windows-terminal-shaders
windows-terminal-shaders copied to clipboard
Crt.hlsl with retro.hlsl adjustments
This has all the pieces.
@Hammster, take a look at this. Preliminary documentation to get started and Windows Terminal shaders designed to work with SHADERed.
~~This is certainly POC now and as I'm thinking about it, a lot more can probably be pushed out to other #includes to make the shader file even smaller. I'll take a look at that over the next few days, but I really like how this is coming together like this. Seems significantly more approachable than trial and error with can't compile messages.~~
It seems very easy to reduce the complexity of the additional SHADERed boilerplate, and I got it down to two additional includes. While the shader will then work in both SHADERed and Windows Terminal, it breaks the debugger in SHADERed. The specific #includes used right now work, and trying to simplify them means that you can't step into the shader and inspect variables. I have a couple more adjustments to crt.hlsl coming, but at least for now some of the complexity must remain.
I think the SHADERed integration is probably done at this point. There are issues with debugging if I make any further changes. As it stands I believe this is still pretty easy to use.
Crt.hlsl looks great with these settings:
#define ENABLE_CURVE 1
#define ENABLE_OVERSCAN 1
#define ENABLE_BLOOM 0
#define ENABLE_BLUR 0
#define ENABLE_GRAYSCALE 0
#define ENABLE_BLACKLEVEL 1
#define ENABLE_REFRESHLINE 1
#define ENABLE_SCANLINES 0
#define ENABLE_TINT 1
#define ENABLE_GRAIN 1
#define TINT_COLOR TINT_WARM
And all editable within SHADERed: