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@blackle
Created August 31, 2021 07:33
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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.
//
uniform float total_scale = 1.0;
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
float3 ToLinear(float3 c){return float3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
float3 ToSrgb(float3 c){return float3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
float3 Fetch(float2 pos,float2 off){
pos=floor(pos/uv_pixel_interval/6.0/total_scale+off)*uv_pixel_interval*6.0*total_scale;
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return float3(0.0,0.0,0.0);
return ToLinear(image.Sample(textureSampler,pos.xy).rgb);}
float2 Dist(float2 pos){pos=pos/uv_pixel_interval/6.0/total_scale;return -((pos-floor(pos))-float2(0.5));}
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
float3 Horz3(float2 pos,float off){
float3 b=Fetch(pos,float2(-1.0,off));
float3 c=Fetch(pos,float2( 0.0,off));
float3 d=Fetch(pos,float2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=-3.0;
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.
float3 Horz5(float2 pos,float off){
float3 a=Fetch(pos,float2(-2.0,off));
float3 b=Fetch(pos,float2(-1.0,off));
float3 c=Fetch(pos,float2( 0.0,off));
float3 d=Fetch(pos,float2( 1.0,off));
float3 e=Fetch(pos,float2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=-3.0;
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(float2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,-8.);}
// Allow nearest three lines to effect pixel.
float3 Tri(float2 pos){
float3 a=Horz3(pos,-1.0);
float3 b=Horz5(pos, 0.0);
float3 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.
float3 Mask(float2 pos){
pos /= total_scale;
pos.x+=pos.y*3.0;
float maskDark=0.5;
float maskLight=1.5;
float3 mask=float3(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;
}
// Entry.
float4 mainImage(VertData v_in) : TARGET
{
return float4(ToSrgb(Tri(v_in.uv)*Mask(v_in.uv/uv_pixel_interval)),1);
}
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