cbuffer Base : register(b4) { float2 uResolution; }; cbuffer Data : register(b10) { float2 uWarp; float uHardScan; float uHardPix; }; Texture2D gm_BaseTextureObject : register(t0); SamplerState gm_BaseTexture : register(s0); struct VertexShaderOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; struct PixelShaderOutput { float4 color : SV_TARGET0; }; // sRGB to Linear. 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)); } // Linear to sRGB. 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)); } // Nearest emulated sample given floating point position and texel offset. float3 Fetch(float2 pos, float2 off) { pos = floor(pos * uResolution / 6.0 + off) / (uResolution / 6.0); if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) return float3(0.0, 0.0, 0.0); return ToLinear(gm_BaseTextureObject.Sample(gm_BaseTexture, pos.xy).rgb); } // Distance in emulated pixels to nearest texel. float2 Dist(float2 pos) { pos = pos * uResolution / 6.0; return -((pos - floor(pos)) - float2(.5, .5)); } // 1D Gaussian. float Gaus(float pos, float scale) { return exp2(scale * pos * pos); } // 3-tap Gaussian filter along horz line. 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; float scale = uHardPix; float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); float wd = Gaus(dst + 1.0, scale); 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; float scale = uHardPix; 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 (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, uHardScan); } // 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; } // Distortion of scanlines, and end of screen alpha. float2 Warp(float2 pos) { pos = pos * 2.0 - 1.0; pos *= float2(1.0 + (pos.y * pos.y) * uWarp.x, 1.0 + (pos.x * pos.x) * uWarp.y); return pos * 0.5 + 0.5; } void main(in VertexShaderOutput _input, out PixelShaderOutput output) { float4 fragColor; float2 pos = Warp(_input.uv + float2(-0.333, 0.0) / uResolution); fragColor.rgb = Tri(pos); fragColor.a = 1.0; fragColor.rgb = ToSrgb(fragColor.rgb); output.color = fragColor; }