#version 450 ////////////////////////////////////////////////////////////////////////// // // CC0 1.0 Universal (CC0 1.0) // Public Domain Dedication // // To the extent possible under law, J. Kyle Pittman has waived all // copyright and related or neighboring rights to this implementation // of CRT simulation. This work is published from the United States. // // For more information, please visit // https://creativecommons.org/publicdomain/zero/1.0/ // ////////////////////////////////////////////////////////////////////////// // This is the second step of the CRT simulation process, // after the ntsc.fx shader has transformed the RGB values with a lookup table. // This is where we apply effects "inside the screen," including spatial and temporal bleeding, // an unsharp mask to simulate overshoot/undershoot, NTSC artifacts, and so on. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float Tuning_Sharp; // typically [0,1], defines the weighting of the sharpness taps float Tuning_Persistence_R; // typically [0,1] per channel, defines the total blending of previous frame values float Tuning_Persistence_G; float Tuning_Persistence_B; float Tuning_Bleed; // typically [0,1], defines the blending of L/R values with center value from prevous frame float Tuning_Artifacts; // typically [0,1], defines the weighting of NTSC scanline artifacts (not physically accurate by any means) float NTSCLerp; // Defines an interpolation between the two NTSC filter states. Typically would be 0 or 1 for vsynced 60 fps gameplay or 0.5 for unsynced, but can be whatever. float NTSCArtifactScale; float animate_artifacts; } params; #pragma parameter Tuning_Sharp "Composite Sharp" 0.2 0.0 1.0 0.05 #pragma parameter Tuning_Persistence_R "Red Persistence" 0.065 0.0 1.0 0.01 #pragma parameter Tuning_Persistence_G "Green Persistence" 0.05 0.0 1.0 0.01 #pragma parameter Tuning_Persistence_B "Blue Persistence" 0.05 0.0 1.0 0.01 #pragma parameter Tuning_Bleed "Composite Bleed" 0.5 0.0 1.0 0.05 #pragma parameter Tuning_Artifacts "Composite Artifacts" 0.5 0.0 1.0 0.05 #pragma parameter NTSCLerp "NTSC Artifacts" 1.0 0.0 1.0 1.0 #pragma parameter NTSCArtifactScale "NTSC Artifact Scale" 255.0 0.0 1000.0 5.0 #pragma parameter animate_artifacts "Animate NTSC Artifacts" 1.0 0.0 1.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; // Weight for applying an unsharp mask at a distance of 1, 2, or 3 pixels from changes in luma. // The sign of each weight changes in order to alternately simulate overshooting and undershooting. const float SharpWeight[3] = { 1.0, -0.3162277, 0.1 }; // Calculate luma for an RGB value. float Brightness(vec4 InVal) { return dot(InVal, vec4(0.299, 0.587, 0.114, 0.0)); } #pragma stage vertex // Passthrough vertex shader. Nothing interesting here. 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 PassFeedback0; #define prevFrameSampler PassFeedback0 layout(set = 0, binding = 3) uniform sampler2D Source; #define curFrameSampler Source layout(set = 0, binding = 4) uniform sampler2D NTSCArtifactSampler; #define lerp(a, b, c) mix(a, b, c) #define tex2D(a, b) texture(a, b) #define half4 vec4 #define half2 vec2 #define half float #define saturate(c) clamp(c, 0.0, 1.0) void main() { half2 scanuv = vec2(fract(vTexCoord * 1.0001 * params.SourceSize.xy / params.NTSCArtifactScale)); half4 NTSCArtifact1 = tex2D(NTSCArtifactSampler, scanuv); half4 NTSCArtifact2 = tex2D(NTSCArtifactSampler, scanuv + vec2(0.0, 1.0 / params.SourceSize.y)); float lerpfactor = (params.animate_artifacts > 0.5) ? mod(params.FrameCount, 2.0) : params.NTSCLerp; half4 NTSCArtifact = lerp(NTSCArtifact1, NTSCArtifact2, 1.0 - lerpfactor); half2 LeftUV = vTexCoord - vec2(1.0 / params.SourceSize.x, 0.0); half2 RightUV = vTexCoord + vec2(1.0 / params.SourceSize.x, 0.0); half4 Cur_Left = tex2D(curFrameSampler, LeftUV); half4 Cur_Local = tex2D(curFrameSampler, vTexCoord); half4 Cur_Right = tex2D(curFrameSampler, RightUV); half4 TunedNTSC = NTSCArtifact * params.Tuning_Artifacts; // Note: The "persistence" and "bleed" parameters have some overlap, but they are not redundant. // "Persistence" affects bleeding AND trails. (Scales the sum of the previous value and its scaled neighbors.) // "Bleed" only affects bleeding. (Scaling of neighboring previous values.) half4 Prev_Left = tex2D(prevFrameSampler, LeftUV); half4 Prev_Local = tex2D(prevFrameSampler, vTexCoord); half4 Prev_Right = tex2D(prevFrameSampler, RightUV); // Apply NTSC artifacts based on differences in luma between local pixel and neighbors.. Cur_Local = saturate(Cur_Local + (((Cur_Left - Cur_Local) + (Cur_Right - Cur_Local)) * TunedNTSC)); half curBrt = Brightness(Cur_Local); half offset = 0.; // Step left and right looking for changes in luma that would produce a ring or halo on this pixel due to undershooting/overshooting. // (Note: It would probably be more accurate to look at changes in luma between pixels at a distance of N and N+1, // as opposed to 0 and N as done here, but this works pretty well and is a little cheaper.) for (int i = 0; i < 3; ++i) { half2 StepSize = (half2(1.0/256.0,0) * (float(i + 1))); half4 neighborleft = tex2D(curFrameSampler, vTexCoord - StepSize); half4 neighborright = tex2D(curFrameSampler, vTexCoord + StepSize); half NBrtL = Brightness(neighborleft); half NBrtR = Brightness(neighborright); offset += ((((curBrt - NBrtL) + (curBrt - NBrtR))) * SharpWeight[i]); } // Apply the NTSC artifacts to the unsharp offset as well. Cur_Local = saturate(Cur_Local + (offset * params.Tuning_Sharp * lerp(ivec4(1,1,1,1), NTSCArtifact, params.Tuning_Artifacts))); vec4 Tuning_Persistence = vec4(params.Tuning_Persistence_R, params.Tuning_Persistence_G, params.Tuning_Persistence_B, 1.0); // Take the max here because adding is overkill; bleeding should only brighten up dark areas, not blow out the whole screen. Cur_Local = saturate(max(Cur_Local, Tuning_Persistence * (10.0 / (1.0 + (2.0 * params.Tuning_Bleed))) * (Prev_Local + ((Prev_Left + Prev_Right) * params.Tuning_Bleed)))); FragColor = vec4(Cur_Local); }