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@blackle
Created September 1, 2021 03:45
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Scanline Filter for ShaderFilter Plus
// 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.
//
//https://www.shadertoy.com/view/XsjSzR ported to ShaderFilter plus by Blackle Mori
#pragma shaderfilter set fade__description Fade
#pragma shaderfilter set fade__default 0.5
#pragma shaderfilter set fade__min 0.0
#pragma shaderfilter set fade__max 1.0
#pragma shaderfilter set fade__step 0.01
#pragma shaderfilter set fade__slider true
uniform float fade;
#pragma shaderfilter set scale__description Scale
#pragma shaderfilter set scale__default 1.0
#pragma shaderfilter set scale__min 0.1
#pragma shaderfilter set scale__max 2.0
#pragma shaderfilter set scale__step 0.01
#pragma shaderfilter set scale__slider true
uniform float scale;
#pragma shaderfilter set hardScan__description Intensity of Scanlines
#pragma shaderfilter set hardScan__default -10.0
#pragma shaderfilter set hardScan__min -24.0
#pragma shaderfilter set hardScan__max -4.0
#pragma shaderfilter set hardScan__step 0.1
#pragma shaderfilter set hardScan__slider true
uniform float hardScan;
#pragma shaderfilter set hardPix__description Hardness of pixels
#pragma shaderfilter set hardPix__default -3.0
#pragma shaderfilter set hardPix__min -6.0
#pragma shaderfilter set hardPix__max -1.0
#pragma shaderfilter set hardPix__step 0.1
#pragma shaderfilter set hardPix__slider true
uniform float hardPix;
#pragma shaderfilter set warp_x__description Warp X
#pragma shaderfilter set warp_x__default 0.03
#pragma shaderfilter set warp_x__min 0.0
#pragma shaderfilter set warp_x__max 0.1
#pragma shaderfilter set warp_x__step 0.001
#pragma shaderfilter set warp_x__slider true
uniform float warp_x;
#pragma shaderfilter set warp_y__description Warp Y
#pragma shaderfilter set warp_y__default 0.04
#pragma shaderfilter set warp_y__min 0.0
#pragma shaderfilter set warp_y__max 0.1
#pragma shaderfilter set warp_y__step 0.001
#pragma shaderfilter set warp_y__slider true
uniform float warp_y;
// Hardness of scanline.
// -8.0 = soft
// -16.0 = medium
// #define hardScan -16.0
// Hardness of pixels in scanline.
// -2.0 = soft
// -4.0 = hard
// #define hardPix -4.0
// Amount of shadow mask.
#define maskDark 0.5
#define maskLight 1.5
//------------------------------------------------------------------------
// sRGB to Linear.
// Assuing using sRGB typed textures this should not be needed.
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
// Linear to sRGB.
// Assuing using sRGB typed textures this should not be needed.
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
pos=round(pos/scale*builtin_uv_size/6.0+off)*scale/builtin_uv_size*6.0;
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
return ToLinear((
image.Sample(builtin_texture_sampler,pos).rgb
+image.Sample(builtin_texture_sampler,pos+vec2(0.0,0.5)/builtin_uv_size*scale*6.0).rgb
+image.Sample(builtin_texture_sampler,pos-vec2(0.0,0.5)/builtin_uv_size*scale*6.0).rgb)/3.0);}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos/scale*builtin_uv_size/6.0;return -((pos-round(pos)));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
// 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;}
// Shadow mask.
vec3 Mask(vec2 pos){
pos.x+=pos.y*3.0;
vec3 mask=vec3(maskDark,maskDark,maskDark);
pos.x=fract(pos.x/6.0);
pos = round(pos*builtin_uv_size*scale)/builtin_uv_size/scale;
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
return mask;}
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;}
// Draw dividing bars.
float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
vec4 render(vec2 uv) {
uv = Warp(uv);
vec3 col = image.Sample(builtin_texture_sampler, uv).rgb;
return vec4(mix(col, ToSrgb(Tri(uv)*Mask(uv*builtin_uv_size)), fade), 1);
}
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