Created
May 21, 2022 01:35
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#version 120 | |
// 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. | |
/* | |
// Parameter lines go here: | |
#pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 | |
#pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 | |
#pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 | |
#pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 | |
#pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 | |
#pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 | |
#pragma parameter scaleInLinearGamma "scaleInLinearGamma" 1.0 0.0 1.0 1.0 | |
#pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0 | |
#pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05 | |
#pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1 | |
#pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 | |
#pragma parameter bloomAmount "bloom ammount" 0.15 0.0 1.0 0.05 | |
#pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 | |
*/ | |
#if defined(VERTEX) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING out | |
#define COMPAT_ATTRIBUTE in | |
#define COMPAT_TEXTURE texture | |
#else | |
#define COMPAT_VARYING varying | |
#define COMPAT_ATTRIBUTE attribute | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
COMPAT_ATTRIBUTE vec4 VertexCoord; | |
COMPAT_ATTRIBUTE vec4 COLOR; | |
COMPAT_ATTRIBUTE vec4 TexCoord; | |
COMPAT_VARYING vec4 COL0; | |
COMPAT_VARYING vec4 TEX0; | |
uniform COMPAT_PRECISION vec2 rubyTextureSize; | |
uniform COMPAT_PRECISION vec2 rubyInputSize; | |
COMPAT_ATTRIBUTE vec4 a_position; | |
COMPAT_VARYING vec2 v_texCoord; | |
void main() | |
{ | |
gl_Position = a_position; | |
v_texCoord = vec2(a_position.x+1.0,1.0-a_position.y)/2.0*rubyInputSize/rubyTextureSize; | |
} | |
#elif defined(FRAGMENT) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING in | |
#define COMPAT_TEXTURE texture | |
out vec4 FragColor; | |
#else | |
#define COMPAT_VARYING varying | |
#define FragColor gl_FragColor | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
uniform COMPAT_PRECISION vec2 rubyTextureSize; | |
uniform COMPAT_PRECISION vec2 rubyInputSize; | |
uniform COMPAT_PRECISION vec2 rubyOutputSize; | |
uniform COMPAT_PRECISION sampler2D rubyTexture; | |
COMPAT_VARYING vec2 v_texCoord; | |
// fragment compatibility #defines | |
#define Source rubyTexture | |
#define vTexCoord v_texCoord.xy | |
#define SourceSize vec4(rubyTextureSize, 1.0 / rubyTextureSize) //either TextureSize or InputSize | |
#define outsize vec4(rubyOutputSize, 1.0 / rubyOutputSize) | |
#ifdef PARAMETER_UNIFORM | |
// All parameter floats need to have COMPAT_PRECISION in front of them | |
uniform COMPAT_PRECISION float hardScan; | |
uniform COMPAT_PRECISION float hardPix; | |
uniform COMPAT_PRECISION float warpX; | |
uniform COMPAT_PRECISION float warpY; | |
uniform COMPAT_PRECISION float maskDark; | |
uniform COMPAT_PRECISION float maskLight; | |
uniform COMPAT_PRECISION float scaleInLinearGamma; | |
uniform COMPAT_PRECISION float shadowMask; | |
uniform COMPAT_PRECISION float brightBoost; | |
uniform COMPAT_PRECISION float hardBloomPix; | |
uniform COMPAT_PRECISION float hardBloomScan; | |
uniform COMPAT_PRECISION float bloomAmount; | |
uniform COMPAT_PRECISION float shape; | |
#else | |
#define hardScan -6.0 | |
#define hardPix -4.0 | |
#define warpX 0.01 | |
#define warpY 0.015 | |
#define maskDark 0.5 | |
#define maskLight 0.8 | |
#define scaleInLinearGamma 1.0 | |
#define shadowMask 4.0 | |
#define brightBoost 1.4 | |
#define hardBloomPix -1.5 | |
#define hardBloomScan -2.0 | |
#define bloomAmount 0.25 | |
#define shape 2.0 | |
#endif | |
//Uncomment to reduce instructions with simpler linearization | |
//(fixes HD3000 Sandy Bridge IGP) | |
//#define SIMPLE_LINEAR_GAMMA | |
#define DO_BLOOM | |
// ------------- // | |
// sRGB to Linear. | |
// Assuming using sRGB typed textures this should not be needed. | |
#ifdef SIMPLE_LINEAR_GAMMA | |
float ToLinear1(float c) | |
{ | |
return c; | |
} | |
vec3 ToLinear(vec3 c) | |
{ | |
return c; | |
} | |
vec3 ToSrgb(vec3 c) | |
{ | |
return pow(c, vec3(1.0 / 2.2)); | |
} | |
#else | |
float ToLinear1(float c) | |
{ | |
if (scaleInLinearGamma == 0.) | |
return c; | |
return(c<=0.04045) ? c/12.92 : pow((c + 0.055)/1.055, 2.4); | |
} | |
vec3 ToLinear(vec3 c) | |
{ | |
if (scaleInLinearGamma==0.) | |
return c; | |
return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); | |
} | |
// Linear to sRGB. | |
// Assuming using sRGB typed textures this should not be needed. | |
float ToSrgb1(float c) | |
{ | |
if (scaleInLinearGamma == 0.) | |
return c; | |
return(c<0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); | |
} | |
vec3 ToSrgb(vec3 c) | |
{ | |
if (scaleInLinearGamma == 0.) | |
return c; | |
return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); | |
} | |
#endif | |
// Nearest emulated sample given floating point position and texel offset. | |
// Also zero's off screen. | |
vec3 Fetch(vec2 pos,vec2 off){ | |
pos=(floor(pos*SourceSize.xy+off)+vec2(0.5,0.5))/SourceSize.xy; | |
#ifdef SIMPLE_LINEAR_GAMMA | |
return ToLinear(brightBoost * pow(COMPAT_TEXTURE(Source,pos.xy).rgb, vec3(2.2))); | |
#else | |
return ToLinear(brightBoost * COMPAT_TEXTURE(Source,pos.xy).rgb); | |
#endif | |
} | |
// Distance in emulated pixels to nearest texel. | |
vec2 Dist(vec2 pos) | |
{ | |
pos = pos*SourceSize.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); | |
} | |
// 7-tap Gaussian filter along horz line. | |
vec3 Horz7(vec2 pos,float off) | |
{ | |
vec3 a = Fetch(pos, vec2(-3.0, off)); | |
vec3 b = Fetch(pos, vec2(-2.0, off)); | |
vec3 c = Fetch(pos, vec2(-1.0, off)); | |
vec3 d = Fetch(pos, vec2( 0.0, off)); | |
vec3 e = Fetch(pos, vec2( 1.0, off)); | |
vec3 f = Fetch(pos, vec2( 2.0, off)); | |
vec3 g = Fetch(pos, vec2( 3.0, off)); | |
float dst = Dist(pos).x; | |
// Convert distance to weight. | |
float scale = hardBloomPix; | |
float wa = Gaus(dst - 3.0, scale); | |
float wb = Gaus(dst - 2.0, scale); | |
float wc = Gaus(dst - 1.0, scale); | |
float wd = Gaus(dst + 0.0, scale); | |
float we = Gaus(dst + 1.0, scale); | |
float wf = Gaus(dst + 2.0, scale); | |
float wg = Gaus(dst + 3.0, scale); | |
// Return filtered sample. | |
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg); | |
} | |
// Return scanline weight. | |
float Scan(vec2 pos, float off) | |
{ | |
float dst = Dist(pos).y; | |
return Gaus(dst + off, hardScan); | |
} | |
// Return scanline weight for bloom. | |
float BloomScan(vec2 pos, float off) | |
{ | |
float dst = Dist(pos).y; | |
return Gaus(dst + off, hardBloomScan); | |
} | |
// 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; | |
} | |
// Small bloom. | |
vec3 Bloom(vec2 pos) | |
{ | |
vec3 a = Horz5(pos,-2.0); | |
vec3 b = Horz7(pos,-1.0); | |
vec3 c = Horz7(pos, 0.0); | |
vec3 d = Horz7(pos, 1.0); | |
vec3 e = Horz5(pos, 2.0); | |
float wa = BloomScan(pos,-2.0); | |
float wb = BloomScan(pos,-1.0); | |
float wc = BloomScan(pos, 0.0); | |
float wd = BloomScan(pos, 1.0); | |
float we = BloomScan(pos, 2.0); | |
return a*wa+b*wb+c*wc+d*wd+e*we; | |
} | |
// 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)*warpX, 1.0 + (pos.x*pos.x)*warpY); | |
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 == 1.0) | |
{ | |
float line = maskLight; | |
float odd = 0.0; | |
if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; | |
if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark; | |
pos.x = fract(pos.x*0.333333333); | |
if (pos.x < 0.333) mask.r = maskLight; | |
else if (pos.x < 0.666) mask.g = maskLight; | |
else mask.b = maskLight; | |
mask*=line; | |
} | |
// Aperture-grille. | |
else if (shadowMask == 2.0) | |
{ | |
pos.x = fract(pos.x*0.333333333); | |
if (pos.x < 0.333) mask.r = maskLight; | |
else if (pos.x < 0.666) mask.g = maskLight; | |
else mask.b = maskLight; | |
} | |
// Stretched VGA style shadow mask (same as prior shaders). | |
else if (shadowMask == 3.0) | |
{ | |
pos.x += pos.y*3.0; | |
pos.x = fract(pos.x*0.166666666); | |
if (pos.x < 0.333) mask.r = maskLight; | |
else if (pos.x < 0.666) mask.g = maskLight; | |
else mask.b = maskLight; | |
} | |
// VGA style shadow mask. | |
else if (shadowMask == 4.0) | |
{ | |
pos.xy = floor(pos.xy*vec2(1.0, 0.5)); | |
pos.x += pos.y*3.0; | |
pos.x = fract(pos.x*0.166666666); | |
if (pos.x < 0.333) mask.r = maskLight; | |
else if (pos.x < 0.666) mask.g = maskLight; | |
else mask.b = maskLight; | |
} | |
return mask; | |
} | |
void main() | |
{ | |
vec2 pos = Warp(v_texCoord.xy*(rubyTextureSize.xy/rubyInputSize.xy))*(rubyInputSize.xy/rubyTextureSize.xy); | |
vec3 outColor = Tri(pos); | |
#ifdef DO_BLOOM | |
//Add Bloom | |
outColor.rgb += Bloom(pos)*bloomAmount; | |
#endif | |
if (shadowMask > 0.0) | |
outColor.rgb *= Mask(gl_FragCoord.xy * 1.000001); | |
#ifdef GL_ES /* TODO/FIXME - hacky clamp fix */ | |
vec2 bordertest = (pos); | |
if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) | |
outColor.rgb = outColor.rgb; | |
else | |
outColor.rgb = vec3(0.0); | |
#endif | |
FragColor = vec4(ToSrgb(outColor.rgb), 1.0); | |
} | |
#endif |
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