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Original file line number | Diff line number | Diff line change |
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// 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 | ||
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varying vec4 v_color; | ||
varying vec2 v_texCoord; | ||
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uniform sampler2D tex0; | ||
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// Hardness of scanline. | ||
// -8.0 = soft | ||
// -16.0 = medium | ||
float hardScan=-8.0; | ||
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// Hardness of pixels in scanline. | ||
// -2.0 = soft | ||
// -4.0 = hard | ||
float hardPix=-2.0; | ||
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// Display warp. | ||
// 0.0 = none | ||
// 1.0/8.0 = extreme | ||
vec2 warp=vec2(1.0/32.0,1.0/24.0); | ||
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// Amount of shadow mask. | ||
float maskDark=1.0; | ||
float maskLight=1.5; | ||
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vec2 res = vec2(640.0,480.0); // /3.0 | ||
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//------------------------------------------------------------------------ | ||
// sRGB to Linear | ||
// Assuming 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)); | ||
} | ||
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// Linear to sRGB | ||
// Assuming 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); | ||
} | ||
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vec3 ToSrgb(vec3 c) | ||
{ | ||
return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b)); | ||
} | ||
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// Nearest emulated sample given floating point position and texel offset | ||
// Also zeroes off screen | ||
vec3 Fetch(vec2 pos,vec2 off) | ||
{ | ||
pos=floor(pos*res+off)/res; | ||
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0); | ||
return ToLinear(texture2D(tex0,pos.xy,-16.0).rgb); | ||
} | ||
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// Distance in emulated pixels to nearest texel | ||
vec2 Dist(vec2 pos) | ||
{ | ||
pos=pos*res;return -((pos-floor(pos))-vec2(0.5)); | ||
} | ||
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// 1D Gaussian | ||
float Gaus(float pos,float scale) | ||
{ | ||
return exp2(scale*pos*pos); | ||
} | ||
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// 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); | ||
} | ||
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// 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); | ||
} | ||
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// Return scanline weight | ||
float Scan(vec2 pos,float off) | ||
{ | ||
float dst=Dist(pos).y; | ||
return Gaus(dst+off,hardScan); | ||
} | ||
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// 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; | ||
} | ||
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// 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)*warp.x,1.0+(pos.x*pos.x)*warp.y); | ||
return pos*0.5+0.5; | ||
} | ||
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// 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); | ||
if(pos.x<0.333)mask.r=maskLight; | ||
else if(pos.x<0.666)mask.g=maskLight; | ||
else mask.b=maskLight; | ||
return mask; | ||
} | ||
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// Draw dividing bars | ||
float Bar(float pos,float bar) | ||
{ | ||
pos-=bar;return pos*pos<4.0?0.0:1.0; | ||
} | ||
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// Entry | ||
void main() | ||
{ | ||
// Unmodified | ||
vec2 pos=Warp(v_texCoord); | ||
vec4 fragColor; | ||
fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy); | ||
fragColor.rgb=ToSrgb(fragColor.rgb); | ||
gl_FragColor=v_color * vec4(fragColor.rgb, 1.0); | ||
} |
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Original file line number | Diff line number | Diff line change |
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varying vec4 v_color; | ||
varying vec2 v_texCoord; | ||
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void main() | ||
{ | ||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
v_color = gl_Color; | ||
v_texCoord = vec2(gl_MultiTexCoord0); | ||
} |
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