#version 450 /* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . copyright 2022 whkrmrgks0 */ layout(push_constant) uniform Push{ float cus; float vstr; float marginv; float dts; float AAz; float vex; float capa; float capaiter; float capashape; float scl; float gma; float sling; }; layout(set = 0, binding = 0, std140) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 SourceSize; }; #pragma parameter cus "CRT curvature" 0.15 0.0 1.0 0.01 #pragma parameter vstr "Vignette strength" 0.05 0.0 1.0 0.01 #pragma parameter marginv "Display margin" 0.02 0.0 0.1 0.005 #pragma parameter dts "Phosper size" 1.0 1.0 3.0 1.0 #pragma parameter AAz "De-moire conv iteration" 64.0 2.0 256.0 1.0 #pragma parameter vex "De-moire conv size" 2.0 0.0 4.0 0.1 #pragma parameter capa "Horizontal convolution size" 1.0 0.0 4.0 0.1 #pragma parameter capaiter "Horizontal convolution iterations" 5.0 1.0 20.0 1.0 #pragma parameter capashape "Horizontal convololution kernel shape" 3.0 1.0 40.0 0.1 #pragma parameter scl "Scnaline count, set 0 to match with input" 240.0 0.0 1080.0 1.0 #pragma parameter gma "Gamma correction" 1.0 0.1 4.0 0.1 #pragma parameter sling "line bleed" 2.0 1.0 2.0 0.1 #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 2) out vec2 vTexCoord; void main(){ gl_Position = MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 2) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(binding = 1) uniform sampler2D Source; #define tau 6.28318530718 #define cr vec2(4.,0.) #define cb vec2(2.,0.) #define cg vec2(0.,0.) #define cw vec2(3.,1.) float sawtooth(float inp){ return inp-floor(inp); } float square(float zed,float marchpoint,float floaz){ return step(sawtooth(zed/floaz),marchpoint/floaz); } float triangle(float zed){ return abs(sawtooth(zed+0.5)-.5)*2.; } vec2 hash22(vec2 seed){ return fract(75.345*sin(623.3754*seed)); } float grd(vec2 uv, vec2 disp){ uv +=disp*dts; uv /= dts; return square(uv.x,2.,6.)*square(uv.y,1.,2.); } vec3 tpscany (vec3 bef,vec3 ucj,vec3 dcj,float temp){ vec3 scan = vec3(.0); scan += max((triangle(temp)-1.+(bef*sling)),.0); scan += max((clamp(.0,1.,temp*2.-1.)-2.)+(ucj*sling),.0); scan += max((clamp(.0,1.,-(temp*2.-1.))-2.)+(dcj*sling),.0); return scan/(sling*0.5); } void pinc(vec2 uv, inout vec2 uv2, inout float mxbf, inout float vign, float ar){ uv2 = (uv*vec2(2.)-vec2(1.))*vec2((1.+marginv),(1.+marginv*ar)); uv2 = vec2(uv2.x/(cos(abs(uv2.y*cus)*tau/4.)),uv2.y/(cos(abs(uv2.x*cus*ar)*tau/4.))); vec2 uvbef = abs(uv2)-vec2(1.);//boarder mxbf = max(uvbef.x,uvbef.y); vign = max(uvbef.x*uvbef.y,.0); uv2 = (uv2+vec2(1.))*vec2(.5);//recoordination } float scimpresp(float range){//scanline IR return sin(pow(range,capashape)*tau)+1.; } void main(){ vec2 uv2; float mxbf, vign; float scanline = (1.-min(scl,1.))*SourceSize.y+scl; vec2 ratd = vTexCoord*OutputSize.xy; vec2 uv = vTexCoord; pinc(uv,uv2,mxbf,vign,OutputSize.x/OutputSize.y); vec2 nuv = uv2; vec2 nuvyud = vec2(floor(nuv.y*scanline-1.)/scanline,floor(nuv.y*scanline+1.)/scanline); nuv.y = floor(nuv.y*scanline)/scanline; vec3 bef = vec3(.0); vec3 ucj = vec3(.0); vec3 dcj = vec3(.0); float capatemp, capainteg = .0; for(float i=-capaiter/2.;i<=capaiter/2.;i++){ capatemp = scimpresp((i+capaiter/2.)/capaiter); capainteg += capatemp; bef += texture(Source,vec2(sawtooth(nuv.x-capa/scanline*i/(capaiter/2.)),nuv.y)).xyz*capatemp; ucj += texture(Source,vec2(sawtooth(nuv.x-capa/scanline*i/(capaiter/2.)),nuvyud.y)).xyz*capatemp; dcj += texture(Source,vec2(sawtooth(nuv.x-capa/scanline*i/(capaiter/2.)),nuvyud.x)).xyz*capatemp; } dcj /= capainteg; bef /= capainteg; ucj /= capainteg; vec3 scan =vec3(.0); float temp; float snippet; float integral = .0; for(float i = -AAz/2.; i<=AAz/2. ;i++){ snippet = (AAz/2.-abs(i))/AAz/2.; integral += snippet; temp = sawtooth(uv2.y*scanline); scan += tpscany(bef,ucj,dcj,temp+(i/AAz*2.)*vex/OutputSize.y*scanline)*snippet;//antimoire convololution } scan /= integral; float brd = step(mxbf,.0); vign = pow(vign,vstr); vec3 grid = vec3(grd(ratd,cr),grd(ratd,cg),grd(ratd,cb)); grid += vec3(grd(ratd,cr+cw),grd(ratd,cg+cw),grd(ratd,cb+cw)); float mask = brd*vign; scan /= sling; scan = pow(scan,vec3(0.5)); scan = pow(scan,vec3(1.+1./3.)); scan = pow(scan,vec3(gma)); vec3 grided = scan*grid*3.; vec3 final = min(vec3(mix(grided,scan,scan)),vec3(1.))*mask; FragColor = vec4(final,1.); }