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56
external/SDL/test/testgpurender_effects_CRT.frag.hlsl
vendored
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56
external/SDL/test/testgpurender_effects_CRT.frag.hlsl
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// This shader is adapted from the Lightweight CRT Effect at:
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// https://godotshaders.com/shader/lightweight-crt-effect/
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cbuffer Context : register(b0, space3) {
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float2 resolution;
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};
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Texture2D u_texture : register(t0, space2);
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SamplerState u_sampler : register(s0, space2);
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struct PSInput {
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float4 v_color : COLOR0;
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float2 v_uv : TEXCOORD0;
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};
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struct PSOutput {
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float4 o_color : SV_Target;
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};
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static const float PI = 3.14159265f;
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// These could be turned into uniforms if you wanted to tweak them
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static const float scan_line_amount = 0.5; // Range 0-1
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static const float warp_amount = 0.05; // Range 0-1
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static const float vignette_amount = 0.5; // Range 0-1
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static const float vignette_intensity = 0.3; // Range 0-1
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static const float grille_amount = 0.05; // Range 0-1
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static const float brightness_boost = 1.2; // Range 1-2
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PSOutput main(PSInput input) {
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PSOutput output;
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float2 uv = input.v_uv;
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float2 delta = uv - 0.5;
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float warp_factor = dot(delta, delta) * warp_amount;
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uv += delta * warp_factor;
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float scanline = sin(uv.y * resolution.y * PI) * 0.5 + 0.5;
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scanline = lerp(1.0, scanline, scan_line_amount * 0.5);
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float grille = fmod(uv.x * resolution.x, 3.0) < 1.5 ? 0.95 : 1.05;
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grille = lerp(1.0, grille, grille_amount * 0.5);
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float4 color = u_texture.Sample(u_sampler, input.v_uv) * input.v_color;
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color.rgb *= scanline * grille;
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float2 v_uv = uv * (1.0 - uv.xy);
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float vignette = v_uv.x * v_uv.y * 15.0;
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vignette = lerp(1.0, vignette, vignette_amount * 0.7);
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color.rgb *= vignette * brightness_boost;
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output.o_color = color;
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return output;
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}
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