#version 450 /* CRT - Guest - Nomask w. Curvature With work by DariusG to create a cut down extra fast version Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float brightboost; float saturation; float scanline; float beam_min; float beam_max; float h_sharp; float shadowMask; float masksize; float mcut; float maskDark; float maskLight; float CGWG; float csize; float warpX; float warpY; float c_shape; float bsize1; float sborder; float gamma_out; } params; // Parameter lines go here: #pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0 // Gamma out adjusted from 0.5 in glsl version to 0.43 to match output of guest-advanced #pragma parameter gamma_out " Gamma out" 0.43 0.2 0.6 0.01 #define gamma_out params.gamma_out #pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05 #define brightboost params.brightboost // Saturation out adjusted from 1.1 in glsl version to 1.35 to match output of guest-advanced #pragma parameter saturation " Saturation adjustment -- saturation" 1.35 0.1 2.0 0.05 #define saturation params.saturation #pragma parameter scanline " Scanline Adjust -- scanline" 8 1 12 1 #define scanline params.scanline #pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3 0.05 #define beam_min params.beam_min #pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3 0.05 #define beam_max params.beam_max #pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2 1 5 0.05 #define h_sharp params.h_sharp #pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0 #define shadowMask params.shadowMask #pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 1 1 2.0 1.0 #define masksize params.masksize #pragma parameter mcut " Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05 #define mcut params.mcut #pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2 0.1 #define maskDark params.maskDark #pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1 #define maskLight params.maskLight #pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0 1 0.1 #define CGWG params.CGWG #pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01 #define warpX params.warpX // Curvature X #pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01 #define warpY params.warpY // Curvature Y // #pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005 // #define csize params.csize // corner size // #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05 // #define c_shape params.c_shape // curvature shape // #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01 // #define bsize1 params.bsize1 // border Size // #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05 // #define sborder params.sborder // border intensity layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 FinalViewportSize; vec4 OutputSize; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float maskFade; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; float sw(float x, float l) { float d = x; float bm = scanline; float b = mix(beam_min,beam_max,l); d = exp2(-bm*pow(d,b)); return d; } // Shadow mask (1-4 from PD CRT Lottes shader). vec3 Mask(vec2 pos, vec3 c) { pos = floor(pos / masksize); vec3 mask = vec3(maskDark, maskDark, maskDark); // No mask if (shadowMask == -1.0) { mask = vec3(1.0); } // Phosphor. else if (shadowMask == 0.0) { pos.x = fract(pos.x*0.5); float mc = 1.0 - CGWG; if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; } else { mask.r = mc; mask.g = 1.1; mask.b = mc; } } // Very compressed TV style shadow mask. else if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/6.0) < 0.5) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.5) line = maskDark; pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Alternate mask 5 else if (shadowMask == 5.0) { float mx = max(max(c.r,c.g),c.b); vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx)); float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx); mask = maskTmp; pos.x = fract(pos.x/2.0); if (pos.x < 0.5) { mask.r = adj; mask.b = adj; } else mask.g = adj; } // Alternate mask 6 else if (shadowMask == 6.0) { float mx = max(max(c.r,c.g),c.b); vec3 maskTmp = vec3( min( 1.33*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx)); float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx); mask = maskTmp; pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = adj; else if (pos.x < 0.666) mask.g = adj; else mask.b = adj; } // Alternate mask 7 else if (shadowMask == 7.0) { float mc = 1.0 - CGWG; float mx = max(max(c.r,c.g),c.b); float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc); mask = vec3(maskTmp); pos.x = fract(pos.x/2.0); if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx)); } else if (shadowMask == 8.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/4.0) < 0.5) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.5) line = maskDark; pos.x = fract(pos.x/2.0); if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;} else mask.g = maskLight; mask*=line; } return mask; } // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); return pos*0.5 + 0.5; } // Code from Guest.r's Guest Advanced shader // float corner(vec2 pos) { // vec2 b = vec2(bsize1, bsize1) * vec2(1.0, global.OutputSize.x/global.OutputSize.y) * 0.05; // pos = clamp(pos, 0.0, 1.0); // pos = abs(2.0*(pos - 0.5)); // float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10)); // float crn = dot(pow(pos, csize1.xx), vec2(1.0, global.OutputSize.y/global.OutputSize.x)); // crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1); // pos = max(pos, crn); // vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos))); // res = pow(res, sborder.xx); // return sqrt(res.x*res.y); // } void main() { vec2 pos = Warp(vTexCoord); // HSM Added vec4 SourceSize = params.SourceSize; vec2 ps = SourceSize.zw; vec2 OGL2Pos = pos * SourceSize.xy; vec2 fp = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; // Reading the texels vec3 ul = texture(Source, pC4 ).xyz; ul*=ul; vec3 ur = texture(Source, pC4 + dx).xyz; ur*=ur; vec3 dl = texture(Source, pC4 + dy).xyz; dl*=dl; vec3 dr = texture(Source, pC4 + ps).xyz; dr*=dr; float lx = fp.x; lx = pow(lx, h_sharp); float rx = 1.0 - fp.x; rx = pow(rx, h_sharp); vec3 color1 = (ur*lx + ul*rx)/(lx+rx); vec3 color2 = (dr*lx + dl*rx)/(lx+rx); // calculating scanlines float f = fp.y; float luma1 = length(color1)*0.57735; float luma2 = length(color2)*0.57735; vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2); color*=brightboost; color = min(color, 1.0); color = color * Mask(vTexCoord * global.OutputSize.xy, color); color = pow(color, vec3(gamma_out, gamma_out, gamma_out)); float l = length(color); color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l; // Screen edge and corner masking // FragColor = vec4(color*corner(pos), 1.0); FragColor = vec4(color, 1.0); }