#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float gammain,gammaout,warpX,warpY,vignette,vign,corners,beam1,beam2, scanline1,scanline2,interlace,progress,boost1,boost2,sat,flick; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float DOTMASK_STRENGTH,maskDark,maskLight,shadowMask,bgr,maskl,maskh,gl, ntsc,TEMP,size; } global; #pragma parameter warpX "Curvature X" 0.03 0.00 0.20 0.01 #define warpX params.warpX #pragma parameter warpY "Curvature Y" 0.05 0.00 0.20 0.01 #define warpY params.warpY #pragma parameter corners "Corners cut On/Off" 1.0 0.0 1.0 1.0 #define corners params.corners #pragma parameter vignette "Vignette On/Off" 1.0 0.0 1.0 1.0 #define vignette params.vignette #pragma parameter vign "Vignette Strength" 0.10 0.0 0.50 0.01 #define vign params.vign #pragma parameter shadowMask "Mask Style 0:cgwg,1-4:Lottes,5:Sin" 1.0 0.0 5.0 1.0 #define shadowMask global.shadowMask #pragma parameter size "Mask Size" 1.0 1.0 2.0 1.0 #define size global.size #pragma parameter maskl "Mask Low" 0.9 0.0 1.0 0.05 #define maskl global.maskl #pragma parameter maskh "Mask High" 0.6 0.0 1.0 0.05 #define maskh global.maskh #pragma parameter bgr "RGB/BGR subpixels" 1.0 0.0 1.0 1.0 #define bgr global.bgr #pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.7 0.0 1.0 0.05 #define DOTMASK_STRENGTH global.DOTMASK_STRENGTH #pragma parameter maskDark "Lottes maskDark" 0.3 0.0 2.0 0.1 #define maskDark global.maskDark #pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1 #define maskLight global.maskLight #pragma parameter interlace "Interlace On/Off" 1.0 0.0 1.0 1.0 #define interlace params.interlace #pragma parameter progress "Force 240p" 0.0 0.0 1.0 1.0 #define progress params.progress #pragma parameter flick "Flicker Strength" 4.0 0.0 10.0 0.1 #define flick params.flick #pragma parameter beam1 "Scanline Beam Low" 6.0 1.0 15.0 0.5 #define beam1 params.beam1 #pragma parameter beam2 "Scanline Beam High" 8.0 1.0 15.0 0.5 #define beam2 params.beam2 #pragma parameter scanline1 "Scanline Low" 1.35 0.5 3.0 0.05 #define scanline1 params.scanline1 #pragma parameter scanline2 "Scanline High" 1.05 0.5 3.0 0.05 #define scanline2 params.scanline2 #pragma parameter ntsc "NTSC Colors" 1.0 0.0 1.0 1.0 #define ntsc global.ntsc #pragma parameter TEMP "Color Temperature in Kelvins" 8591.0 1031.0 12047.0 72.0 #define TEMP global.TEMP #pragma parameter gammain "Gamma In" 2.45 1.0 4.0 0.05 #define gammain params.gammain #pragma parameter gammaout "Gamma Out" 2.25 1.0 4.0 0.05 #define gammaout params.gammaout #pragma parameter sat "Saturation" 1.0 0.0 2.0 0.01 #define sat params.sat #pragma parameter boost1 "Boost Dark Colors" 1.45 1.0 2.0 0.05 #define boost1 params.boost1 #pragma parameter boost2 "Boost Bright Colors" 1.25 1.0 2.0 0.05 #define boost2 params.boost2 #pragma parameter gl "Glow Strength" 0.15 0.0 1.0 0.01 #define gl global.gl #define pi 3.141592 #define SourceSize params.SourceSize #define OutputSize params.OutputSize #define FrameCount params.FrameCount #define OriginalSize params.OriginalSize #define timer float(FrameCount*2.0) #define flicker sin(timer)*flick/1000.0 #define mod_factor vTexCoord.x * SourceSize.x * OutputSize.x/size / SourceSize.x #pragma stage vertex 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*1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec3 Mask(vec2 pos){ vec3 mask=vec3(maskDark,maskDark,maskDark); if (shadowMask == 0.0) { float mask = 1.0 - DOTMASK_STRENGTH; //Output pixels are alternately tinted green and magenta vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0), vec3(mask, 1.0, mask), floor(mod(mod_factor, 2.0))); return dotMaskWeights; } // Very compressed TV style shadow mask. else if (shadowMask == 1.0) { float line=maskLight; float odd=0.0; if(fract(pos.x/6.0)<0.5)odd=1.0; if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; pos.x=fract(pos.x/3.0); if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x=fract(pos.x/3.0); if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy=floor(pos.xy*vec2(1.0,0.5)); pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333) bgr == 1.0? mask.b=maskLight : mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else bgr == 1.0? mask.r=maskLight : mask.b=maskLight; } else if (shadowMask == 5.0) { float MaskR = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.00000+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5; float MaskG = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*1.33333+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5; float MaskB = sin(OutputSize.x*vTexCoord.x*pi*1.0+pi*0.66667+vTexCoord.y*OutputSize.y*pi*0.5)*0.5+0.5; vec3 Mask; bgr == 1.0? Mask = vec3(MaskB,MaskG,MaskR) : Mask = vec3(MaskR,MaskG,MaskB) ; Mask = min(Mask*2.0,1.0); return vec3(Mask); } return mask; } //Lanczos filter float sinc(float x) { return sin(x * pi) / (x * pi); } float lanczosWeight(float d, float n) { return (d == 0.0) ? (1.0) : (d*d < n*n ? sinc(d) * sinc(d / n) : 0.0); } vec3 Lanczos3(vec2 uv, vec2 InvResolution) { vec2 center = uv - (mod(uv / InvResolution, 1.0)-0.5) * InvResolution;// texel center vec2 offset = (uv - center)/InvResolution;// relevant texel position in the range -0.5~+0.5 vec3 col = vec3(0.0); float weight = 0.0; //loop for(int x = -2; x < 3; x++) { for(int y = -1; y < 2; y++) { float wx = lanczosWeight(float(x)-offset.x, 2.0); float wy = lanczosWeight(float(y)-offset.y, 1.0); float w = wx * wy; col += w * texture(Source, center + vec2(x,y) * InvResolution).rgb; weight += w; } } col /= weight; return col; } // Distortion of scanlines vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); return pos*0.5 + 0.5; } //Vignette mat3 vignet() { vec2 vpos = vTexCoord; vpos *= 1.0 - vpos.xy; float vig = vpos.x * vpos.y * 50.0; vig = min(pow(vig, vign), 1.0); if (vignette == 0.0) vig=1.0; return mat3(vig, 0, 0, 0, vig, 0, 0, 0, vig); } float sw(float y, float l) { float scan = mix(beam1, beam2, y); float tmp = mix(scanline1, scanline2, l); float ex = y*tmp; return exp2(-scan*ex*ex); } vec3 glow(vec2 pos) { vec3 col = vec3(0.0); float x = SourceSize.z; float y = SourceSize.w; float w1 = 0.15; float w2 = 0.05; col += w1*texture(Source,pos+vec2(x,0.0)).rgb; col += w1*texture(Source,pos+vec2(x,y)).rgb; col += w1*texture(Source,pos+vec2(x,-y)).rgb; col += w1*texture(Source,pos+vec2(-x,0.0)).rgb; col += w1*texture(Source,pos+vec2(-x,y)).rgb; col += w1*texture(Source,pos+vec2(-x,-y)).rgb; col += w1*texture(Source,pos+vec2(0.0,y)).rgb; col += w1*texture(Source,pos+vec2(0.0,-y)).rgb; col += w2*texture(Source,pos+vec2(2.0*x,0.0)).rgb; col += w2*texture(Source,pos+vec2(2.0*x,y)).rgb; col += w2*texture(Source,pos+vec2(2.0*x,-y)).rgb; col += w2*texture(Source,pos+vec2(-2.0*x,0.0)).rgb; col += w2*texture(Source,pos+vec2(-2.0*x,y)).rgb; col += w2*texture(Source,pos+vec2(-2.0*x,-y)).rgb; col += w1*texture(Source,pos+vec2(0.0,2.0*y)).rgb; col += w1*texture(Source,pos+vec2(0.0,-2.0*y)).rgb; return col*gl; } vec3 DecodeGamma(vec3 color, float gamma) { color = clamp(color, 0.0, 1.0); color.r = (color.r <= 0.00313066844250063) ? color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; color.g = (color.g <= 0.00313066844250063) ? color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; color.b = (color.b <= 0.00313066844250063) ? color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; return color; } vec3 RGBtoXYZ(vec3 RGB) { const mat3x3 m = mat3x3( 0.6068909, 0.1735011, 0.2003480, 0.2989164, 0.5865990, 0.1144845, 0.0000000, 0.0660957, 1.1162243); return RGB * m; } vec3 NTSC(vec3 c) { vec3 v = vec3(pow(c.r, 2.2), pow(c.g, 2.2), pow(c.b, 2.2)); //Inverse Companding return RGBtoXYZ(v); } vec3 XYZtoSRGB(vec3 XYZ) { const mat3x3 m = mat3x3( 3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434,-0.2040259, 1.0572252); return XYZ * m; } vec3 sRGB(vec3 c) { vec3 v = XYZtoSRGB(c); v = DecodeGamma(v, 2.4); //Companding return v; } // NTSC RGB to sRGB vec3 NTSCtoSRGB( vec3 c ) { return sRGB(NTSC( c )); } float saturate(float v) { return clamp(v, 0.0, 1.0); } vec3 ColorTemp(float temperatureInKelvins) { vec3 retColor; temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0; if (temperatureInKelvins <= 66.0) { retColor.r = 1.0; retColor.g = saturate(0.39008157876901960784 * log(temperatureInKelvins) - 0.63184144378862745098); } else { float t = temperatureInKelvins - 60.0; retColor.r = saturate(1.29293618606274509804 * pow(t, -0.1332047592)); retColor.g = saturate(1.12989086089529411765 * pow(t, -0.0755148492)); } if (temperatureInKelvins >= 66.0) retColor.b = 1.0; else if(temperatureInKelvins <= 19.0) retColor.b = 0.0; else retColor.b = saturate(0.54320678911019607843 * log(temperatureInKelvins - 10.0) - 1.19625408914); return retColor; } void main() { vec2 pos = Warp(vTexCoord); vec2 uv = pos * vec2(0.5, 2.0); vec2 InvResolution = SourceSize.zw; float f = fract(0.5+pos.y*SourceSize.y); float f2 = fract(pos.y*SourceSize.y); //handle interlacing if (OriginalSize.y > 400.0 && interlace == 1.0) { f = fract(0.5+pos.y*SourceSize.y/2.0); f2 = fract((pos.y-0.5)*SourceSize.y/2.0); sin(timer) > 0.0 ? f=f : f=f2; } if (OriginalSize.y > 400.0 && interlace == 0.0 && progress == 1.0) { f = fract(0.5+pos.y*SourceSize.y/2.0); } vec3 res = Lanczos3(pos,InvResolution); if (ntsc == 1.0) res = NTSCtoSRGB(res); res *= ColorTemp(TEMP); float lumscan = max(max(res.r,res.g),res.b); float lumsat = dot(vec3(0.22,0.7,0.08),res); res = pow(res,vec3(gammain)); res = res*sw(f,lumscan) + res*sw(abs(1.0-f),lumscan); float msk = mix(maskl,maskh,lumscan); res *= mix(vec3(1.0),Mask(floor(vTexCoord.xy * OutputSize.xy/size + vec2(0.5))),msk); res *= mix(boost1,boost2,lumsat); res = pow(res,vec3(1.0/gammaout)); res *= vignet(); res += flicker; vec2 corn = min(pos,vec2(1.0)-pos); // This is used to mask corners corn.x = 0.0001/corn.x; res +=glow(pos); if (corners == 1.0 && corn.y <= corn.x || corn.x < 0.0001 ) res = vec3(0.0); res = mix(vec3(lumsat),res,sat); FragColor = vec4(res,1.0); }