duckstation

duckstation, but archived from the revision just before upstream changed it to a proprietary software project, this version is the libre one
git clone https://git.neptards.moe/u3shit/duckstation.git
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CRT-HYLLIAN.glsl (16362B)


      1 //    Hyllian's CRT Shader
      2 
      3 //    Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
      4 
      5 //    Permission is hereby granted, free of charge, to any person obtaining a copy
      6 //    of this software and associated documentation files (the "Software"), to deal
      7 //    in the Software without restriction, including without limitation the rights
      8 //    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
      9 //    copies of the Software, and to permit persons to whom the Software is
     10 //    furnished to do so, subject to the following conditions:
     11 
     12 //    The above copyright notice and this permission notice shall be included in
     13 //    all copies or substantial portions of the Software.
     14 
     15 //    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     16 //    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     17 //    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     18 //    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     19 //    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     20 //    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
     21 //    THE SOFTWARE.
     22 
     23 /*
     24 [configuration]
     25 
     26 [OptionRangeFloat]
     27 GUIName = HIGH RESOLUTION SCANLINES
     28 OptionName = SCANLINES_HIRES
     29 MinValue = 0.0
     30 MaxValue = 1.0
     31 StepAmount = 1.0
     32 DefaultValue = 1.0
     33 
     34 [OptionRangeFloat]
     35 GUIName =VERTICAL SCANLINES
     36 OptionName = VSCANLINES
     37 MinValue = 0.0
     38 MaxValue = 1.0
     39 StepAmount = 1.0
     40 DefaultValue = 0.0
     41 
     42 [OptionRangeFloat]
     43 GUIName = BEAM PROFILE
     44 OptionName = BEAM_PROFILE
     45 MinValue = 0.0
     46 MaxValue = 2.0
     47 StepAmount = 1.0
     48 DefaultValue = 0.0
     49 
     50 [OptionRangeFloat]
     51 GUIName = HORIZONTAL FILTER PROFILE
     52 OptionName = HFILTER_PROFILE
     53 MinValue = 0.0
     54 MaxValue = 1.0
     55 StepAmount = 1.0
     56 DefaultValue = 1.0
     57 
     58 [OptionRangeFloat]
     59 GUIName = COLOR BOOST
     60 OptionName = COLOR_BOOST
     61 MinValue = 1.0
     62 MaxValue = 3.0
     63 StepAmount = 0.05
     64 DefaultValue = 1.40
     65 
     66 [OptionRangeFloat]
     67 GUIName = SHARPNESS HACK
     68 OptionName = SHARPNESS_HACK
     69 MinValue = 1.0
     70 MaxValue = 4.0
     71 StepAmount = 1.0
     72 DefaultValue = 1.0
     73 
     74 [OptionRangeFloat]
     75 GUIName = PHOSPHOR LAYOUT
     76 OptionName = PHOSPHOR_LAYOUT
     77 MinValue = 0.0
     78 MaxValue = 15.0
     79 StepAmount = 1.0
     80 DefaultValue = 1.0
     81 
     82 [OptionRangeFloat]
     83 GUIName = MASK INTENSITY
     84 OptionName = MASK_INTENSITY
     85 MinValue = 0.0
     86 MaxValue = 1.0
     87 StepAmount = 0.05
     88 DefaultValue = 0.65
     89 
     90 [OptionRangeFloat]
     91 GUIName = MIN BEAM WIDTH
     92 OptionName = BEAM_MIN_WIDTH
     93 MinValue = 0.0
     94 MaxValue = 1.0
     95 StepAmount = 0.01
     96 DefaultValue = 0.86
     97 
     98 [OptionRangeFloat]
     99 GUIName = MAX BEAM WIDTH
    100 OptionName = BEAM_MAX_WIDTH
    101 MinValue = 0.0
    102 MaxValue = 1.0
    103 StepAmount = 0.01
    104 DefaultValue = 1.0
    105 
    106 [OptionRangeFloat]
    107 GUIName = SCANLINES STRENGTH
    108 OptionName = SCANLINES_STRENGTH
    109 MinValue = 0.0
    110 MaxValue = 1.0
    111 StepAmount = 0.01
    112 DefaultValue = 0.58
    113 
    114 [OptionRangeFloat]
    115 GUIName = SCANLINES CUTOFF
    116 OptionName = SCANLINES_CUTOFF
    117 MinValue = 0.0
    118 MaxValue = 1000.0
    119 StepAmount = 1.0
    120 DefaultValue = 390.0
    121 
    122 [OptionRangeFloat]
    123 GUIName = MONITOR SUBPIXELS LAYOUT
    124 OptionName = MONITOR_SUBPIXELS
    125 MinValue = 0.0
    126 MaxValue = 1.0
    127 StepAmount = 1.0
    128 DefaultValue = 0.0
    129 
    130 [OptionRangeFloat]
    131 GUIName = ANTI RINGING
    132 OptionName = CRT_ANTI_RINGING
    133 MinValue = 0.0
    134 MaxValue = 1.0
    135 StepAmount = 1.0
    136 DefaultValue = 1.0
    137 
    138 [OptionRangeFloat]
    139 GUIName = INPUT GAMMA
    140 OptionName = CRT_InputGamma
    141 MinValue = 1.0
    142 MaxValue = 3.0
    143 StepAmount = 0.05
    144 DefaultValue = 2.4
    145 
    146 [OptionRangeFloat]
    147 GUIName = OUTPUT GAMMA
    148 OptionName = CRT_OutputGamma
    149 MinValue = 1.0
    150 MaxValue = 3.0
    151 StepAmount = 0.05
    152 DefaultValue = 2.2
    153 
    154 [/configuration]
    155 */
    156 
    157 
    158 #define GAMMA_IN(color)     pow(color, vec3(GetOption(CRT_InputGamma), GetOption(CRT_InputGamma), GetOption(CRT_InputGamma)))
    159 #define GAMMA_OUT(color)    pow(color, vec3(1.0 / GetOption(CRT_OutputGamma), 1.0 / GetOption(CRT_OutputGamma), 1.0 / GetOption(CRT_OutputGamma)))
    160 
    161 const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
    162 
    163 
    164 //    A collection of CRT mask effects that work with LCD subpixel structures for
    165 //    small details
    166 
    167 //    author: hunterk
    168 //    license: public domain
    169 
    170 // Mask code pasted from subpixel_masks.h. Masks 3 and 4 added.
    171 vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout, float monitor_subpixels){
    172    vec3 weights = vec3(1.,1.,1.);
    173    float on = 1.;
    174    float off = 1.-mask_intensity;
    175    vec3 red     = monitor_subpixels==1.0 ? vec3(on,  off, off) : vec3(off, off, on );
    176    vec3 green   = vec3(off, on,  off);
    177    vec3 blue    = monitor_subpixels==1.0 ? vec3(off, off, on ) : vec3(on,  off, off);
    178    vec3 magenta = vec3(on,  off, on );
    179    vec3 yellow  = monitor_subpixels==1.0 ? vec3(on,  on,  off) : vec3(off, on,  on );
    180    vec3 cyan    = monitor_subpixels==1.0 ? vec3(off, on,  on ) : vec3(on,  on,  off);
    181    vec3 black   = vec3(off, off, off);
    182    vec3 white   = vec3(on,  on,  on );
    183    int w, z = 0;
    184    
    185    // This pattern is used by a few layouts, so we'll define it here
    186    vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
    187    
    188    if(phosphor_layout == 0) return weights;
    189 
    190    else if(phosphor_layout == 1){
    191       // classic aperture for RGB panels; good for 1080p, too small for 4K+
    192       // aka aperture_1_2_bgr
    193       weights  = aperture_weights;
    194       return weights;
    195    }
    196 
    197    else if(phosphor_layout == 2){
    198       // Classic RGB layout; good for 1080p and lower
    199       vec3 bw3[3] = vec3[](red, green, blue);
    200       
    201       z = int(floor(mod(coord.x, 3.0)));
    202       
    203       weights = bw3[z];
    204       return weights;
    205    }
    206 
    207    else if(phosphor_layout == 3){
    208       // black and white aperture; good for weird subpixel layouts and low brightness; good for 1080p and lower
    209       vec3 bw3[3] = vec3[](black, white, black);
    210       
    211       z = int(floor(mod(coord.x, 3.0)));
    212       
    213       weights = bw3[z];
    214       return weights;
    215    }
    216 
    217    else if(phosphor_layout == 4){
    218       // reduced TVL aperture for RGB panels. Good for 4k.
    219       // aperture_2_4_rgb
    220       
    221       vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
    222       
    223       w = int(floor(mod(coord.x, 4.0)));
    224       
    225       weights = big_ap_rgb[w];
    226       return weights;
    227    }
    228    
    229    else if(phosphor_layout == 5){
    230       // black and white aperture; good for weird subpixel layouts and low brightness; good for 4k 
    231       vec3 bw4[4] = vec3[](black, black, white, white);
    232       
    233       z = int(floor(mod(coord.x, 4.0)));
    234       
    235       weights = bw4[z];
    236       return weights;
    237    }
    238 
    239    else if(phosphor_layout == 6){
    240       // aperture_1_4_rgb; good for simulating lower 
    241       vec3 ap4[4] = vec3[](red, green, blue, black);
    242       
    243       z = int(floor(mod(coord.x, 4.0)));
    244       
    245       weights = ap4[z];
    246       return weights;
    247    }
    248 
    249    else if(phosphor_layout == 7){
    250       // 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
    251       // aka delta_1_2x1_bgr
    252       vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
    253       weights               = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
    254       return weights;
    255    }
    256 
    257    else if(phosphor_layout == 8){
    258       // delta_2_4x1_rgb
    259       vec3 delta[2][4] = {
    260          {red, yellow, cyan, blue},
    261          {cyan, blue, red, yellow}
    262       };
    263       
    264       w = int(floor(mod(coord.y, 2.0)));
    265       z = int(floor(mod(coord.x, 4.0)));
    266       
    267       weights = delta[w][z];
    268       return weights;
    269    }
    270 
    271    else if(phosphor_layout == 9){
    272       // delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
    273       vec3 delta1[2][4] = {
    274          {red,  green, blue, black},
    275          {blue, black, red,  green}
    276       };
    277       
    278       w = int(floor(mod(coord.y, 2.0)));
    279       z = int(floor(mod(coord.x, 4.0)));
    280       
    281       weights = delta1[w][z];
    282       return weights;
    283    }
    284    
    285    else if(phosphor_layout == 10){
    286       // delta_2_4x2_rgb
    287       vec3 delta[4][4] = {
    288          {red,  yellow, cyan, blue},
    289          {red,  yellow, cyan, blue},
    290          {cyan, blue,   red,  yellow},
    291          {cyan, blue,   red,  yellow}
    292       };
    293       
    294       w = int(floor(mod(coord.y, 4.0)));
    295       z = int(floor(mod(coord.x, 4.0)));
    296       
    297       weights = delta[w][z];
    298       return weights;
    299    }
    300 
    301    else if(phosphor_layout == 11){
    302       // slot mask for RGB panels; looks okay at 1080p, looks better at 4K
    303       vec3 slotmask[4][6] = {
    304          {red, green, blue,    red, green, blue,},
    305          {red, green, blue,  black, black, black},
    306          {red, green, blue,    red, green, blue,},
    307          {black, black, black, red, green, blue,}
    308       };
    309       
    310       w = int(floor(mod(coord.y, 4.0)));
    311       z = int(floor(mod(coord.x, 6.0)));
    312 
    313       // use the indexes to find which color to apply to the current pixel
    314       weights = slotmask[w][z];
    315       return weights;
    316    }
    317 
    318    else if(phosphor_layout == 12){
    319       // slot mask for RGB panels; looks okay at 1080p, looks better at 4K
    320       vec3 slotmask[4][6] = {
    321          {black,  white, black,   black,  white, black,},
    322          {black,  white, black,  black, black, black},
    323          {black,  white, black,  black,  white, black,},
    324          {black, black, black,  black,  white, black,}
    325       };
    326       
    327       w = int(floor(mod(coord.y, 4.0)));
    328       z = int(floor(mod(coord.x, 6.0)));
    329 
    330       // use the indexes to find which color to apply to the current pixel
    331       weights = slotmask[w][z];
    332       return weights;
    333    }
    334 
    335    else if(phosphor_layout == 13){
    336       // based on MajorPainInTheCactus' HDR slot mask
    337       vec3 slot[4][8] = {
    338          {red,   green, blue,  black, red,   green, blue,  black},
    339          {red,   green, blue,  black, black, black, black, black},
    340          {red,   green, blue,  black, red,   green, blue,  black},
    341          {black, black, black, black, red,   green, blue,  black}
    342       };
    343       
    344       w = int(floor(mod(coord.y, 4.0)));
    345       z = int(floor(mod(coord.x, 8.0)));
    346       
    347       weights = slot[w][z];
    348       return weights;
    349    }
    350 
    351    else if(phosphor_layout == 14){
    352       // same as above but for RGB panels
    353       vec3 slot2[4][10] = {
    354          {red,   yellow, green, blue,  blue,  red,   yellow, green, blue,  blue },
    355          {black, green,  green, blue,  blue,  red,   red,    black, black, black},
    356          {red,   yellow, green, blue,  blue,  red,   yellow, green, blue,  blue },
    357          {red,   red,    black, black, black, black, green,  green, blue,  blue }
    358       };
    359    
    360       w = int(floor(mod(coord.y, 4.0)));
    361       z = int(floor(mod(coord.x, 10.0)));
    362       
    363       weights = slot2[w][z];
    364       return weights;
    365    }
    366    
    367    else if(phosphor_layout == 15){
    368       // slot_3_7x6_rgb
    369       vec3 slot[6][14] = {
    370          {red,   red,   yellow, green, cyan,  blue,  blue,  red,   red,   yellow, green,  cyan,  blue,  blue},
    371          {red,   red,   yellow, green, cyan,  blue,  blue,  red,   red,   yellow, green,  cyan,  blue,  blue},
    372          {red,   red,   yellow, green, cyan,  blue,  blue,  black, black, black,  black,  black, black, black},
    373          {red,   red,   yellow, green, cyan,  blue,  blue,  red,   red,   yellow, green,  cyan,  blue,  blue},
    374          {red,   red,   yellow, green, cyan,  blue,  blue,  red,   red,   yellow, green,  cyan,  blue,  blue},
    375          {black, black, black,  black, black, black, black, black, red,   red,    yellow, green, cyan,  blue}
    376       };
    377       
    378       w = int(floor(mod(coord.y, 6.0)));
    379       z = int(floor(mod(coord.x, 14.0)));
    380       
    381       weights = slot[w][z];
    382       return weights;
    383    }
    384 
    385 
    386    
    387    else return weights;
    388 }
    389 
    390 // Horizontal cubic filter.
    391 // Some known filters use these values:
    392 
    393 //    B = 0.5, C = 0.0        =>  A sharp almost gaussian filter.
    394 //    B = 0.0, C = 0.0        =>  Hermite cubic filter.
    395 //    B = 1.0, C = 0.0        =>  Cubic B-Spline filter.
    396 //    B = 0.0, C = 0.5        =>  Catmull-Rom Spline filter.
    397 //    B = C = 1.0/3.0         =>  Mitchell-Netravali cubic filter.
    398 //    B = 0.3782, C = 0.3109  =>  Robidoux filter.
    399 //    B = 0.2620, C = 0.3690  =>  Robidoux Sharp filter.
    400 
    401 // For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
    402 
    403 mat4x4 get_hfilter_profile()
    404 {
    405 	float bf = 1.0;
    406 	float cf = 0.0;
    407 
    408 	if (GetOption(HFILTER_PROFILE) == 1) {bf = 1.0/3.0;     cf = 1.0/3.0;}
    409 
    410         return mat4x4(            (-bf - 6.0*cf)/6.0,         (3.0*bf + 12.0*cf)/6.0,     (-3.0*bf - 6.0*cf)/6.0,             bf/6.0,
    411                                         (12.0 - 9.0*bf - 6.0*cf)/6.0, (-18.0 + 12.0*bf + 6.0*cf)/6.0,                      0.0, (6.0 - 2.0*bf)/6.0,
    412                                        -(12.0 - 9.0*bf - 6.0*cf)/6.0, (18.0 - 15.0*bf - 12.0*cf)/6.0,      (3.0*bf + 6.0*cf)/6.0,             bf/6.0,
    413                                                    (bf + 6.0*cf)/6.0,                           -cf,                      0.0,               0.0);
    414          
    415          
    416 }
    417 
    418 
    419 #define scanlines_strength (4.0*profile.x)
    420 #define beam_min_width     profile.y
    421 #define beam_max_width     profile.z
    422 #define color_boost        profile.w
    423 
    424 
    425 vec4 get_beam_profile()
    426 {
    427 	vec4 bp = vec4(GetOption(SCANLINES_STRENGTH), GetOption(BEAM_MIN_WIDTH), GetOption(BEAM_MAX_WIDTH), GetOption(COLOR_BOOST));
    428 
    429 	if (BEAM_PROFILE == 1)  bp = vec4(0.58, 0.86, 1.00, 1.60); // Catmull-rom
    430 	if (BEAM_PROFILE == 2)  bp = vec4(0.58, 0.72, 1.00, 1.75); // Catmull-rom
    431 
    432 	return bp;
    433 }
    434 
    435 
    436 void main()
    437 {
    438     vec2 vTexCoord = GetCoordinates();
    439     vec2 SourceSize = 1.0 / GetInvNativePixelSize(); // This work with previous build.
    440 
    441     vec4 profile = get_beam_profile();
    442 
    443     vec2 TextureSize = mix(vec2(SourceSize.x * GetOption(SHARPNESS_HACK), SourceSize.y), vec2(SourceSize.x, SourceSize.y * GetOption(SHARPNESS_HACK)), GetOption(VSCANLINES));
    444 
    445     vec2 dx = mix(vec2(1.0/TextureSize.x, 0.0), vec2(0.0, 1.0/TextureSize.y), GetOption(VSCANLINES));
    446     vec2 dy = mix(vec2(0.0, 1.0/TextureSize.y), vec2(1.0/TextureSize.x, 0.0), GetOption(VSCANLINES));
    447 
    448     vec2 pix_coord = vTexCoord.xy*TextureSize.xy - vec2(0.5, 0.5);
    449 
    450     vec2 tc = ( (SCANLINES_HIRES > 0.5) ? (mix(vec2(floor(pix_coord.x), pix_coord.y), vec2(pix_coord.x, floor(pix_coord.y)), GetOption(VSCANLINES)) + vec2(0.5, 0.5)) : (floor(pix_coord) + vec2(0.5, 0.5)) )/TextureSize;
    451 
    452     pix_coord = mix(pix_coord, pix_coord.yx, GetOption(VSCANLINES));
    453 
    454     vec2 fp = fract(pix_coord);
    455 
    456     vec3 c00 = GAMMA_IN(SampleLocation(tc     - dx     ).xyz);
    457     vec3 c01 = GAMMA_IN(SampleLocation(tc              ).xyz);
    458     vec3 c02 = GAMMA_IN(SampleLocation(tc     + dx     ).xyz);
    459     vec3 c03 = GAMMA_IN(SampleLocation(tc + 2.0*dx     ).xyz);
    460 
    461     vec3 c10 = (SCANLINES_HIRES > 0.5) ? c00 : GAMMA_IN(SampleLocation(tc     - dx +dy ).xyz);
    462     vec3 c11 = (SCANLINES_HIRES > 0.5) ? c01 : GAMMA_IN(SampleLocation(tc          +dy ).xyz);
    463     vec3 c12 = (SCANLINES_HIRES > 0.5) ? c02 : GAMMA_IN(SampleLocation(tc     + dx +dy ).xyz);
    464     vec3 c13 = (SCANLINES_HIRES > 0.5) ? c03 : GAMMA_IN(SampleLocation(tc + 2.0*dx +dy ).xyz);
    465 
    466     mat4x4 invX = get_hfilter_profile();
    467 
    468     mat4x3 color_matrix0 = mat4x3(c00, c01, c02, c03);
    469     mat4x3 color_matrix1 = mat4x3(c10, c11, c12, c13);
    470     
    471     vec4 invX_Px    = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0) * invX;
    472     vec3 color0     = color_matrix0 * invX_Px;
    473     vec3 color1     = color_matrix1 * invX_Px;
    474 
    475     // Get min/max samples
    476     vec3 min_sample0 = min(c01,c02);
    477     vec3 max_sample0 = max(c01,c02);
    478     vec3 min_sample1 = min(c11,c12);
    479     vec3 max_sample1 = max(c11,c12);
    480     
    481     // Anti-ringing
    482     vec3 aux = color0;
    483     color0 = clamp(color0, min_sample0, max_sample0);
    484     color0 = mix(aux, color0, GetOption(CRT_ANTI_RINGING) * step(0.0, (c00-c01)*(c02-c03)));
    485     aux = color1;
    486     color1 = clamp(color1, min_sample1, max_sample1);
    487     color1 = mix(aux, color1, GetOption(CRT_ANTI_RINGING) * step(0.0, (c10-c11)*(c12-c13)));
    488 
    489     float pos0 = fp.y;
    490     float pos1 = 1 - fp.y;
    491 
    492     vec3 lum0 = mix(vec3(beam_min_width), vec3(beam_max_width), color0);
    493     vec3 lum1 = mix(vec3(beam_min_width), vec3(beam_max_width), color1);
    494 
    495     vec3 d0 = scanlines_strength*pos0/(lum0*lum0+0.0000001);
    496     vec3 d1 = scanlines_strength*pos1/(lum1*lum1+0.0000001);
    497 
    498     d0 = exp(-d0*d0);
    499     d1 = exp(-d1*d1);
    500 
    501     vec3 color = (TextureSize.y <= SCANLINES_CUTOFF) ? (color0*d0+color1*d1) : GAMMA_IN(SampleLocation(vTexCoord).xyz);            
    502 
    503     color  = color_boost*GAMMA_OUT(color);
    504 
    505     vec2 mask_coords =vTexCoord.xy * GetWindowSize().xy;
    506 
    507     mask_coords = mix(mask_coords.xy, mask_coords.yx, GetOption(VSCANLINES));
    508 
    509     color.rgb*=GAMMA_OUT(mask_weights(mask_coords,  GetOption(MASK_INTENSITY), int(GetOption(PHOSPHOR_LAYOUT)), GetOption(MONITOR_SUBPIXELS)));
    510 
    511     SetOutput(vec4(color, 1.0));
    512 }