (frac(pos.x / 6.0) < 0.5)
{
odd = 1.0;
}
if (frac((pos.y + odd) / 2.0) < 0.5)
{
lines = MaskAmountDark;
}
pos.x = frac(pos.x / 3.0);
float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
mask *= lines;
return mask;
#elif MaskingType == 2
// Aperture-grille.
pos.x = frac(pos.x / 3.0);
float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
return mask;
#elif MaskingType == 3
// Stretched VGA style shadow mask (same as prior shaders).
pos.x += pos.y * 3.0;
float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
pos.x = frac(pos.x / 6.0);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
return mask;
#else
// VGA style shadow mask.
pos.xy = floor(pos.xy * float2(1.0, 0.5));
pos.x += pos.y * 3.0;
float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
pos.x = frac(pos.x / 6.0);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
return mask;
#endif
}
float4 LottesCRTPass(float4 fragcoord)
{
fragcoord -= u_target_rect;
float2 inSize = u_target_resolution - (2 * u_target_rect.xy);
float4 color;
float2 pos = Warp(fragcoord.xy / inSize);
#if UseShadowMask == 0
color.rgb = Tri(pos);
#else
color.rgb = Tri(pos) * Mask(fragcoord.xy);
#endif
color.rgb = ToSrgb(color.rgb);
color.a = 1.0;
return color;
}
PS_OUTPUT ps_filter_lottes(PS_INPUT input)
{
PS_OUTPUT output;
output.c = LottesCRTPass(input.p);
return output;
}
PS_OUTPUT ps_4x_rgss(PS_INPUT input)
{
PS_OUTPUT output;
float2 dxy = float2(ddx(input.t.x), ddy(input.t.y));
float3 color = 0;
float s = 1.0/8.0;
float l = 3.0/8.0;
color += sample_c(input.t + float2( s, l) * dxy).rgb;
color += sample_c(input.t + float2( l,-s) * dxy).rgb;
color += sample_c(input.t + float2(-s,-l) * dxy).rgb;
color += sample_c(input.t + float2(-l, s) * dxy).rgb;
output.c = float4(color * 0.25,1);
return output;
}
PS_OUTPUT ps_automagical_supersampling(PS_INPUT input)
{
PS_OUTPUT output;
float2 ratio = (u_source_size / u_target_size) * 0.5;
float2 steps = floor(ratio);
float3 col = sample_c(input.t).rgb;
float div = 1;
for (float y = 0; y < steps.y; y++)
{
for (float x = 0; x < steps.x; x++)
{
float2 offset = float2(x,y) - ratio * 0.5;
col += sample_c(input.t + offset * u_rcp_source_resolution * 2.0).rgb;
div++;
}
}
output.c = float4(col / div, 1);
return output;
}