#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OutputSize; float GAMMA_OUTPUT; float SHARPNESS_H; float SHARPNESS_V; float MASK_TYPE; float MASK_STRENGTH_MIN; float MASK_STRENGTH_MAX; float MASK_SIZE; float SCANLINE_STRENGTH_MIN; float SCANLINE_STRENGTH_MAX; float SCANLINE_BEAM_MIN; float SCANLINE_BEAM_MAX; float GEOM_CURVATURE; float GEOM_WARP; float GEOM_CORNER_SIZE; float GEOM_CORNER_SMOOTH; float INTERLACING_TOGGLE; float HALATION; float DIFFUSION; float BRIGHTNESS; } params; #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 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; uint FrameCount; vec4 OriginalSize; vec4 ORIG_LINEARIZEDSize; } global; /* CRT Shader by EasyMode License: GPL */ #define FIX(c) max(abs(c), 1e-5) #define PI 3.141592653589 #define TEX2D(c) texture(tex, c) 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 mix(x, curve, sharp); } mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) { return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx)); } vec4 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) { vec4 col = color_matrix * coeffs; vec4 sample_min = min(color_matrix[1], color_matrix[2]); vec4 sample_max = max(color_matrix[1], color_matrix[2]); col = clamp(col, sample_min, sample_max); return col; } vec3 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 vec3(weight); } vec2 curve_coordinate(vec2 co, float curvature) { vec2 curve = vec2(curvature, curvature * 0.75); vec2 co2 = co + co * curve - curve / 2.0; vec2 co_weight = vec2(co.y, co.x) * 2.0 - 1.0; co = mix(co, co2, co_weight * co_weight); return co; } float get_corner_weight(vec2 co, vec2 corner, float smoothfunc) { float corner_weight; co = min(co, vec2(1.0) - co) * vec2(1.0, 0.75); co = (corner - min(co, corner)); corner_weight = clamp((corner.x - sqrt(dot(co, co))) * smoothfunc, 0.0, 1.0); corner_weight = mix(1.0, corner_weight, ceil(corner.x)); return corner_weight; } #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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D ORIG_LINEARIZED; void main() { vec2 tex_size = params.SourceSize.xy; vec2 midpoint = vec2(0.5, 0.5); float scan_offset = 0.0; float timer = vec2(global.FrameCount, global.FrameCount).x; if (params.INTERLACING_TOGGLE > 0.5 && params.SourceSize.y >= 400) { tex_size.y *= 0.5; if (mod(timer, 2.0) > 0.0) { midpoint.y = 0.75; scan_offset = 0.5; } else midpoint.y = 0.25; } vec2 co = vTexCoord * tex_size * params.SourceSize.zw; vec2 xy = curve_coordinate(co, params.GEOM_WARP); float corner_weight = get_corner_weight(curve_coordinate(co, params.GEOM_CURVATURE), vec2(params.GEOM_CORNER_SIZE), params.GEOM_CORNER_SMOOTH); xy *= params.SourceSize.xy / tex_size; vec2 dx = vec2(1.0 / tex_size.x, 0.0); vec2 dy = vec2(0.0, 1.0 / tex_size.y); vec2 pix_co = xy * tex_size - midpoint; vec2 tex_co = (floor(pix_co) + midpoint) / tex_size; vec2 dist = fract(pix_co); float curve_x, curve_y; vec3 col, col2, diff; curve_x = curve_distance(dist.x, params.SHARPNESS_H * params.SHARPNESS_H); curve_y = curve_distance(dist.y, params.SHARPNESS_V * params.SHARPNESS_V); vec4 coeffs_x = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); vec4 coeffs_y = PI * vec4(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, vec4(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, vec4(1.0)); mat4x4 color_matrix; color_matrix[0] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co - dy, dx)); color_matrix[1] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co, dx)); color_matrix[2] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co + dy, dx)); color_matrix[3] = filter_lanczos(coeffs_x, get_color_matrix(ORIG_LINEARIZED, tex_co + 2.0 * dy, dx)); col = filter_lanczos(coeffs_y, color_matrix).rgb; diff = texture(Source, xy).rgb; float rgb_max = max(col.r, max(col.g, col.b)); float sample_offset = (params.SourceSize.y * params.OutputSize.w) * 0.5; float scan_pos = xy.y * tex_size.y + scan_offset; float scan_strength = mix(params.SCANLINE_STRENGTH_MAX, params.SCANLINE_STRENGTH_MIN, rgb_max); float scan_beam = clamp(rgb_max * params.SCANLINE_BEAM_MAX, params.SCANLINE_BEAM_MIN, params.SCANLINE_BEAM_MAX); vec3 scan_weight = vec3(0.0); float mask_colors; float mask_dot_width; float mask_dot_height; float mask_stagger; float mask_dither; vec4 mask_config; if (params.MASK_TYPE == 1) mask_config = vec4(2.0, 1.0, 1.0, 0.0); else if (params.MASK_TYPE == 2) mask_config = vec4(3.0, 1.0, 1.0, 0.0); else if (params.MASK_TYPE == 3) mask_config = vec4(2.1, 1.0, 1.0, 0.0); else if (params.MASK_TYPE == 4) mask_config = vec4(3.1, 1.0, 1.0, 0.0); else if (params.MASK_TYPE == 5) mask_config = vec4(2.0, 1.0, 1.0, 1.0); else if (params.MASK_TYPE == 6) mask_config = vec4(3.0, 2.0, 1.0, 3.0); else if (params.MASK_TYPE == 7) mask_config = vec4(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 = fract(mask_config.x) * 10.0; vec2 mod_fac = floor(vTexCoord * params.OutputSize.xy * params.SourceSize.xy / (params.SourceSize.xy * vec2(params.MASK_SIZE, mask_dot_height * params.MASK_SIZE))); int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * mask_stagger) / mask_dot_width, mask_colors)); float dither = mod(mod_fac.y + mod(floor(mod_fac.x / mask_colors), 2.0), 2.0); float mask_strength = mix(params.MASK_STRENGTH_MAX, params.MASK_STRENGTH_MIN, rgb_max); float mask_dark, mask_bright, mask_mul; vec3 mask_weight; mask_dark = 1.0 - mask_strength; mask_bright = 1.0 + mask_strength * 2.0; if (dot_no == 0) mask_weight = mix(vec3(mask_bright, mask_bright, mask_bright), vec3(mask_bright, mask_dark, mask_dark), mask_colors - 2.0); else if (dot_no == 1) mask_weight = mix(vec3(mask_dark, mask_dark, mask_dark), vec3(mask_dark, mask_bright, mask_dark), mask_colors - 2.0); else mask_weight = vec3(mask_dark, mask_dark, mask_bright); if (dither > 0.9) mask_mul = mask_dark; else mask_mul = mask_bright; mask_weight *= mix(1.0, mask_mul, mask_dither); mask_weight = mix(vec3(1.0), mask_weight, clamp(params.MASK_TYPE, 0.0, 1.0)); col2 = (col * mask_weight); col2 *= params.BRIGHTNESS; scan_weight = get_scanline_weight(scan_pos - sample_offset, scan_beam, scan_strength); col = clamp(col2 * scan_weight, 0.0, 1.0); scan_weight = get_scanline_weight(scan_pos, scan_beam, scan_strength); col += clamp(col2 * scan_weight, 0.0, 1.0); scan_weight = get_scanline_weight(scan_pos + sample_offset, scan_beam, scan_strength); col += clamp(col2 * scan_weight, 0.0, 1.0); col /= 3.0; col *= vec3(corner_weight); col += diff * mask_weight * params.HALATION * vec3(corner_weight); col += diff * params.DIFFUSION * vec3(corner_weight); col = pow(col, vec3(1.0 / params.GAMMA_OUTPUT)); FragColor = vec4(col, 1.0); }