#version 450 /* CRT-interlaced-halation shader - pass1 Like the CRT-interlaced shader, but adds a subtle glow around bright areas of the screen. Copyright (C) 2010-2012 cgwg, Themaister and DOLLS 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. (cgwg gave their consent to have the original version of this shader distributed under the GPL in this message: http://board.byuu.org/viewtopic.php?p=26075#p26075 "Feel free to distribute my shaders under the GPL. After all, the barrel distortion code was taken from the Curvature shader, which is under the GPL." ) */ #define display_gamma 2.2 #define TEX2D(c) pow(texture(Source,(c)),vec4(display_gamma)) layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec4 t1; layout(location = 2) out vec4 t2; layout(location = 3) out vec4 t3; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; float dx = params.SourceSize.z; t1 = vTexCoord.xxxy + vec4( -4.0*dx, -3.0*dx, -2.0*dx, 0); t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); t3 = vTexCoord.xxxy + vec4( 2.0*dx, 3.0*dx, 4.0*dx, 0); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec4 t1; layout(location = 2) in vec4 t2; layout(location = 3) in vec4 t3; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { float wid = 2.0; float c1 = exp(-1.0/wid/wid); float c2 = exp(-4.0/wid/wid); float c3 = exp(-9.0/wid/wid); float c4 = exp(-16.0/wid/wid); float norm = 1.0 / (1.0 + 2.0*(c1+c2+c3+c4)); vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); sum += TEX2D(t1.xw) * vec4(c4); sum += TEX2D(t1.yw) * vec4(c3); sum += TEX2D(t1.zw) * vec4(c2); sum += TEX2D(t2.xw) * vec4(c1); sum += TEX2D(vTexCoord); sum += TEX2D(t2.zw) * vec4(c1); sum += TEX2D(t3.xw) * vec4(c2); sum += TEX2D(t3.yw) * vec4(c3); sum += TEX2D(t3.zw) * vec4(c4); FragColor = vec4(pow(sum*vec4(norm), vec4(1.0/display_gamma))); }