mirror of https://github.com/PCSX2/pcsx2.git
400 lines
8.6 KiB
HLSL
400 lines
8.6 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
|
|
|
#ifndef PS_SCALE_FACTOR
|
|
#define PS_SCALE_FACTOR 1
|
|
#endif
|
|
|
|
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;
|
|
float3 cb0_pad0;
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
#endif
|