/* crt-pi - A Raspberry Pi friendly CRT shader. 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. Notes: This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA. SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely. GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA. CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot. By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER. BLOOM_FACTOR controls the increase in width for bright scanlines. MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen. */ #pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01 #pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01 #pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01 #pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1 #pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01 #pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01 #pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01 #pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01 // 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 #ifdef GL_ES #define COMPAT_PRECISION mediump precision mediump float; #else #define COMPAT_PRECISION #endif #ifdef PARAMETER_UNIFORM uniform COMPAT_PRECISION float CURVATURE_X; uniform COMPAT_PRECISION float CURVATURE_Y; uniform COMPAT_PRECISION float MASK_BRIGHTNESS; uniform COMPAT_PRECISION float SCANLINE_WEIGHT; uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS; uniform COMPAT_PRECISION float BLOOM_FACTOR; uniform COMPAT_PRECISION float INPUT_GAMMA; uniform COMPAT_PRECISION float OUTPUT_GAMMA; #else #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 #endif /* COMPATIBILITY - GLSL compilers */ //uniform vec2 TextureSize; #if defined(CURVATURE) varying vec2 screenScale; #endif varying vec2 TEX0; varying float filterWidth; #if defined(VERTEX) //uniform mat4 MVPMatrix; //attribute vec4 VertexCoord; //attribute vec2 TexCoord; //uniform vec2 InputSize; //uniform vec2 OutputSize; void main() { #if defined(CURVATURE) screenScale = vec2(1.0, 1.0); //TextureSize / InputSize; #endif filterWidth = (768.0 / 256.0) / 3.0; TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } #elif defined(FRAGMENT) uniform sampler2D Texture; #if defined(CURVATURE) vec2 Distort(vec2 coord) { vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y); // Barrel distortion shrinks the display area a bit, this will allow us to counteract that. vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); coord *= screenScale; coord -= vec2(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 = vec2(-1.0); // If out of bounds, return an invalid value. else { coord += vec2(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 scanLineWeight = CalcScanLineWeight(dy); #if defined(MULTISAMPLE) scanLineWeight += CalcScanLineWeight(dy-filterWidth); scanLineWeight += CalcScanLineWeight(dy+filterWidth); scanLineWeight *= 0.3333333; #endif return scanLineWeight; } void main() { vec2 TextureSize = vec2(320.0, 256.0); #if defined(CURVATURE) vec2 texcoord = Distort(TEX0); if (texcoord.x < 0.0) gl_FragColor = vec4(0.0); else #else vec2 texcoord = TEX0; #endif { vec2 texcoordInPixels = texcoord * TextureSize; #if defined(SHARPER) vec2 tempCoord = floor(texcoordInPixels) + 0.5; vec2 coord = tempCoord / TextureSize; vec2 deltas = texcoordInPixels - tempCoord; float scanLineWeight = CalcScanLine(deltas.y); vec2 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; vec2 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); float signY = sign(dy); dy = dy * dy; dy = dy * dy; dy *= 8.0; dy /= TextureSize.y; dy *= signY; vec2 tc = vec2(texcoord.x, yCoord + dy); #endif vec3 colour = texture2D(Texture, tc).rgb; #if defined(SCANLINES) #if defined(GAMMA) #if defined(FAKE_GAMMA) colour = colour * colour; #else colour = pow(colour, vec3(INPUT_GAMMA)); #endif #endif scanLineWeight *= BLOOM_FACTOR; colour *= scanLineWeight; #if defined(GAMMA) #if defined(FAKE_GAMMA) colour = sqrt(colour); #else colour = pow(colour, vec3(1.0/OUTPUT_GAMMA)); #endif #endif #endif #if MASK_TYPE == 0 gl_FragColor = vec4(colour, 1.0); #else #if MASK_TYPE == 1 float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5); vec3 mask; if (whichMask < 0.5) mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS); else mask = vec3(1.0, MASK_BRIGHTNESS, 1.0); #elif MASK_TYPE == 2 float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333); vec3 mask = vec3(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 gl_FragColor = vec4(colour * mask, 1.0); #endif } } #endif