mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-08 19:32:39 +08:00
199 lines
7.4 KiB
HLSL
199 lines
7.4 KiB
HLSL
/*
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* CRT-simple shader
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*
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* Copyright (C) 2011 DOLLS. Based on cgwg's CRT shader.
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* Direct3D port by gulikoza at users.sourceforge.net
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*
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*/
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#include "Scaling.inc"
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// The name of this effect
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string name : NAME = "CRTFX";
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float scaling : SCALING = 1.0;
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// Enable screen curvature.
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#define CURVATURE
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// Controls the intensity of the barrel distortion used to emulate the
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// curvature of a CRT. 0.0 is perfectly flat, 1.0 is annoyingly
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// distorted, higher values are increasingly ridiculous.
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#define distortion 0.05
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// Simulate a CRT gamma of 2.4.
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#define inputGamma 2.4
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// Compensate for the standard sRGB gamma of 2.2.
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#define outputGamma 2.2
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// Macros.
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#define TEX2D(c) pow(tex2D(SourceBorderSampler, (c)), inputGamma)
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#define PI 3.141592653589
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//
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// Techniques
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//
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// combineTechnique: Final combine steps. Outputs to destination frame buffer
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string combineTechique : COMBINETECHNIQUE = "CRTFX";
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// preprocessTechnique: PreProcessing steps. Outputs to WorkingTexture
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//string preprocessTechique : PREPROCESSTECHNIQUE = "";
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struct VS_OUTPUT_PRODUCT
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{
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float4 Position : POSITION;
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float2 pixel0 : TEXCOORD0;
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float2 abspos : TEXCOORD1;
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};
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sampler SourceBorderSampler = sampler_state {
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Texture = (SourceTexture);
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MinFilter = POINT;
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MagFilter = POINT;
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MipFilter = NONE;
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AddressU = Border;
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AddressV = Border;
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SRGBTEXTURE = FALSE;
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};
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// vertex shader
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VS_OUTPUT_PRODUCT VS_Product(
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float3 Position : POSITION,
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float2 TexCoord : TEXCOORD0)
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{
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VS_OUTPUT_PRODUCT Out = (VS_OUTPUT_PRODUCT)0;
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// Do the standard vertex processing.
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Out.Position = mul(half4(Position, 1), WorldViewProjection);
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// Precalculate a bunch of useful values we'll need in the fragment
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// shader.
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// Texture coords.
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Out.pixel0 = TexCoord;
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// Resulting X pixel-coordinate of the pixel we're drawing.
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// Assumes (-0.5, 0.5) quad and output size in World matrix
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// as currently done in DOSBox D3D patch
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Out.abspos = float2((Position.x + 0.5) * World._11, (Position.y - 0.5) * (-World._22));
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return Out;
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}
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// Apply radial distortion to the given coordinate.
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float2 radialDistortion(float2 coord, float2 pos)
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{
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pos /= float2(World._11, World._22);
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float2 cc = pos - 0.5;
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float dist = dot(cc, cc) * distortion;
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return coord * (pos + cc * (1.0 + dist) * dist) / pos;
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}
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// Calculate the influence of a scanline on the current pixel.
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//
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// 'distance' is the distance in texture coordinates from the current
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// pixel to the scanline in question.
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// 'color' is the colour of the scanline at the horizontal location of
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// the current pixel.
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float4 scanlineWeights(float distance, float4 color)
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{
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// The "width" of the scanline beam is set as 2*(1 + x^4) for
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// each RGB channel.
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float4 wid = 2.0 + 2.0 * pow(color, 4.0);
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// The "weights" lines basically specify the formula that gives
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// you the profile of the beam, i.e. the intensity as
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// a function of distance from the vertical center of the
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// scanline. In this case, it is gaussian if width=2, and
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// becomes nongaussian for larger widths. Ideally this should
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// be normalized so that the integral across the beam is
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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float4 weights = distance / 0.3;
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return 1.4 * exp(-pow(weights * rsqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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}
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half4 PS_Product ( in VS_OUTPUT_PRODUCT input ) : COLOR
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{
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// Here's a helpful diagram to keep in mind while trying to
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// understand the code:
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//
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// | | | | |
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// -------------------------------
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// | | | | |
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// | 01 | 11 | 21 | 31 | <-- current scanline
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// | | @ | | |
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// -------------------------------
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// | | | | |
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// | 02 | 12 | 22 | 32 | <-- next scanline
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// | | | | |
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// -------------------------------
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// | | | | |
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//
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// Each character-cell represents a pixel on the output
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// surface, "@" represents the current pixel (always somewhere
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// in the bottom half of the current scan-line, or the top-half
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// of the next scanline). The grid of lines represents the
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// edges of the texels of the underlying texture.
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// Texture coordinates of the texel containing the active pixel.
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#ifdef CURVATURE
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float2 xy = radialDistortion(input.pixel0, input.abspos);
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#else
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float2 xy = input.pixel0;
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#endif
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// Of all the pixels that are mapped onto the texel we are
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// currently rendering, which pixel are we currently rendering?
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float2 ratio_scale = xy * SourceDims - 0.5;
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float2 uv_ratio = frac(ratio_scale);
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// Snap to the center of the underlying texel.
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xy = (floor(ratio_scale) + 0.5) / SourceDims;
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// Calculate the effective colour of the current and next
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// scanlines at the horizontal location of the current pixel.
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float4 col = TEX2D(xy);
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float4 col2 = TEX2D(xy + float2(0.0, TexelSize.y));
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// Calculate the influence of the current and next scanlines on
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// the current pixel.
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float4 weights = scanlineWeights(uv_ratio.y, col);
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float4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
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float3 mul_res = (col * weights + col2 * weights2).rgb;
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// dot-mask emulation:
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// Output pixels are alternately tinted green and magenta.
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float3 dotMaskWeights = lerp(
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float3(1.0, 0.7, 1.0),
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float3(0.7, 1.0, 0.7),
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floor(input.abspos.x % 2.0)
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);
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mul_res *= dotMaskWeights;
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return half4(pow(mul_res, 1.0 / outputGamma), 1.0);
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}
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technique CRTFX
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{
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pass P0
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{
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// shaders
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VertexShader = compile vs_3_0 VS_Product();
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PixelShader = compile ps_3_0 PS_Product();
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AlphaBlendEnable = FALSE;
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ColorWriteEnable = RED|GREEN|BLUE|ALPHA;
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SRGBWRITEENABLE = FALSE;
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}
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}
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