Files
duckstation/data/resources/shaders/reshade/Shaders/scanline-modern-4x2.fx

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4.4 KiB
HLSL

/*
================================================================================
Scanline Modern 4x2
This shader is not designed to simply simulate the scanline + aperture grille
effect of old CRT monitors. Instead, it aims to combine the advantages of sharp
clarity on modern displays with retro games, enabling better pixel-level scaling.
The generation intensity of scanlines is dynamically quantized and adjusted based
on the human eye's perceptual curve for chromatic brightness, rather than using
rigid stripe overlay.
Core Features:
- Independent control over vertical scanline and horizontal aperture grille
intensity.
- Fixed vertical scanline period to 4 pixels and horizontal mask to 2 pixels
to establish a native physical grid on modern 2K/4K displays. This efficiently
masks and embellishes the glaring grid unevenness caused by non-integer scaling
when rendering high-res PSX low-poly/pixel titles.
- Leverages sub-pixel edge detection to smoothly transition and camouflage
misalignment artifacts where the virtual game pixels fail to align
pixel-to-pixel with the modern LCD hardware.
- Optimized scanline performance based on human eye brightness sensitivity curve:
scanlines are prominent in medium brightness areas and weakened in extreme
brightness areas.
(C) 2025-2026 by crashGG.
================================================================================
*/
#include "ReShade.fxh"
// --- UI Parameters ---
uniform float compY <
ui_type = "drag";
ui_min = 0.0; ui_max = 0.40; ui_step = 0.005;
ui_label = "Scanline Intensity (Vertical)";
ui_category = "Scanline Settings";
> = 0.075;
uniform float compX <
ui_type = "drag";
ui_min = 0.0; ui_max = 0.10; ui_step = 0.005;
ui_label = "Aperture Grille Intensity (Horizontal)";
ui_category = "Scanline Settings";
> = 0.02;
// --- Pixel Shader ---
float4 PS_SCANLINE4x2(float4 vpos : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_Target
{
float2 texYplus1 = texcoord + float2(0.0, BUFFER_PIXEL_SIZE.y);
// 5-tap sampling: center plus down, up, left, right neighboring pixels
float3 texel = tex2D(ReShade::BackBuffer, texcoord).rgb;
float3 tex_D = tex2D(ReShade::BackBuffer, texYplus1).rgb;
float3 tex_U = tex2D(ReShade::BackBuffer, texcoord + float2(0.0, -BUFFER_PIXEL_SIZE.y)).rgb;
float3 tex_L = tex2D(ReShade::BackBuffer, texcoord + float2(-BUFFER_PIXEL_SIZE.x, 0.0)).rgb;
float3 tex_R = tex2D(ReShade::BackBuffer, texcoord + float2(BUFFER_PIXEL_SIZE.x, 0.0)).rgb;
// Calculate luminance (r+g+b) and normalize to 1.0
float lumaC = dot(texel, 0.3333333);
float lumaD = dot(tex_D, 0.3333333);
float lumaU = dot(tex_U, 0.3333333);
float lumaL = dot(tex_L, 0.3333333);
float lumaR = dot(tex_R, 0.3333333);
// Square wave generator: 1-pixel phase shift on Y-axis to form a -1, +1, +1, -1 pattern
float2 freq = float2(0.5, 0.25) * float2(BUFFER_WIDTH, BUFFER_HEIGHT);
float2 phase = frac(texYplus1 * freq +0.01); // +0.01 to avoid precision drift at boundaries
float2 wave = step(0.5, phase) * 2.0 - 1.0;
// Scanline edge detection
float diffU = (lumaC - lumaU) * sign(wave.y);
float diffD = (lumaC - lumaD) * sign(wave.y);
float diffL = (lumaC - lumaL) * sign(wave.x);
float diffR = (lumaC - lumaR) * sign(wave.x);
// Modulate square wave amplitude via component-wise multiplication
// During the dark cycle, the center pixel cannot be darker than its sides (by compXY threshold);
// during the light cycle, the center pixel cannot be brighter than its sides (by compXY threshold).
// Otherwise, fallback to the original pixel.
float modY = compY * wave.y * (diffU < compY && diffD < compY);
float modX = compX * wave.x * (diffL < compX && diffR < compX);
// Dynamic quantization core logic: distance from each of the RGB channels to the median value 0.5 (vec3 [0.0 - 1.0])
// The wave perturbation peaks around mid-tones (0.5) where dist approaches 0, and dampens at extreme brightness levels.
float3 dist = abs(texel - 0.5) * 2.0;
// Combined scanline lighting pass synthesis:
// Overlay scanline oscillation onto the baseline brightness (1.0), then multiply back by the source texture.
float3 final_brightness = 1.0 + (modX + modY) * (1.0 - dist);
return float4(texel * final_brightness, 1.0);
}
// --- Techniques ---
technique SCANLINE_MODERN_4x2 {
pass SCANLINE4x2{
VertexShader = PostProcessVS;
PixelShader = PS_SCANLINE4x2;
}
}