#version 450 // Original bits by Themaister // Moire mitigation bits by Timothy Lottes, added by hunterk layout(push_constant) uniform Push { float BLOOM_STRENGTH; float OUTPUT_GAMMA; float CURVATURE; float moire_mitigation; float warpX; float warpY; float shadowMask; float maskDark; float maskLight; } param; #pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05 #pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02 #pragma parameter CURVATURE "Curvature" 0.0 0.0 1.0 1.0 #pragma parameter moire_mitigation "Moire:Noise Tradeoff" 4.0 1.0 10.0 1.0 #pragma parameter warpX "Curvature X-Axis" 0.031 0.0 0.125 0.01 #pragma parameter warpY "Curvature Y-Axis" 0.041 0.0 0.125 0.01 #pragma parameter shadowMask "Mask Effect" 0.0 0.0 4.0 1.0 #pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 #pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 #define iTime mod(float(global.FrameCount) / 60.0, 600.0) #define fragCoord (vTexCoord.xy * global.OutputSize.xy) layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; vec4 CRTPassSize; uint FrameCount; } global; #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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D CRTPass; // For debugging #define BLOOM_ONLY 0 #define CRT_PASS CRTPass // Convert from linear to sRGB. //float Srgb(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);} vec4 Srgb(vec4 c){return pow(c, vec4(1.0 / 2.2));} // Convert from sRGB to linear. //float Linear(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);} float Linear(float c){return pow(c, 2.2);} // // Semi-Poor Quality Temporal Noise // // Base. // Ripped ad modified from: https://www.shadertoy.com/view/4djSRW float Noise(vec2 p,float x){p+=x; vec3 p3=fract(vec3(p.xyx)*10.1031); p3+=dot(p3,p3.yzx+19.19); return (fract((p3.x+p3.y)*p3.z)*2.0-1.0) / pow(2.0, 11.0 - param.moire_mitigation);} // Step 1 in generation of the dither source texture. float Noise1(vec2 uv,float n){ float a=1.0,b=2.0,c=-12.0,t=1.0; return (1.0/max(a*4.0+b*4.0,-c))*( Noise(uv+vec2(-1.0,-1.0)*t,n)*a+ Noise(uv+vec2( 0.0,-1.0)*t,n)*b+ Noise(uv+vec2( 1.0,-1.0)*t,n)*a+ Noise(uv+vec2(-1.0, 0.0)*t,n)*b+ Noise(uv+vec2( 0.0, 0.0)*t,n)*c+ Noise(uv+vec2( 1.0, 0.0)*t,n)*b+ Noise(uv+vec2(-1.0, 1.0)*t,n)*a+ Noise(uv+vec2( 0.0, 1.0)*t,n)*b+ Noise(uv+vec2( 1.0, 1.0)*t,n)*a+ 0.0);} // Step 2 in generation of the dither source texture. float Noise2(vec2 uv,float n){ float a=1.0,b=2.0,c=-2.0,t=1.0; return (1.0/(a*4.0+b*4.0))*( Noise1(uv+vec2(-1.0,-1.0)*t,n)*a+ Noise1(uv+vec2( 0.0,-1.0)*t,n)*b+ Noise1(uv+vec2( 1.0,-1.0)*t,n)*a+ Noise1(uv+vec2(-1.0, 0.0)*t,n)*b+ Noise1(uv+vec2( 0.0, 0.0)*t,n)*c+ Noise1(uv+vec2( 1.0, 0.0)*t,n)*b+ Noise1(uv+vec2(-1.0, 1.0)*t,n)*a+ Noise1(uv+vec2( 0.0, 1.0)*t,n)*b+ Noise1(uv+vec2( 1.0, 1.0)*t,n)*a+ 0.0);} // Compute temporal dither from integer pixel position uv. float Noise3(vec2 uv){return Noise2(uv,fract(iTime));} // Energy preserving dither, for {int pixel pos,color,amount}. vec2 Noise4(vec2 uv,vec2 c,float a){ // Grain value {-1 to 1}. vec2 g=vec2(Noise3(uv)*2.0); // Step size for black in non-linear space. float rcpStep=1.0/(256.0-1.0); // Estimate amount negative which still quantizes to zero. vec2 black=vec2(0.5*Linear(rcpStep)); // Estimate amount above 1.0 which still quantizes to 1.0. vec2 white=vec2(2.0-Linear(1.0-rcpStep)); // Add grain. return vec2(clamp(c+g*min(c+black,min(white-c,a)),0.0,1.0));} // // Pattern // // 4xMSAA pattern for quad given integer coordinates. // // . x . . | < pixel // . . . x | // x . . . // . . x . // // 01 // 23 // vec2 Quad4(vec2 pp){ int q=(int(pp.x)&1)+((int(pp.y)&1)<<1); if(q==0)return pp+vec2( 0.25,-0.25); if(q==1)return pp+vec2( 0.25, 0.25); if(q==2)return pp+vec2(-0.25,-0.25); return pp+vec2(-0.25, 0.25);} // Rotate {0.0,r} by a {-1.0 to 1.0}. vec2 Rot(float r,float a){return vec2(r*cos(a*3.14159),r*sin(a*3.14159));} // // POOR QUALITY JITTERED // // Jittered position. vec2 Jit(vec2 pp){ // Start with better baseline pattern. pp=Quad4(pp); // Very poor quality (clumping) move in disc around pixel. float n=Noise(pp,fract(iTime)); float m=Noise(pp,fract(iTime*0.333))*0.5+0.5; m = sqrt(m) / 4.0; return pp+Rot(0.707*0.5*m,n);} // // POOR QUALITY JITTERED 4x // // Gaussian filtered jittered tap. void JitGaus4(inout vec2 sumC,inout vec2 sumW,vec2 pp,vec2 mm){ vec2 jj=Jit(pp); vec2 c=jj; vec2 vv=mm-jj; float w=exp2(-1.0*dot(vv,vv)); sumC+=c*vec2(w); sumW+=vec2(w);} // Many tap gaussian from poor quality jittered 4/sample per pixel // // . x x x . // x x x x x // x x x x x // x x x x x // . x x x . // vec2 ResolveJitGaus4(vec2 pp){ vec2 ppp=(pp); vec2 sumC=vec2(0.0); vec2 sumW=vec2(0.0); JitGaus4(sumC,sumW,ppp+vec2(-1.0,-2.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 0.0,-2.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 1.0,-2.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-2.0,-1.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-1.0,-1.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 0.0,-1.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 1.0,-1.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 2.0,-1.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-2.0, 0.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-1.0, 0.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 0.0, 0.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 1.0, 0.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 2.0, 0.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-2.0, 1.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-1.0, 1.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 0.0, 1.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 1.0, 1.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 2.0, 1.0),pp); JitGaus4(sumC,sumW,ppp+vec2(-1.0, 2.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 0.0, 2.0),pp); JitGaus4(sumC,sumW,ppp+vec2( 1.0, 2.0),pp); return sumC/sumW;} vec2 moire_resolve(vec2 coord){ vec2 pp = coord; vec2 cc = vec2(0.0, 0.0); cc = ResolveJitGaus4(pp); cc = Noise4(pp, cc, 1.0 / 32.0); cc = (param.CURVATURE < 0.5) ? pp : cc + vec2(0.0105, 0.015); return cc; } // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; pos *= vec2(1.0 + (pos.y*pos.y)*param.warpX, 1.0 + (pos.x*pos.x)*param.warpY); return pos*0.5 + 0.5; } // Shadow mask. vec3 Mask(vec2 pos) { vec3 mask = vec3(param.maskDark, param.maskDark, param.maskDark); // Very compressed TV style shadow mask. if (param.shadowMask == 1.0) { float line = param.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; if (fract((pos.y + odd) * 0.5) < 0.5) line = param.maskDark; pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = param.maskLight; else if (pos.x < 0.666) mask.g = param.maskLight; else mask.b = param.maskLight; mask*=line; } // Aperture-grille. else if (param.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = param.maskLight; else if (pos.x < 0.666) mask.g = param.maskLight; else mask.b = param.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (param.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); if (pos.x < 0.333) mask.r = param.maskLight; else if (pos.x < 0.666) mask.g = param.maskLight; else mask.b = param.maskLight; } // VGA style shadow mask. else if (param.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); if (pos.x < 0.333) mask.r = param.maskLight; else if (pos.x < 0.666) mask.g = param.maskLight; else mask.b = param.maskLight; } return mask; } void main() { vec2 pp = moire_resolve(vTexCoord.xy); pp = (param.CURVATURE > 0.5) ? Warp(pp) : pp; #if BLOOM_ONLY vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb; #else vec3 source = 1.15 * texture(CRT_PASS, pp).rgb; vec3 bloom = texture(Source, pp).rgb; source += param.BLOOM_STRENGTH * bloom; #endif FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / param.OUTPUT_GAMMA)), 1.0); /* TODO/FIXME - hacky clamp fix */ if ( pp.x > 0.0106 && pp.x < 0.9999 && pp.y > 0.016 && pp.y < 0.9999) FragColor.rgb = FragColor.rgb; else FragColor.rgb = vec3(0.0); if (param.shadowMask > 0.0) FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2)); }