#version 450 layout(push_constant) uniform Push { vec4 SourceSize; uint FrameCount; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float interlace_bff; } params; #pragma parameter interlace_bff "interlace_bff" 0.0 0.0 1.0 1.0 ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // 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 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 ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// // PASS SETTINGS: // gamma-management.h needs to know what kind of pipeline we're using and // what pass this is in that pipeline. This will become obsolete if/when we // can #define things like this in the preset file. #define FIRST_PASS #define SIMULATE_CRT_ON_LCD ////////////////////////////////// INCLUDES ////////////////////////////////// #include "../user-settings.h" #include "bind-shader-params.h" #include "../../../../include/gamma-management.h" #include "scanline-functions.h" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 tex_uv; layout(location = 1) out vec2 uv_step; void main() { gl_Position = params.MVP * Position; tex_uv = TexCoord; // Save the uv distance between texels: uv_step = vec2(1.0) * registers.SourceSize.zw; } #pragma stage fragment #pragma format R8G8B8A8_SRGB layout(location = 0) in vec2 tex_uv; layout(location = 1) in vec2 uv_step; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { // Detect interlacing: 1.0 = true, 0.0 = false. const vec2 video_size = registers.SourceSize.xy; bool interlaced = is_interlaced(video_size.y); // Linearize the input based on CRT gamma and bob interlaced fields. // Bobbing ensures we can immediately blur without getting artifacts. // Note: TFF/BFF won't matter for sources that double-weave or similar. if(interlace_detect == true) { // Sample the current line and an average of the previous/next line; // tex2D_linearize will decode CRT gamma. Don't bother branching: // const vec2 tex_uv = tex_uv; const vec2 v_step = vec2(0.0, uv_step.y); const vec3 curr_line = tex2D_linearize( Source, tex_uv).rgb; const vec3 last_line = tex2D_linearize( Source, tex_uv - v_step).rgb; const vec3 next_line = tex2D_linearize( Source, tex_uv + v_step).rgb; const vec3 interpolated_line = 0.5 * (last_line + next_line); // If we're interlacing, determine which field curr_line is in: float interlace_check = 0.0; if (interlaced == true) interlace_check = 1.0; const float modulus = interlace_check + 1.0; const float field_offset = mod(registers.FrameCount + float(params.interlace_bff), modulus); const float curr_line_texel = tex_uv.y * registers.SourceSize.y; // Use under_half to fix a rounding bug around exact texel locations. const float line_num_last = floor(curr_line_texel - under_half); const float wrong_field = mod(line_num_last + field_offset, modulus); // Select the correct color, and output the result: const vec3 color = mix(curr_line, interpolated_line, wrong_field); FragColor = encode_output(vec4(color, 1.0)); } else { FragColor = encode_output(tex2D_linearize(Source, tex_uv)); } }