#version 450 /* Phosphor shader - Copyright (C) 2011 caligari. Ported by Hyllian. 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. 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. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SPOT_WIDTH; float SPOT_HEIGHT; float COLOR_BOOST; float InputGamma; float OutputGamma; } params; // 0.5 = the spot stays inside the original pixel // 1.0 = the spot bleeds up to the center of next pixel #pragma parameter SPOT_WIDTH "CRTCaligari Spot Width" 0.9 0.5 1.5 0.05 #pragma parameter SPOT_HEIGHT "CRTCaligari Spot Height" 0.65 0.5 1.5 0.05 // Used to counteract the desaturation effect of weighting. #pragma parameter COLOR_BOOST "CRTCaligari Color Boost" 1.45 1.0 2.0 0.05 // Constants used with gamma correction. #pragma parameter InputGamma "CRTCaligari Input Gamma" 2.4 0.0 5.0 0.1 #pragma parameter OutputGamma "CRTCaligari Output Gamma" 2.2 0.0 5.0 0.1 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 vec2 onex; layout(location = 2) out vec2 oney; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; onex = vec2(params.SourceSize.z, 0.0); oney = vec2(0.0, params.SourceSize.w); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 onex; layout(location = 2) in vec2 oney; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define GAMMA_IN(color) pow(color,vec4(params.InputGamma)) #define GAMMA_OUT(color) pow(color, vec4(1.0 / params.OutputGamma)) #define TEX2D(coords) GAMMA_IN( texture(Source, coords) ) // Macro for weights computing #define WEIGHT(w) \ if(w>1.0) w=1.0; \ w = 1.0 - w * w; \ w = w * w; void main() { vec2 coords = ( vTexCoord * params.SourceSize.xy ); vec2 pixel_center = floor( coords ) + vec2(0.5, 0.5); vec2 texture_coords = pixel_center * params.SourceSize.zw; vec4 color = TEX2D( texture_coords ); float dx = coords.x - pixel_center.x; float h_weight_00 = dx / params.SPOT_WIDTH; WEIGHT( h_weight_00 ); color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00 ); // get closest horizontal neighbour to blend vec2 coords01; if (dx>0.0) { coords01 = onex; dx = 1.0 - dx; } else { coords01 = -onex; dx = 1.0 + dx; } vec4 colorNB = TEX2D( texture_coords + coords01 ); float h_weight_01 = dx / params.SPOT_WIDTH; WEIGHT( h_weight_01 ); color = color + colorNB * vec4( h_weight_01 ); ////////////////////////////////////////////////////// // Vertical Blending float dy = coords.y - pixel_center.y; float v_weight_00 = dy / params.SPOT_HEIGHT; WEIGHT( v_weight_00 ); color *= vec4( v_weight_00 ); // get closest vertical neighbour to blend vec2 coords10; if (dy>0.0) { coords10 = oney; dy = 1.0 - dy; } else { coords10 = -oney; dy = 1.0 + dy; } colorNB = TEX2D( texture_coords + coords10 ); float v_weight_10 = dy / params.SPOT_HEIGHT; WEIGHT( v_weight_10 ); color = color + colorNB * vec4( v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00 ); colorNB = TEX2D( texture_coords + coords01 + coords10 ); color = color + colorNB * vec4( v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01 ); color *= vec4( params.COLOR_BOOST ); FragColor = clamp( GAMMA_OUT(color), 0.0, 1.0 ); }