/* Ripped from Sonic Mania */ #include "ReShade.fxh" #ifndef YEETRON_USEPOINT #define YEETRON_USEPOINT 1 #endif uniform int iWidth < ui_label = "Width"; ui_type = "drag"; ui_min = 1; ui_max = BUFFER_WIDTH; ui_step = 1; > = BUFFER_WIDTH; uniform int iHeight < ui_label = "Height"; ui_type = "drag"; ui_min = 1; ui_max = BUFFER_HEIGHT; ui_step = 1; > = BUFFER_HEIGHT; uniform float fDownScale < ui_label = "DownScale"; ui_type = "drag"; ui_min = 1.0; ui_max = 10.0; ui_step = 0.001; > = 1.2; #define i2Resolution int2(iWidth, iHeight) sampler sBackBuffer_Point { Texture = ReShade::BackBufferTex; MinFilter = POINT; MagFilter = POINT; }; float4 cmp(float4 src0, float4 src1, float4 src2) { return float4( src0.x >= 0 ? src1.x : src2.x, src0.y >= 0 ? src1.y : src2.y, src0.z >= 0 ? src1.z : src2.z, src0.w >= 0 ? src1.w : src2.w ); } void PS_CRT_Yeetron( float4 pos : SV_POSITION, float2 uv : TEXCOORD, out float4 oC0 : SV_TARGET ) { //Declare parameters //pixelSize static const float4 c0 = ReShade::ScreenSize.xyyy; //textureSize static const float4 c1 = i2Resolution.xyyy / fDownScale; //viewSize static const float4 c2 = ReShade::ScreenSize.xyyy; //texDiffuse #if YEETRON_USEPOINT #define s0 sBackBuffer_Point #else #define s0 ReShade::BackBuffer #endif //Declare constants static const float4 c3 = float4(1.5, 0.800000012, 1.25, 0.75); static const float4 c4 = float4(6.28318548, -3.14159274, 0.25, -0.25); static const float4 c5 = float4(1, 0.5, 720, 3); static const float4 c6 = float4(0.166666672, -0.333000004, -0.666000009, 0.899999976); static const float4 c7 = float4(0.899999976, 1.10000002, 0, 0); static const float4 c8 = float4(-0.5, -0.25, 2, 0.5); //Declare registers float4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9; //Code starts here float4 v0 = uv.xyyy; //dcl_2d s0 r0.x = 1.0 / c0.x; r0.y = 1.0 / c0.y; r0.xy = (r0 * c1).xy; r0.xy = (r0 * v0).xy; r0.xy = (r0 * c2).xy; r0.zw = frac(r0.xyxy).zw; r0.xy = (-r0.zwzw + r0).xy; r0.xy = (r0 + c8.wwww).xy; r0.x = r0.y * c5.w + r0.x; r0.x = r0.x * c6.x; r0.x = frac(r0.x); r0.xy = (r0.xxxx + c6.yzzw).xy; r1.yz = (r0.y >= 0 ? c7.xxyw : c7.xyxw).yz; r1.x = c6.w; r0.xyz = (r0.x >= 0 ? r1 : c7.yxxw).xyz; r1.xy = (c1 * v0).xy; r0.w = r1.y * c8.w + c8.w; r0.w = frac(r0.w); r0.w = r0.w * c4.x + c4.y; r2.y = sin(r0.w); r1.zw = (abs(r2).yyyy + c4).zw; r1.z = saturate(r1.z); r0.w = r1.w >= 0 ? r1.z : c8.w; r2 = frac(r1.xyxy); r1.xy = (r1 + -r2.zwzw).xy; r2 = r2 + c8.xxyy; r1.zw = (r1.xyxy + c8.wwww).zw; r1.zw = (v0.xyxy * -c1.xyxy + r1).zw; r1.w = r1.w + r1.w; r1.z = r1.z * c8.w; r1.z = -abs(r1).z + c3.x; r3.x = max(c3.y, r1.z); r4.x = min(r3.x, c3.z); r1.zw = (-abs(r1).wwww + c3).zw; r1.z = saturate(r1.z); r1.z = r1.w >= 0 ? r1.z : c8.w; r4.y = r0.w + r1.z; r0.w = r0.w * r4.x; r1.z = r1.z * r4.x; r3.xy = (r4 * c5).xy; r1.w = r3.y * r3.x; r2.z = cmp(r2, r2.xyxy, c8.yyyy).z; r3.xy = max(c8.yyyy, -r2.zwzw).xy; r2.xy = (r2 + r3).xy; r1.xy = (r2 * c8.zzzz + r1).xy; r1.xy = (r1 + c8.wwww).xy; r2.x = 1.0 / c1.x; r2.y = 1.0 / c1.y; r1.xy = (r1 * r2).xy; r2 = tex2D(s0, r1.xy); r3.x = r0.w * r2.x; r3.yz = (r1.xzww * r2).yz; oC0.w = r2.w; r0.xyz = (r0 * r3).xyz; r1.z = c5.z; r0.w = r1.z + -c2.y; oC0.xyz = (r0.w >= 0 ? r3 : r0).xyz; } technique CRT_Yeetron { pass { VertexShader = PostProcessVS; PixelShader = PS_CRT_Yeetron; } }