// Amateur port to ReShade v3.x by XIIICaesar. // // Ported by IDDQD. // Original code from Shadertoy // // VHS Tape Noise: Vladmir Storm (https://www.shadertoy.com/view/MlfSWr) // VCR Distortion: ryk (https://www.shadertoy.com/view/ldjGzV) // VHS Distortion: drmelon (https://www.shadertoy.com/view/4dBGzK) // Dirty old CRT: Klowner (https://www.shadertoy.com/view/MsXGD4) // NTSC Codec: UltraMoogleMan (https://www.shadertoy.com/view/ldXGRf) // // Posted by Matsilagi and further optimized for ReShade by crosire, MartyMcFly and Ganossa // http://reshade.me/forum/shader-presentation/1258-vhs-shader // // Do not distribute without giving credit to the original author(s). #ifndef sNoiseMode_TextureName #define sNoiseMode_TextureName "VHS_N1.jpg" #endif //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ uniform bool bVHSDistortGammaFix < ui_tooltip = "Fixes the darkening of the NTSC Shader"; > = false; //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #include "ReShade.fxh" texture texnoise2 < source = sNoiseMode_TextureName; > {Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;}; sampler2D SamNoise { Texture = texnoise2; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Wrap; AddressV = Wrap; }; // Useful Constants static const float Pi = 3.1415926535; static const float Pi2 = 6.283185307; // NTSC Constants static const float4 A = 0.5; static const float4 B = 0.5; static const float P = 1.0; static const float CCFrequency = 3.59754545; static const float YFrequency = 6.0; static const float IFrequency = 1.2; static const float QFrequency = 0.6; static const float NotchHalfWidth = 2.0; static const float ScanTime = 52.6; static const float MaxC = 2.1183; static const float4 MinC = -1.1183; static const float4 CRange = 3.2366; uniform float Timer < source = "timer"; >; #define t Timer.x*0.001 #define t2 Timer*0.001 #define mod(x,y) (x-y*floor(x/y)) float4 CompositeSample(float2 texcoord) { float2 InverseRes = 1.0 / ReShade::ScreenSize.xy; float2 InverseP = float2(P, 0.0) * InverseRes; // UVs for four linearly-interpolated samples spaced 0.25 texels apart float2 C0 = texcoord; float2 C1 = texcoord + ReShade::PixelSize.x * 0.25; float2 C2 = texcoord + ReShade::PixelSize.x * 0.50; float2 C3 = texcoord + ReShade::PixelSize.x * 0.75; float4 Cx = float4(C0.x, C1.x, C2.x, C3.x); float4 Cy = float4(C0.y, C1.y, C2.y, C3.y); float3 Texel0 = tex2D(ReShade::BackBuffer, C0).rgb; float3 Texel1 = tex2D(ReShade::BackBuffer, C1).rgb; float3 Texel2 = tex2D(ReShade::BackBuffer, C2).rgb; float3 Texel3 = tex2D(ReShade::BackBuffer, C3).rgb; // Calculated the expected time of the sample. float4 T = Cy * ReShade::ScreenSize.x + 0.5 + Cx; const float3 YTransform = float3(0.299, 0.587, 0.114); const float3 ITransform = float3(0.595716, -0.274453, -0.321263); const float3 QTransform = float3(0.211456, -0.522591, 0.311135); float Y0 = dot(Texel0.xyz, YTransform); float Y1 = dot(Texel1.xyz, YTransform); float Y2 = dot(Texel2.xyz, YTransform); float Y3 = dot(Texel3.xyz, YTransform); float4 Y = float4(Y0, Y1, Y2, Y3); float I0 = dot(Texel0.xyz, ITransform); float I1 = dot(Texel1.xyz, ITransform); float I2 = dot(Texel2.xyz, ITransform); float I3 = dot(Texel3.xyz, ITransform); float4 I = float4(I0, I1, I2, I3); float Q0 = dot(Texel0.xyz, QTransform); float Q1 = dot(Texel1.xyz, QTransform); float Q2 = dot(Texel2.xyz, QTransform); float Q3 = dot(Texel3.xyz, QTransform); float4 Q = float4(Q0, Q1, Q2, Q3); float4 W = 6.283185307 * 3.59754545 * 52.6; float4 Encoded = Y + I * cos(T * W) + Q * sin(T * W); return (Encoded + 1.1183) / 3.2366; } float4 NTSCCodec(float2 texcoord) { float4 YAccum = 0.0; float4 IAccum = 0.0; float4 QAccum = 0.0; float QuadXSize = ReShade::ScreenSize.x * 4.0; float TimePerSample = ScanTime / QuadXSize; // Frequency cutoffs for the individual portions of the signal that we extract. // Y1 and Y2 are the positive and negative frequency limits of the notch filter on Y. // float Fc_y1 = (CCFrequency - NotchHalfWidth) * TimePerSample; float Fc_y2 = (CCFrequency + NotchHalfWidth) * TimePerSample; float Fc_y3 = YFrequency * TimePerSample; float Fc_i = IFrequency * TimePerSample; float Fc_q = QFrequency * TimePerSample; float Pi2Length = Pi2 / 82.0; float4 NotchOffset = float4(0.0, 1.0, 2.0, 3.0); float4 W = Pi2 * CCFrequency * ScanTime; for(float n = -41.0; n < 42.0; n += 4.0) { float4 n4 = n + NotchOffset + 0.00001; float4 CoordX = texcoord.x + ReShade::PixelSize.x * n4 * 0.25; float4 CoordY = texcoord.y; float2 TexCoord = float2(CoordX.r, CoordY.r); float4 C = CompositeSample(TexCoord) * CRange + MinC; float4 WT = W * (CoordX + A * CoordY * 2.0 * ReShade::ScreenSize.x + B); float4 SincYIn1 = Pi2 * Fc_y1 * n4; float4 SincYIn2 = Pi2 * Fc_y2 * n4; float4 SincYIn3 = Pi2 * Fc_y3 * n4; float4 SincY1 = sin(SincYIn1) / SincYIn1; float4 SincY2 = sin(SincYIn2) / SincYIn2; float4 SincY3 = sin(SincYIn3) / SincYIn3; if(SincYIn1.x == 0.0) SincY1.x = 1.0; if(SincYIn1.y == 0.0) SincY1.y = 1.0; if(SincYIn1.z == 0.0) SincY1.z = 1.0; if(SincYIn1.w == 0.0) SincY1.w = 1.0; if(SincYIn2.x == 0.0) SincY2.x = 1.0; if(SincYIn2.y == 0.0) SincY2.y = 1.0; if(SincYIn2.z == 0.0) SincY2.z = 1.0; if(SincYIn2.w == 0.0) SincY2.w = 1.0; if(SincYIn3.x == 0.0) SincY3.x = 1.0; if(SincYIn3.y == 0.0) SincY3.y = 1.0; if(SincYIn3.z == 0.0) SincY3.z = 1.0; if(SincYIn3.w == 0.0) SincY3.w = 1.0; //float4 IdealY = (2.0 * Fc_y1 * SincY1 - 2.0 * Fc_y2 * SincY2) + 2.0 * Fc_y3 * SincY3; float4 IdealY = (2.0 * Fc_y1 * SincY1 - 2.0 * Fc_y2 * SincY2) + 2.0 * Fc_y3 * SincY3; float4 FilterY = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealY; float4 SincIIn = Pi2 * Fc_i * n4; float4 SincI = sin(SincIIn) / SincIIn; if (SincIIn.x == 0.0) SincI.x = 1.0; if (SincIIn.y == 0.0) SincI.y = 1.0; if (SincIIn.z == 0.0) SincI.z = 1.0; if (SincIIn.w == 0.0) SincI.w = 1.0; float4 IdealI = 2.0 * Fc_i * SincI; float4 FilterI = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealI; float4 SincQIn = Pi2 * Fc_q * n4; float4 SincQ = sin(SincQIn) / SincQIn; if (SincQIn.x == 0.0) SincQ.x = 1.0; if (SincQIn.y == 0.0) SincQ.y = 1.0; if (SincQIn.z == 0.0) SincQ.z = 1.0; if (SincQIn.w == 0.0) SincQ.w = 1.0; float4 IdealQ = 2.0 * Fc_q * SincQ; float4 FilterQ = (0.54 + 0.46 * cos(Pi2Length * n4)) * IdealQ; YAccum = YAccum + C * FilterY; IAccum = IAccum + C * cos(WT) * FilterI; QAccum = QAccum + C * sin(WT) * FilterQ; } float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a; float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0; float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0; float3 YIQ = float3(Y, I, Q); float3 OutRGB = float3(dot(YIQ, float3(1.0, 0.956, 0.621)), dot(YIQ, float3(1.0, -0.272, -0.647)), dot(YIQ, float3(1.0, -1.106, 1.703))); return float4(OutRGB, 1.0); } void PS_VHS(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 GetOut : SV_Target) { float4 origcolor; origcolor=tex2D(ReShade::BackBuffer, texcoord); origcolor = NTSCCodec(texcoord); origcolor = pow(origcolor,0.5); GetOut = origcolor; } //random hash float4 hash42(float2 p){ float4 p4 = frac(float4(p.xyxy) * float4(443.8975,397.2973, 491.1871, 470.7827)); p4.x += dot(p4.wzxy, p4+19.19); return frac(float4(p4.x * p4.y, p4.x*p4.z, p4.y*p4.w, p4.x*p4.w)); } float hash( float n ){ return frac(sin(n)*43758.5453123); } // 3d noise function (iq's) float n( in float3 x ){ float3 p = floor(x); float3 f = frac(x); f = f*f*(3.0-2.0*f); float n = p.x + p.y*57.0 + 113.0*p.z; float res = lerp(lerp(lerp( hash(n+ 0.0), hash(n+ 1.0),f.x), lerp( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y), lerp(lerp( hash(n+113.0), hash(n+114.0),f.x), lerp( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z); return res; } //tape noise float nn(float2 p){ float y = p.y; float v = (n( float3(y*0.01 +t*2.0, 1., 1.0) ) + .0) *(n( float3(y*.011+1000.0+t*2.0, 1., 1.0) ) + .0) *(n( float3(y*.51+421.0+t*2.0, 1., 1.0) ) + .0) ; v*= hash42( float2(p.x +t*0.01, p.y) ).x +.3 ; return v; } void PS_VHS3(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 OutGet : SV_Target) { float4 uv = 0.0; uv.xy = texcoord.xy; uv.w = 0.0; float4 origcolor2= tex2Dlod(ReShade::BackBuffer, uv); float linesN = 240; //fields per seconds float one_y = ReShade::ScreenSize.y / linesN; //field line uv.xy = floor(uv.xy*ReShade::ScreenSize.xy/one_y)*one_y; float col = nn(-uv.xy); origcolor2 += dot(col, float4(0.233,0.233,0.233,0.233)); OutGet = origcolor2; } float noise(float2 p) { float sampless = tex2D(SamNoise,float2(1.,2.*cos(t2))*t2*8. + p*1.).x; sampless *= sampless; return sampless; } float onOff(float a, float b, float c) { return step(c, sin(t2 + a*cos(t2*b))); } float ramp(float y, float start, float end) { float inside = step(start,y) - step(end,y); float fact = (y-start)/(end-start)*inside; return (1.-fact) * inside; } float stripes(float2 uv) { float noi = noise(uv*float2(0.5,1.) + float2(1.,3.)); return ramp(mod(uv.y*4.0 + t2/2.+sin(t2 + sin(t2*0.63)),2.0),0.5,0.6)*noi; } float3 getVideo(float2 uv) { float2 look = uv; float window = 1.0/(1.0+20.0*(look.y-(mod(t2/4.0,2.2))*(look.y-(mod(t2/4.0,2.0))))); //this was broken look.x = look.x + sin(look.y*10. + t2)/500.*onOff(4.,4.,.3)*(1.+cos(t2*80.))*window; float vShift = 5.4*onOff(2.,3.,.9)*(sin(t2)*sin(t2*20.) + (0.5 + 0.1*sin(t2*200.)*cos(t2))); look.y = (mod(look.y + vShift,2.0)); //this too float3 video = tex2D(ReShade::BackBuffer,look).rgb; return video; } float2 screenDistort(float2 uv) { uv -= float2(.5,.5); uv = uv*1.2*(1./1.2+2.*uv.x*uv.x*uv.y*uv.y); uv += float2(.5,.5); return uv; } void PS_VHS4(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 OutGet2 : SV_Target) { float4 origcolor3=tex2Dlod(ReShade::BackBuffer, float4(texcoord, 0, 0)); texcoord = screenDistort(texcoord); float3 video = getVideo(texcoord); float vigAmt = 3.+.3*sin(t2 + 5.*cos(t2*5.)); float vignette = (1.-vigAmt*(texcoord.y-0.5)*(texcoord.y-0.5))*(1.0-vigAmt*(texcoord.x-0.5)*(texcoord.x-0.5)); //video += stripes(texcoord); video += noise(texcoord*2.)/2.; video *= vignette; origcolor3.xyz = video; OutGet2 = origcolor3; } float rand(float2 co) { float a = 12.9898; float b = 78.233; float c = 43758.5453; float dst= dot(co.xy ,float2(a,b)); float snm= mod(dst,3.14); //this was broken aswell return frac(sin(snm) * c); } void PS_VHS5(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 OutGet3 : SV_Target) { float4 origcolor4=tex2D(ReShade::BackBuffer, texcoord); float magnitude = 0.0009; // Set up offset float2 offsetRedUV = texcoord; offsetRedUV.x = texcoord.x + rand(float2(t2*0.03,texcoord.y*0.42)) * 0.001; offsetRedUV.x += sin(rand(float2(t2*0.2, texcoord.y)))*magnitude; float2 offsetGreenUV = texcoord; offsetGreenUV.x = texcoord.x + rand(float2(t2*0.004,texcoord.y*0.002)) * 0.004; offsetGreenUV.x += sin(t2*9.0)*magnitude; float2 offsetBlueUV = texcoord; offsetBlueUV.x = texcoord.y; offsetBlueUV.x += rand(float2(cos(t2.x*0.01),sin(texcoord.y))); // Load Texture float r = tex2D(ReShade::BackBuffer, offsetRedUV).r; float g = tex2D(ReShade::BackBuffer, offsetGreenUV).g; float b = tex2D(ReShade::BackBuffer, texcoord).b; if (bVHSDistortGammaFix) { origcolor4 += float4(r,g,b,0); OutGet3 = origcolor4; } else { OutGet3 = float4(r,g,b,1.0); } } float scanline(float2 uv) { return sin(ReShade::ScreenSize.y * uv.y * 0.7 - t2 * 10.0); } float slowscan(float2 uv) { return sin(ReShade::ScreenSize.y * uv.y * 0.02 + t2 * 6.0); } float2 colorShift(float2 uv) { return float2( uv.x, uv.y + sin(t2)*0.02 ); } float noise2(float2 uv) { return clamp(tex2D(SamNoise, uv.xy + t2*6.0).r + tex2D(SamNoise, uv.xy - t2*4.0).g, 0.96, 1.0); } // from https://www.shadertoy.com/view/4sf3Dr // Thanks, Jasper float2 crt(float2 coord, float bend) { // put in symmetrical coords coord = (coord - 0.5) * 2.0; coord *= 0.5; // deform coords coord.x *= 1.0 + pow((abs(coord.y) / bend), 2.0); coord.y *= 1.0 + pow((abs(coord.x) / bend), 2.0); // transform back to 0.0 - 1.0 space coord = (coord / 1.0) + 0.5; return coord; } float2 colorshift(float2 uv, float amount, float rand) { return float2( uv.x, uv.y + amount * rand ); } float2 scandistort(float2 uv) { float scan1 = clamp(cos(uv.y * 2.0 + t2), 0.0, 1.0); float scan2 = clamp(cos(uv.y * 2.0 + t2 + 4.0) * 10.0, 0.0, 1.0) ; float amount = scan1 * scan2 * uv.x; uv.x -= 0.05 * lerp(tex2D(SamNoise, float2(uv.x, amount)).r * amount, amount, 0.9); return uv; } float vignette(float2 uv) { uv = (uv - 0.5) * 0.98; return clamp(pow(abs(cos(uv.x * 3.1415)), 1.2) * pow(abs(cos(uv.y * 3.1415)), 1.2) * 50.0, 0.0, 1.0); } void PS_VHS6(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 OutGet3 : SV_Target) { float4 uv = 0.0; uv.xy = texcoord.xy; uv.w = 0.0; float2 sdUv = scandistort(uv.xy); float2 crtUv = crt(sdUv, 2.0); float4 color = float4(0, 0, 0, 0); //float rand_r = sin(t2 * 3.0 + sin(t2)) * sin(t2 * 0.2); //float rand_g = clamp(sin(t2 * 1.52 * uv.y + sin(t2)) * sin(t2* 1.2), 0.0, 1.0); float4 randss = tex2D(SamNoise, float2(t2 * 0.01, t2 * 0.02)); color.r = tex2D(ReShade::BackBuffer, crt(colorshift(sdUv, 0.025, randss.r), 2.0)).r; color.g = tex2D(ReShade::BackBuffer, crt(colorshift(sdUv, 0.01, randss.g), 2.0)).g; color.b = tex2D(ReShade::BackBuffer, crt(colorshift(sdUv, 0.024, randss.b), 2.0)).b; float4 scanlineColor = scanline(crtUv); float4 slowscanColor = slowscan(crtUv); OutGet3 = lerp(color, lerp(scanlineColor, slowscanColor, 0.5), 0.05) * vignette(texcoord) * noise2(texcoord); //fragColor = float4(vignette(uv)); //float2 scan_dist = scandistort(uv); //fragColor = float4(scan_dist.x, scan_dist.y,0.0, 1.0); } technique NTSCFilter { pass NTSCFilter { VertexShader = PostProcessVS; PixelShader = PS_VHS; } } technique TapeNoise { pass TapeNoise { VertexShader = PostProcessVS; PixelShader = PS_VHS3; } } technique VCRDistort { pass VCRDistort { VertexShader = PostProcessVS; PixelShader = PS_VHS4; } } technique VHSDistort { pass VHSDistort { VertexShader = PostProcessVS; PixelShader = PS_VHS5; } } technique DirtyCRT { pass DirtyCRT { VertexShader = PostProcessVS; PixelShader = PS_VHS6; } }