@nayok Oui efféctivement, maintenant ça marche. Je sais pas si tu connais le shader crt-easymode-halation, mais je n'arrive pas à le faire fonctionner
J'ai mis ces deux fichiers dans mon shaderpresets
Un fichier glsl, avec ceci à l'intérieur :
#pragma parameter GAMMA_OUTPUT "Gamma Output" 2.2 0.1 5.0 0.01
#pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.6 0.0 1.0 0.05
#pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05
#pragma parameter MASK_TYPE "Mask Type" 4.0 0.0 7.0 1.0
#pragma parameter MASK_STRENGTH_MIN "Mask Strength Min." 0.2 0.0 0.5 0.01
#pragma parameter MASK_STRENGTH_MAX "Mask Strength Max." 0.2 0.0 0.5 0.01
#pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0
#pragma parameter SCANLINE_STRENGTH_MIN "Scanline Strength Min." 0.2 0.0 1.0 0.05
#pragma parameter SCANLINE_STRENGTH_MAX "Scanline Strength Max." 0.4 0.0 1.0 0.05
#pragma parameter SCANLINE_BEAM_MIN "Scanline Beam Min." 1.0 0.25 5.0 0.05
#pragma parameter SCANLINE_BEAM_MAX "Scanline Beam Max." 1.0 0.25 5.0 0.05
#pragma parameter GEOM_CURVATURE "Geom Curvature" 0.0 0.0 0.1 0.01
#pragma parameter GEOM_WARP "Geom Warp" 0.0 0.0 0.1 0.01
#pragma parameter GEOM_CORNER_SIZE "Geom Corner Size" 0.0 0.0 0.1 0.01
#pragma parameter GEOM_CORNER_SMOOTH "Geom Corner Smoothness" 150.0 50.0 1000.0 25.0
#pragma parameter INTERLACING_TOGGLE "Interlacing Toggle" 1.0 0.0 1.0 1.0
#pragma parameter HALATION "Halation" 0.03 0.0 1.0 0.01
#pragma parameter DIFFUSION "Diffusion" 0.0 0.0 1.0 0.01
#pragma parameter BRIGHTNESS "Brightness" 1.0 0.0 2.0 0.05
#ifdef PARAMETER_UNIFORM
uniform float BRIGHTNESS;
uniform float DIFFUSION;
uniform float GAMMA_OUTPUT;
uniform float GEOM_CORNER_SIZE;
uniform float GEOM_CORNER_SMOOTH;
uniform float GEOM_CURVATURE;
uniform float GEOM_WARP;
uniform float HALATION;
uniform float INTERLACING_TOGGLE;
uniform float MASK_SIZE;
uniform float MASK_STRENGTH_MAX;
uniform float MASK_STRENGTH_MIN;
uniform float MASK_TYPE;
uniform float SCANLINE_BEAM_MAX;
uniform float SCANLINE_BEAM_MIN;
uniform float SCANLINE_STRENGTH_MAX;
uniform float SCANLINE_STRENGTH_MIN;
uniform float SHARPNESS_H;
uniform float SHARPNESS_V;
#else
#define BRIGHTNESS 1.0
#define DIFFUSION 0.0
#define GAMMA_OUTPUT 2.2
#define GEOM_CORNER_SIZE 0.0
#define GEOM_CORNER_SMOOTH 150.0
#define GEOM_CURVATURE 0.0
#define GEOM_WARP 0.0
#define HALATION 0.03
#define INTERLACING_TOGGLE 1.0
#define MASK_SIZE 1.0
#define MASK_STRENGTH_MAX 0.2
#define MASK_STRENGTH_MIN 0.2
#define MASK_TYPE 4.0
#define SCANLINE_BEAM_MAX 1.0
#define SCANLINE_BEAM_MIN 1.0
#define SCANLINE_STRENGTH_MAX 0.4
#define SCANLINE_STRENGTH_MIN 0.2
#define SHARPNESS_H 0.6
#define SHARPNESS_V 1.0
#endif
#include "../../../compat_includes.inc"
uniform COMPAT_Texture2D(decal) : TEXUNIT0;
uniform float4x4 modelViewProj;
INITIALIZE_PASSPREV(4, 1)
#define FIX(c) max(abs(c), 1e-5)
#define PI 3.141592653589
#define TEX2D(c) PASSPREV_Sample(4, c)
struct out_vertex
{
float4 position : COMPAT_POS;
float2 texCoord : TEXCOORD0;
#ifndef HLSL_4
float4 Color : COLOR;
#endif
};
out_vertex main_vertex(COMPAT_IN_VERTEX)
{
out_vertex OUT;
#ifdef HLSL_4
float4 position = VIN.position;
float2 texCoord = VIN.texCoord;
#else
OUT.Color = color;
#endif
OUT.position = mul(modelViewProj, position);
OUT.texCoord = texCoord;
return OUT;
}
float curve_distance(float x, float sharp)
{
float x_step = step(0.5, x);
float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
return lerp(x, curve, sharp);
}
float4x4 get_color_matrix(COMPAT_Texture2D(PASSPREV4), float2 co, float2 dx)
{
return float4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
}
float4 filter_lanczos(float4 coeffs, float4x4 color_matrix)
{
float4 col = mul(coeffs, color_matrix);
float4 sample_min = min(color_matrix[1], color_matrix[2]);
float4 sample_max = max(color_matrix[1], color_matrix[2]);
col = clamp(col, sample_min, sample_max);
return col;
}
float3 get_scanline_weight(float pos, float beam, float strength)
{
float weight = 1.0 - pow(cos(pos * 2.0 * PI) * 0.5 + 0.5, beam);
weight = weight * strength * 2.0 + (1.0 - strength);
return float3(weight);
}
float2 curve_coordinate(float2 co, float curvature)
{
float2 curve = float2(curvature, curvature * 0.75);
float2 co2 = co + co * curve - curve / 2.0;
float2 co_weight = float2(co.y, co.x) * 2.0 - 1.0;
co = lerp(co, co2, co_weight * co_weight);
return co;
}
float get_corner_weight(float2 co, float2 corner, float smooth)
{
float corner_weight;
co = min(co, float2(1.0) - co) * float2(1.0, 0.75);
co = (corner - min(co, corner));
corner_weight = saturate((corner.x - sqrt(dot(co, co))) * smooth);
corner_weight = lerp(1.0, corner_weight, ceil(corner.x));
return corner_weight;
}
float4 crt_easymode_halation(COMPAT_Texture2D(tex), float2 coords, float2 texture_size, float2 video_size,
float2 output_size, float frame_count, COMPAT_Texture2D(PASSPREV4))
{
float2 tex_size = texture_size;
float2 midpoint = float2(0.5, 0.5);
float scan_offset = 0.0;
| if (INTERLACING_TOGGLE && video_size.y >= 400) |
| { |
| tex_size.y *= 0.5; |
| |
| if (mod(frame_count, 2.0)) |
| { |
| midpoint.y = 0.75; |
| scan_offset = 0.5; |
| } |
| else midpoint.y = 0.25; |
| } |
| |
| float2 co = coords * tex_size / video_size; |
| float2 xy = curve_coordinate(co, GEOM_WARP); |
| float corner_weight = get_corner_weight(curve_coordinate(co, GEOM_CURVATURE), float2(GEOM_CORNER_SIZE), GEOM_CORNER_SMOOTH); |
| |
| xy *= video_size / tex_size; |
| |
| float2 dx = float2(1.0 / tex_size.x, 0.0); |
| float2 dy = float2(0.0, 1.0 / tex_size.y); |
| float2 pix_co = xy * tex_size - midpoint; |
| float2 tex_co = (floor(pix_co) + midpoint) / tex_size; |
| float2 dist = frac(pix_co); |
| float curve_x, curve_y; |
| float3 col, col2, diff; |
| |
| curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H); |
| curve_y = curve_distance(dist.y, SHARPNESS_V * SHARPNESS_V); |
| |
| float4 coeffs_x = PI * float4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); |
| float4 coeffs_y = PI * float4(1.0 + curve_y, curve_y, 1.0 - curve_y, 2.0 - curve_y); |
| |
| coeffs_x = FIX(coeffs_x); |
| coeffs_x = 2.0 * sin(coeffs_x) * sin(coeffs_x / 2.0) / (coeffs_x * coeffs_x); |
| coeffs_x /= dot(coeffs_x, float4(1.0)); |
| |
| coeffs_y = FIX(coeffs_y); |
| coeffs_y = 2.0 * sin(coeffs_y) * sin(coeffs_y / 2.0) / (coeffs_y * coeffs_y); |
| coeffs_y /= dot(coeffs_y, float4(1.0)); |
| |
| float4x4 color_matrix; |
| |
| color_matrix[0] = filter_lanczos(coeffs_x, get_color_matrix(PASSPREV4, tex_co - dy, dx)); |
| color_matrix[1] = filter_lanczos(coeffs_x, get_color_matrix(PASSPREV4, tex_co, dx)); |
| color_matrix[2] = filter_lanczos(coeffs_x, get_color_matrix(PASSPREV4, tex_co + dy, dx)); |
| color_matrix[3] = filter_lanczos(coeffs_x, get_color_matrix(PASSPREV4, tex_co + 2.0 * dy, dx)); |
| |
| col = filter_lanczos(coeffs_y, color_matrix).rgb; |
| diff = tex2D(tex, xy).rgb; |
| |
| float rgb_max = max(col.r, max(col.g, col.b)); |
| float sample_offset = (video_size.y / output_size.y) * 0.5; |
| float scan_pos = xy.y * tex_size.y + scan_offset; |
| float scan_strength = lerp(SCANLINE_STRENGTH_MAX, SCANLINE_STRENGTH_MIN, rgb_max); |
| float scan_beam = clamp(rgb_max * SCANLINE_BEAM_MAX, SCANLINE_BEAM_MIN, SCANLINE_BEAM_MAX); |
| float scan_weight = 0.0; |
| |
| float mask_colors; |
| float mask_dot_width; |
| float mask_dot_height; |
| float mask_stagger; |
| float mask_dither; |
| float4 mask_config = float4(0.0, 0.0, 0.0, 0.0); |
| |
| if (MASK_TYPE == 1) mask_config = float4(2.0, 1.0, 1.0, 0.0); |
| else if (MASK_TYPE == 2) mask_config = float4(3.0, 1.0, 1.0, 0.0); |
| else if (MASK_TYPE == 3) mask_config = float4(2.1, 1.0, 1.0, 0.0); |
| else if (MASK_TYPE == 4) mask_config = float4(3.1, 1.0, 1.0, 0.0); |
| else if (MASK_TYPE == 5) mask_config = float4(2.0, 1.0, 1.0, 1.0); |
| else if (MASK_TYPE == 6) mask_config = float4(3.0, 2.0, 1.0, 3.0); |
| else if (MASK_TYPE == 7) mask_config = float4(3.0, 2.0, 2.0, 3.0); |
| |
| mask_colors = floor(mask_config.x); |
| mask_dot_width = mask_config.y; |
| mask_dot_height = mask_config.z; |
| mask_stagger = mask_config.w; |
| mask_dither = frac(mask_config.x) * 10.0; |
| |
| float2 mod_fac = floor(coords * output_size * texture_size / (video_size * float2(MASK_SIZE, mask_dot_height * MASK_SIZE))); |
| int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * mask_stagger) / mask_dot_width, mask_colors)); |
| int dither = mod(mod_fac.y + mod(floor(mod_fac.x / mask_colors), 2.0), 2.0); |
| |
| float mask_strength = lerp(MASK_STRENGTH_MAX, MASK_STRENGTH_MIN, rgb_max); |
| float mask_dark, mask_bright, mask_mul; |
| float3 mask_weight; |
| |
| mask_dark = 1.0 - mask_strength; |
| mask_bright = 1.0 + mask_strength * 2.0; |
| |
| if (dot_no == 0) mask_weight = lerp(float3(mask_bright, mask_bright, mask_bright), float3(mask_bright, mask_dark, mask_dark), mask_colors - 2.0); |
| else if (dot_no == 1) mask_weight = lerp(float3(mask_dark, mask_dark, mask_dark), float3(mask_dark, mask_bright, mask_dark), mask_colors - 2.0); |
| else mask_weight = float3(mask_dark, mask_dark, mask_bright); |
| |
| if (dither) mask_mul = mask_dark; |
| else mask_mul = mask_bright; |
| |
| mask_weight *= lerp(1.0, mask_mul, mask_dither); |
| mask_weight = lerp(float3(1.0), mask_weight, saturate(MASK_TYPE)); |
| |
| col2 = (col * mask_weight); |
| col2 *= BRIGHTNESS; |
| |
| scan_weight = get_scanline_weight(scan_pos - sample_offset, scan_beam, scan_strength).x; |
| col = saturate(col2 * scan_weight); |
| scan_weight = get_scanline_weight(scan_pos, scan_beam, scan_strength).x; |
| col += saturate(col2 * scan_weight); |
| scan_weight = get_scanline_weight(scan_pos + sample_offset, scan_beam, scan_strength).x; |
| col += saturate(col2 * scan_weight); |
| col /= 3.0; |
| |
| col *= float3(corner_weight); |
| col += diff * mask_weight * HALATION * float3(corner_weight); |
| col += diff * DIFFUSION * float3(corner_weight); |
| col = pow(col, float3(1.0 / GAMMA_OUTPUT)); |
| |
| return float4(col, 1.0); |
}
float4 main_fragment(uniform prev PASSPREV4, COMPAT_IN_FRAGMENT) : COMPAT_Output
{
return crt_easymode_halation(decal, VOUT.texCoord, COMPAT_texture_size, COMPAT_video_size, COMPAT_output_size, COMPAT_frame_count, PASSPREV_texture(4));
}
COMPAT_END
Et un autre en glslp
shaders = "5"
shader0 = "/recalbox/share/system/shaderpresets/crt-easymode-halation/linearize.glsl"
filter_linear0 = "false"
srgb_framebuffer0 = "true"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "/recalbox/share/system/shaderpresets/crt-easymode-halation/blur_horiz.glsl"
filter_linear1 = "false"
srgb_framebuffer1 = "true"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "/recalbox/share/system/shaderpresets/crt-easymode-halation/blur_vert.glsl"
filter_linear2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "/recalbox/share/system/shaderpresets/crt-easymode-halation/threshold.glsl"
filter_linear3 = "false"
srgb_framebuffer3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "/recalbox/share/system/shaderpresets/crt-easymode-halation/crt-easymode-halation.glsl"
filter_linear4 = "true"
Et j'ai nommé mon .recalbox.conf comme telle :
snes.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
nes.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
fba_libretro.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
mame.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
mastersystem.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
megadrive.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
neogeo.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
pcengine.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
pcenginecd.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
prboom.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
psx.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
sega32x.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
segacd.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
supergrafx.shaders= /recalbox/share/system/shaderpresets/crt-easymode-halation.glslp
Mais ça ne fonctionne pas ! Désolé pour le bordel...