#version 450 layout(push_constant) uniform Push { float g_csize; float g_bsize; float g_flicker; float g_shaker; float g_refltog; float g_reflstr; float g_reflgrain; float g_fresnel; float g_reflblur; float gz; float gx; float gy; float gzr; float gzg; float gzb; float goxr; float goyr; float goxg; float goyg; float goxb; float goyb; float TO; float PH; float PER; float ASAT; }params; /* CRT Glass shader > CRT related artifacts: ::grain ::glass inner reflection ::glass outer reflection ::chromatic aberration (for beam deconvergence and glass diffraction) ::screen flicker ::screen jitter ::afterglow (dr-venom's mod) ::CRT border corner (cgwg's crt-geom) > Stack just before scanlines. Works better with curved geometry modes. Author: Dogway License: Public domain */ #pragma parameter g_csize "Corner Size" 0.0 0.0 0.07 0.01 #pragma parameter g_bsize "Border Smoothness" 600.0 100.0 600.0 25.0 #pragma parameter g_flicker "Screen Flicker" 0.25 0.0 1.0 0.01 #pragma parameter g_shaker "Screen Shake" 0.02 0.0 0.5 0.01 #pragma parameter g_refltog "Reflection Toggle" 1.0 0.0 1.0 1.00 #pragma parameter g_reflgrain "Refl. Deband Grain" 0.0 0.0 2.0 0.01 #pragma parameter g_reflstr "Refl. Brightness" 0.25 0.0 1.0 0.01 #pragma parameter g_fresnel "Refl. Fresnel" 1.0 0.0 1.0 0.10 #pragma parameter g_reflblur "Refl. Blur" 0.6 0.0 1.0 0.10 #pragma parameter gz "Zoom" 1.2 1.0 1.5 0.01 #pragma parameter gx "Shift-X" 0.0 -1.0 1.0 0.01 #pragma parameter gy "Shift-Y" -0.01 -1.0 1.0 0.01 #pragma parameter gzr "Zoom Red" 1.03 1.0 1.5 0.01 #pragma parameter gzg "Zoom Green" 1.01 1.0 1.5 0.01 #pragma parameter gzb "Zoom Blue" 1.0 1.0 1.5 0.01 #pragma parameter goxr "Shift-X Red" 0.0 -1.0 1.0 0.01 #pragma parameter goyr "Shift-Y Red" -0.01 -1.0 1.0 0.01 #pragma parameter goxg "Shift-X Green" 0.0 -1.0 1.0 0.01 #pragma parameter goyg "Shift-Y Green" -0.01 -1.0 1.0 0.01 #pragma parameter goxb "Shift-X Blue" 0.0 -1.0 1.0 0.01 #pragma parameter goyb "Shift-Y Blue" 0.0 -1.0 1.0 0.01 // https://www.desmos.com/calculator/1nfq4uubnx // PER = 2.0 for realistic (1.0 or less when using scanlines). Phosphor Index; it's the same as in the "grade" shader #pragma parameter TO "Afterglow OFF/ON" 1.0 0.0 1.0 1.0 #pragma parameter PH "AG Phosphor (1:NTSC-U 2:NTSC-J 3:PAL)" 2.0 0.0 3.0 1.0 #pragma parameter ASAT "Afterglow Saturation" 0.20 0.0 1.0 0.01 #pragma parameter PER "Persistence (more is less)" 0.75 0.5 2.0 0.1 #define SW params.TO #define PH params.PH #define sat params.ASAT #define PER params.PER #define GRAIN params.g_reflgrain layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; #include "../include/img/param_floats.h" } global; #include "../include/img/helper_macros.h" #include "../include/img/white_point.h" #define temperature global.temperature #define reflblur params.g_reflblur #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 blur = abs(1. - reflblur) + 1.; float dx = global.SourceSize.z / blur; float dy = global.SourceSize.w / blur; t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); } #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; layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1; layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; #define Prev1Texture OriginalHistory1 #define Prev2Texture OriginalHistory2 #define Prev3Texture OriginalHistory3 #define Prev4Texture OriginalHistory4 #define Prev5Texture OriginalHistory5 #define Prev6Texture OriginalHistory6 #define TEX0 vTexCoord // Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post. // Obtain random numbers by calling rand(h), followed by h = permute(h) to // update the state. Assumes the texture was hooked. float mod289(float x) { return x - floor(x / 289.0) * 289.0; } float permute(float x) { return mod289((34.0 * x + 1.0) * x); } float randg(float x) { return fract(x * 0.024390243); } float rand(float co, float size){ return fract(sin(dot(co, 12.9898)) * size); } vec3 afterglow(float Pho, vec3 decay) { // Rec.601 vec3 RGB = vec3(0.299, 0.587, 0.114); // SMPTE vec3 NTSC = vec3(0.310, 0.595, 0.095); // JAP vec3 NTSC_J = vec3(0.280, 0.605, 0.115); // PAL vec3 PAL = vec3(0.290, 0.600, 0.110); vec3 p_in; if (Pho == 0.0) { p_in = RGB; } else if (Pho == 1.0) { p_in = NTSC; } else if (Pho == 2.0) { p_in = NTSC_J; } else if (Pho == 3.0) { p_in = PAL; } // Phosphor Response / Cone Response vec3 p_res = (p_in / (vec3(0.21264933049678802, 0.71516913175582890, 0.07218152284622192)) / 10.0); float decr = clamp((log(1. / p_res.r) + 0.2) / (decay.r), 0., 1.); float decg = clamp((log(1. / p_res.g) + 0.2) / (decay.g), 0., 1.); float decb = clamp((log(1. / p_res.b) + 0.2) / (decay.b), 0., 1.); return vec3(decr, decg, decb); } // Borrowed from cgwg's crt-geom, under GPL float corner(vec2 coord) { coord *= global.OriginalSize.xy / global.SourceSize.xy; coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * vec2(1.0, global.OutputSize.y/global.OutputSize.x); vec2 cdist = vec2(max(params.g_csize, max((1.0-smoothstep(100.0,600.0,params.g_bsize))*0.01,0.002))); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*params.g_bsize,0.0, 1.0); } void main() { vec2 c_dist = (vec2(0.5) * global.SourceSize.xy) / global.OutputSize.xy; vec2 ch_dist = (global.SourceSize.xy / global.OutputSize.xy) / 2.; vec2 vpos = vTexCoord * (global.OutputSize.xy / global.SourceSize.xy); float vert_msk = abs(1. - vpos.y); float center_msk = clamp(abs(1. - (vTexCoord.x) * global.SourceSize.x / global.OutputSize.x - ch_dist.x), 0., 1.); float horiz_msk = clamp(max(center_msk - 0.2, 0.0) + 0.1, 0., 1.); float zoom = fract(params.gz) / 10.; // Screen Jitter ------------------------------------ float scale = 2.0 + params.g_shaker / 0.05; float prob = 0.5 + params.g_shaker / 3.0; float shaker = rand(float(global.FrameCount), 43758.5453) * \ rand(float(global.FrameCount), 4.37585453) * params.g_shaker; shaker = shaker + shaker * round(rand(float(global.FrameCount), 53.7585453) * prob) * scale * clamp(params.g_shaker, 0., 0.01) * 100.; vec2 coords = vec2(params.gx, params.gy + shaker * 0.5); vec2 coordsr = vec2(params.goxr, params.goyr + shaker); vec2 coordsg = vec2(params.goxg, params.goyg + shaker); vec2 coordsb = vec2(params.goxb, params.goyb + shaker); // Screen Zoom ------------------------------------ float cr = texture(Source, (vTexCoord.xy - c_dist) / (fract(params.gzr)/20. + 1.) + c_dist + coordsr/40.).r; float cg = texture(Source, (vTexCoord.xy - c_dist) / (fract(params.gzg)/20. + 1.) + c_dist + coordsg/40.).g; float cb = texture(Source, (vTexCoord.xy - c_dist) / (fract(params.gzb)/20. + 1.) + c_dist + coordsb/40.).b; vec3 color = vec3(cr,cg,cb); // AfterGlow -------------------------------------- vec3 color1 = texture(Prev1Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 10.); vec3 color2 = texture(Prev2Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 20.); vec3 color3 = texture(Prev3Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 30.); vec3 color4 = texture(Prev4Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 40.); vec3 color5 = texture(Prev5Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 50.); vec3 color6 = texture(Prev6Texture, TEX0.xy).rgb * afterglow(PH, vec3(PER) * 60.); vec3 glow = max(max(max(max(max(color1, color2), color3), color4), color5), color6); glow = normalize(pow(glow + vec3(0.001), vec3(sat)))*length(glow); vec3 glowl = pow(glow, vec3(2.2)); vec3 colorl = pow(color, vec3(2.2)); float glowY = glowl.r * 0.21265 + glowl.g * 0.71517 + glowl.b * 0.07218; float colorY = colorl.r * 0.21265 + colorl.g * 0.71517 + colorl.b * 0.07218; vec3 colormax = (colorY > glowY) ? color : glow; color = (SW == 0.0) ? color : clamp(colormax,0.0,1.0); //-------------------------------------- float rA = texture(Source, (t1.xw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rB = texture(Source, (t1.yw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rC = texture(Source, (t1.zw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rD = texture(Source, (t2.xw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rE = texture(Source, (t2.yw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rF = texture(Source, (t2.zw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rG = texture(Source, (t3.xw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rH = texture(Source, (t3.yw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float rI = texture(Source, (t3.zw - c_dist) / (fract(params.gzr)/10. + zoom + 1.) + c_dist + (coordsr + coords)/20.).x; float gA = texture(Source, (t1.xw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gB = texture(Source, (t1.yw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gC = texture(Source, (t1.zw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gD = texture(Source, (t2.xw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gE = texture(Source, (t2.yw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gF = texture(Source, (t2.zw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gG = texture(Source, (t3.xw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gH = texture(Source, (t3.yw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float gI = texture(Source, (t3.zw - c_dist) / (fract(params.gzg)/10. + zoom + 1.) + c_dist + (coordsg + coords)/20.).y; float bA = texture(Source, (t1.xw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bB = texture(Source, (t1.yw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bC = texture(Source, (t1.zw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bD = texture(Source, (t2.xw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bE = texture(Source, (t2.yw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bF = texture(Source, (t2.zw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bG = texture(Source, (t3.xw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bH = texture(Source, (t3.yw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; float bI = texture(Source, (t3.zw - c_dist) / (fract(params.gzb)/10. + zoom + 1.) + c_dist + (coordsb + coords)/20.).z; vec3 sumA = vec3(rA, gA, bA); vec3 sumB = vec3(rB, gB, bB); vec3 sumC = vec3(rC, gC, bC); vec3 sumD = vec3(rD, gD, bD); vec3 sumE = vec3(rE, gE, bE); vec3 sumF = vec3(rF, gF, bF); vec3 sumG = vec3(rG, gG, bG); vec3 sumH = vec3(rH, gH, bH); vec3 sumI = vec3(rI, gI, bI); vec3 blurred = (sumE+sumA+sumC+sumD+sumF+sumG+sumI+sumB+sumH) / 9.0; vpos *= 1. - vpos.xy; float vig = vpos.x * vpos.y * 10.; float vig_msk = abs(1. - vig) * (center_msk * 2. + 0.3); vig = abs(1. - pow(vig, 0.1)) * vert_msk * (center_msk * 2. + 0.3); blurred = min((vig_msk + (1. - params.g_fresnel)), 1.0) * blurred; vig = clamp(vig * params.g_fresnel, 0.001, 1.0); vec3 vig_c = white_point(vec3(vig)); // Reflection in vec4 reflection = clamp(vec4((1. - (1. - color ) * (1. - blurred.rgb * params.g_reflstr)) / (1. + params.g_reflstr / 3.), 1.), 0., 1.); // Reflection-out noise dithering, from deband.slang // Initialize the PRNG by hashing the position + a random uniform vec3 m = vec3(vTexCoord, randg(sin(vTexCoord.x / vTexCoord.y) * mod(global.FrameCount, 79) + 22.759)) + vec3(1.); float h = permute(permute(permute(m.x) + m.y) + m.z); if (GRAIN > 0.0) { vec3 noise; noise.x = randg(h); h = permute(h); noise.y = randg(h); h = permute(h); noise.z = randg(h); h = permute(h); vig_c.rgb += GRAIN * (noise - vec3(0.5)); } // Reflection out reflection = clamp(vec4(1. - (1. - reflection.rgb ) * (1. - vec3(vig_c / 7.)), 1.), 0., 1.); // Corner Size vpos *= (global.SourceSize.xy/global.OutputSize.xy); // Screen Flicker float flicker = (params.g_flicker == 0.0) ? 1.0 : mix(1. - params.g_flicker / 10., 1.0, rand(float(global.FrameCount), 4.37585453)); reflection = (params.g_refltog == 0.0) ? clamp(texture(Source, vTexCoord.xy) * flicker, 0., 1.) : clamp(reflection * flicker, 0., 1.); FragColor = corner(vpos) * reflection; }