CRT filter
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@ -29,6 +29,7 @@
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@"Bilinear",
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@"SmoothBilinear",
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@"LCD",
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@"CRT",
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@"Scale2x",
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@"Scale4x",
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@"AAScale2x",
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@ -46,6 +46,7 @@
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<menuItem title="Bilinear (Blurry)" id="iDe-si-atu"/>
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<menuItem title="Smooth Bilinear (Less blurry)" id="1jN-pO-1iD"/>
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<menuItem title="LCD Display" id="b8u-LZ-UQf"/>
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<menuItem title="CRT Display" id="FT9-FT-RZu"/>
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<menuItem title="Scale2x" id="C1I-L2-Up1"/>
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<menuItem title="Scale4x" id="uWA-Zp-JY9"/>
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<menuItem title="Anti-aliased Scale2x" id="iP6-DJ-CVH"/>
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@ -427,6 +427,7 @@ struct shader_name {
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{"Bilinear", "Bilinear"},
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{"SmoothBilinear", "Smooth Bilinear"},
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{"LCD", "LCD Display"},
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{"CRT", "CRT Display"},
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{"Scale2x", "Scale2x"},
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{"Scale4x", "Scale4x"},
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{"AAScale2x", "Anti-aliased Scale2x"},
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163
Shaders/CRT.fsh
Normal file
163
Shaders/CRT.fsh
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@ -0,0 +1,163 @@
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#define COLOR_LOW 0.7
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#define COLOR_HIGH 1.0
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#define VERTICAL_BORDER_DEPTH 0.6
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#define SCANLINE_DEPTH 0.3
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#define CURVENESS 0.3
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STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
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{
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/* Curve and pixel ratio */
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float y_curve = cos(position.x - 0.5) * CURVENESS + (1 - CURVENESS);
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float y_multiplier = 8.0 / 7.0 / y_curve;
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position.y *= y_multiplier;
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position.y -= (y_multiplier - 1) / 2;
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if (position.y < 0.0) return vec4(0,0,0,0);
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if (position.y > 1.0) return vec4(0,0,0,0);
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float x_curve = cos(position.y - 0.5) * CURVENESS + (1 - CURVENESS);
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float x_multiplier = 1/x_curve;
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position.x *= x_multiplier;
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position.x -= (x_multiplier - 1) / 2;
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if (position.x < 0.0) return vec4(0,0,0,0);
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if (position.x > 1.0) return vec4(0,0,0,0);
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/* Setting up common vars */
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vec2 pos = fract(position * input_resolution);
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vec2 sub_pos = fract(position * input_resolution * 6);
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vec4 center = texture(image, position);
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vec4 left = texture(image, position - vec2(1.0 / input_resolution.x, 0));
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vec4 right = texture(image, position + vec2(1.0 / input_resolution.x, 0));
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/* Vertical blurring */
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if (pos.y < 1.0 / 6.0) {
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center = mix(center, texture(image, position + vec2(0, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
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left = mix(left, texture(image, position + vec2(-1.0 / input_resolution.x, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
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right = mix(right, texture(image, position + vec2( 1.0 / input_resolution.x, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
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}
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else if (pos.y > 5.0 / 6.0) {
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center = mix(center, texture(image, position + vec2(0, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
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left = mix(left, texture(image, position + vec2(-1.0 / input_resolution.x, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
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right = mix(right, texture(image, position + vec2( 1.0 / input_resolution.x, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
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}
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/* Scanlines */
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float scanline_multiplier;
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if (pos.y < 0.5) {
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scanline_multiplier = (pos.y * 2) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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else {
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scanline_multiplier = ((1 - pos.y) * 2) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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center *= scanline_multiplier;
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left *= scanline_multiplier;
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right *= scanline_multiplier;
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/* Vertical seperator for shadow masks */
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bool odd = (int)(position * input_resolution).x & 1;
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if (odd) {
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pos.y += 0.5;
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pos.y = fract(pos.y);
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}
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if (pos.y < 1.0 / 3.0) {
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float gradient_position = pos.y * 3.0;
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center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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}
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else if (pos.y > 2.0 / 3.0) {
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float gradient_position = (1 - pos.y) * 3.0;
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center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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}
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/* Blur the edges of the separators of adjacent columns */
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if (pos.x < 1.0 / 6.0 || pos.x > 5.0 / 6.0) {
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pos.y += 0.5;
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pos.y = fract(pos.y);
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if (pos.y < 1.0 / 3.0) {
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float gradient_position = pos.y * 3.0;
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if (pos.x < 0.5) {
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gradient_position = 1 - (1 - gradient_position) * (1 - (pos.x) * 6.0);
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}
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else {
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gradient_position = 1 - (1 - gradient_position) * (1 - (1 - pos.x) * 6.0);
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}
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center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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}
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else if (pos.y > 2.0 / 3.0) {
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float gradient_position = (1 - pos.y) * 3.0;
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if (pos.x < 0.5) {
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gradient_position = 1 - (1 - gradient_position) * (1 - (pos.x) * 6.0);
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}
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else {
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gradient_position = 1 - (1 - gradient_position) * (1 - (1 - pos.x) * 6.0);
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}
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center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
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}
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}
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/* Subpixel blurring, like LCD filter*/
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vec4 midleft = mix(left, center, 0.5);
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vec4 midright = mix(right, center, 0.5);
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vec4 ret;
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if (pos.x < 1.0 / 6.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 2.0 / 6.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 3.0 / 6.0) {
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ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 4.0 / 6.0) {
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ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
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vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 5.0 / 6.0) {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
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vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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}
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else {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
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sub_pos.x);
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}
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/* Anti alias the curve */
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vec2 pixel_position = position * output_resolution;
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if (pixel_position.x < 1) {
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ret *= pixel_position.x;
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}
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else if (pixel_position.x > output_resolution.x - 1) {
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ret *= output_resolution.x - pixel_position.x;
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}
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if (pixel_position.y < 1) {
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ret *= pixel_position.y;
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}
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else if (pixel_position.y > output_resolution.y - 1) {
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ret *= output_resolution.y - pixel_position.y;
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}
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return ret;
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}
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