185 lines
5.2 KiB
Metal
185 lines
5.2 KiB
Metal
/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Metal Shading Language version converted from GLSL
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Copyright (C) 2015-2016 davej
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#include <metal_stdlib>
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using namespace metal;
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// Haven't put these as parameters as it would slow the code down.
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 2
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// Constants
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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struct VertexIn {
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float4 position [[attribute(0)]];
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float2 texcoord [[attribute(1)]];
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};
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struct VertexOut {
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float4 position [[position]];
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float2 TEX0;
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#if defined(CURVATURE)
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float2 screenScale;
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#endif
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float filterWidth;
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};
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vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
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VertexOut out;
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#if defined(CURVATURE)
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out.screenScale = float2(1.0, 1.0);
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#endif
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out.filterWidth = (768.0 / 240.0) / 3.0;
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out.TEX0 = float2(in.texcoord.x, 1.0 - in.texcoord.y) * 1.0001;
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out.position = in.position;
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return out;
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}
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#if defined(CURVATURE)
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float2 Distort(float2 coord, float2 screenScale) {
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float2 CURVATURE_DISTORTION = float2(CURVATURE_X, CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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float2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= screenScale;
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coord -= float2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = float2(-1.0); // If out of bounds, return an invalid value.
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else {
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coord += float2(0.5);
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coord /= screenScale;
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}
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return coord;
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}
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#endif
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float CalcScanLineWeight(float dist) {
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy, float filterWidth) {
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - filterWidth);
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scanLineWeight += CalcScanLineWeight(dy + filterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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fragment float4 fragment_main(VertexOut in [[stage_in]],
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texture2d<float> Texture [[texture(0)]],
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sampler textureSampler [[sampler(0)]]) {
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float2 TextureSize = float2(320.0, 240.0);
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#if defined(CURVATURE)
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float2 texcoord = Distort(in.TEX0, in.screenScale);
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if (texcoord.x < 0.0)
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return float4(0.0);
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else
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#else
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float2 texcoord = in.TEX0;
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#endif
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{
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float2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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float2 tempCoord = floor(texcoordInPixels) + 0.5;
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float2 coord = tempCoord / TextureSize;
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float2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y, in.filterWidth);
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float2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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float2 tc = coord + deltas;
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#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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float dy = texcoordInPixels.y - tempY;
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float scanLineWeight = CalcScanLine(dy, in.filterWidth);
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float signY = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
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float2 tc = float2(texcoord.x, yCoord + dy);
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#endif
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float3 colour = Texture.sample(textureSampler, tc).rgb;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = colour * colour;
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#else
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colour = pow(colour, float3(INPUT_GAMMA));
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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colour = pow(colour, float3(1.0/OUTPUT_GAMMA));
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#endif
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#endif
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#endif
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#if MASK_TYPE == 0
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return float4(colour, 1.0);
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#else
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#if MASK_TYPE == 1
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float whichMask = fract((in.position.x * 1.0001) * 0.5);
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float3 mask;
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if (whichMask < 0.5)
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mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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else
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mask = float3(1.0, MASK_BRIGHTNESS, 1.0);
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#elif MASK_TYPE == 2
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float whichMask = fract((in.position.x * 1.0001) * 0.3333333);
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float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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if (whichMask < 0.3333333)
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mask.x = 1.0;
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else if (whichMask < 0.6666666)
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mask.y = 1.0;
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else
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mask.z = 1.0;
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#endif
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return float4(colour * mask, 1.0);
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#endif
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}
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} |