/* crt-pi - A Raspberry Pi friendly CRT shader. Metal Shading Language version converted from GLSL Copyright (C) 2015-2016 davej This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. */ #include using namespace metal; // Haven't put these as parameters as it would slow the code down. #define SCANLINES #define MULTISAMPLE #define GAMMA //#define FAKE_GAMMA //#define CURVATURE //#define SHARPER // MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) #define MASK_TYPE 2 // Constants #define CURVATURE_X 0.05 #define CURVATURE_Y 0.1 #define MASK_BRIGHTNESS 0.80 #define SCANLINE_WEIGHT 6.0 #define SCANLINE_GAP_BRIGHTNESS 0.12 #define BLOOM_FACTOR 3.5 #define INPUT_GAMMA 2.4 #define OUTPUT_GAMMA 2.2 struct VertexIn { float4 position [[attribute(0)]]; float2 texcoord [[attribute(1)]]; }; struct VertexOut { float4 position [[position]]; float2 TEX0; #if defined(CURVATURE) float2 screenScale; #endif float filterWidth; }; vertex VertexOut vertex_main(VertexIn in [[stage_in]]) { VertexOut out; #if defined(CURVATURE) out.screenScale = float2(1.0, 1.0); #endif out.filterWidth = (768.0 / 256.0) / 3.0; out.TEX0 = float2(in.texcoord.x, 1.0 - in.texcoord.y) * 1.0001; out.position = in.position; return out; } #if defined(CURVATURE) float2 Distort(float2 coord, float2 screenScale) { float2 CURVATURE_DISTORTION = float2(CURVATURE_X, CURVATURE_Y); // Barrel distortion shrinks the display area a bit, this will allow us to counteract that. float2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); coord *= screenScale; coord -= float2(0.5); float rsq = coord.x * coord.x + coord.y * coord.y; coord += coord * (CURVATURE_DISTORTION * rsq); coord *= barrelScale; if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) coord = float2(-1.0); // If out of bounds, return an invalid value. else { coord += float2(0.5); coord /= screenScale; } return coord; } #endif float CalcScanLineWeight(float dist) { return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS); } float CalcScanLine(float dy, float filterWidth) { float scanLineWeight = CalcScanLineWeight(dy); #if defined(MULTISAMPLE) scanLineWeight += CalcScanLineWeight(dy - filterWidth); scanLineWeight += CalcScanLineWeight(dy + filterWidth); scanLineWeight *= 0.3333333; #endif return scanLineWeight; } fragment float4 fragment_main(VertexOut in [[stage_in]], texture2d Texture [[texture(0)]], sampler textureSampler [[sampler(0)]]) { float2 TextureSize = float2(320.0, 256.0); #if defined(CURVATURE) float2 texcoord = Distort(in.TEX0, in.screenScale); if (texcoord.x < 0.0) return float4(0.0); else #else float2 texcoord = in.TEX0; #endif { float2 texcoordInPixels = texcoord * TextureSize; #if defined(SHARPER) float2 tempCoord = floor(texcoordInPixels) + 0.5; float2 coord = tempCoord / TextureSize; float2 deltas = texcoordInPixels - tempCoord; float scanLineWeight = CalcScanLine(deltas.y, in.filterWidth); float2 signs = sign(deltas); deltas.x *= 2.0; deltas = deltas * deltas; deltas.y = deltas.y * deltas.y; deltas.x *= 0.5; deltas.y *= 8.0; deltas /= TextureSize; deltas *= signs; float2 tc = coord + deltas; #else float tempY = floor(texcoordInPixels.y) + 0.5; float yCoord = tempY / TextureSize.y; float dy = texcoordInPixels.y - tempY; float scanLineWeight = CalcScanLine(dy, in.filterWidth); float signY = sign(dy); dy = dy * dy; dy = dy * dy; dy *= 8.0; dy /= TextureSize.y; dy *= signY; float2 tc = float2(texcoord.x, yCoord + dy); #endif float3 colour = Texture.sample(textureSampler, tc).rgb; #if defined(SCANLINES) #if defined(GAMMA) #if defined(FAKE_GAMMA) colour = colour * colour; #else colour = pow(colour, float3(INPUT_GAMMA)); #endif #endif scanLineWeight *= BLOOM_FACTOR; colour *= scanLineWeight; #if defined(GAMMA) #if defined(FAKE_GAMMA) colour = sqrt(colour); #else colour = pow(colour, float3(1.0/OUTPUT_GAMMA)); #endif #endif #endif #if MASK_TYPE == 0 return float4(colour, 1.0); #else #if MASK_TYPE == 1 float whichMask = fract((in.position.x * 1.0001) * 0.5); float3 mask; if (whichMask < 0.5) mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS); else mask = float3(1.0, MASK_BRIGHTNESS, 1.0); #elif MASK_TYPE == 2 float whichMask = fract((in.position.x * 1.0001) * 0.3333333); float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS); if (whichMask < 0.3333333) mask.x = 1.0; else if (whichMask < 0.6666666) mask.y = 1.0; else mask.z = 1.0; #endif return float4(colour * mask, 1.0); #endif } }