Created
April 29, 2022 08:52
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Retroarch CRT shader preset
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***************************************************************** | |
You can put it in <RetroArch>/shaders/ with any name you want | |
This works well with most systems designed for CRT (so GB experience may vary) | |
You might want to tweak stages (i.e. linearize) and shader parameters per system | |
***************************************************************** | |
shaders = "5" | |
shader0 = "shaders_slang/linear/linearize.slang" | |
filter_linear0 = "false" | |
wrap_mode0 = "clamp_to_border" | |
mipmap_input0 = "false" | |
alias0 = "" | |
float_framebuffer0 = "false" | |
srgb_framebuffer0 = "true" | |
scale_type_x0 = "source" | |
scale_x0 = "1.000000" | |
scale_type_y0 = "source" | |
scale_y0 = "1.000000" | |
shader1 = "shaders_slang/blend/mister-blend.slang" | |
filter_linear1 = "true" | |
wrap_mode1 = "clamp_to_border" | |
mipmap_input1 = "false" | |
alias1 = "" | |
float_framebuffer1 = "false" | |
srgb_framebuffer1 = "false" | |
scale_type_x1 = "source" | |
scale_x1 = "5.000000" | |
scale_type_y1 = "source" | |
scale_y1 = "5.000000" | |
shader2 = "shaders_slang/linear/linear-gamma-correct.slang" | |
filter_linear2 = "true" | |
wrap_mode2 = "clamp_to_border" | |
mipmap_input2 = "false" | |
alias2 = "" | |
float_framebuffer2 = "false" | |
srgb_framebuffer2 = "false" | |
shader3 = "shaders_slang/crt/shaders/hyllian/crt-hyllian-multipass/crt-hyllian-pass0.slang" | |
wrap_mode3 = "clamp_to_border" | |
mipmap_input3 = "false" | |
alias3 = "" | |
float_framebuffer3 = "false" | |
srgb_framebuffer3 = "false" | |
scale_type_x3 = "source" | |
scale_x3 = "1.000000" | |
scale_type_y3 = "source" | |
scale_y3 = "1.000000" | |
shader4 = "shaders_slang/crt/shaders/hyllian/crt-hyllian-multipass/crt-hyllian-pass1.slang" | |
filter_linear4 = "true" | |
wrap_mode4 = "clamp_to_border" | |
mipmap_input4 = "false" | |
alias4 = "" | |
float_framebuffer4 = "false" | |
srgb_framebuffer4 = "false" |
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#version 450 | |
// MiSTer composite blend shader | |
// ported by Aeana https://twitter.com/Aeana/status/1351718215630503939 | |
// put it at <RetroArch>/shaders/shaders_slang/blend/mister-blend.slang | |
layout(set = 0, binding = 0, std140) uniform UBO | |
{ | |
mat4 MVP; | |
vec4 SourceSize; // Not used here, but doesn't hurt | |
}; | |
float color_blend(float color_prev, float color_curr, float x) | |
{ | |
float sum = color_curr; | |
sum = sum + color_prev; | |
return sum / 2.0; | |
} | |
#pragma name Composite blending | |
#pragma stage vertex | |
layout(location = 0) in vec4 Position; | |
layout(location = 1) in vec2 TexCoord; | |
layout(location = 0) out vec2 vTexCoord; | |
void main() | |
{ | |
gl_Position = MVP * Position; | |
vTexCoord = TexCoord; | |
} | |
#pragma stage fragment | |
layout(location = 0) in vec2 vTexCoord; | |
layout(location = 0) out vec4 FragColor; | |
layout(set = 0, binding = 2) uniform sampler2D Source; | |
void main() | |
{ | |
vec2 onePixel = vec2(1.0, 1.0) / SourceSize.xy; | |
vec3 currentColor = texture(Source, vTexCoord).rgb; | |
vec3 prevColor = texture(Source, vTexCoord - vec2(onePixel.x, 0)).rgb; | |
float r = color_blend(prevColor.r, currentColor.r, vTexCoord.x); | |
float g = color_blend(prevColor.g, currentColor.g, vTexCoord.x); | |
float b = color_blend(prevColor.b, currentColor.b, vTexCoord.x); | |
FragColor = vec4(r, g, b, 1.0); | |
} |
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