#version 450 // film noise // by hunterk // license: public domain layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float x_off_r, y_off_r, x_off_g, y_off_g, x_off_b, y_off_b, grain_str, hotspot, vignette, noise_toggle, jitter, vig_flicker, vig_amt, technicolor; } params; #pragma parameter jitter "Jitter Toggle" 1.0 0.0 1.0 1.0 #pragma parameter noise_toggle "Film Scratches" 1.0 0.0 1.0 1.0 #pragma parameter hotspot "Hotspot Toggle" 1.0 0.0 1.0 1.0 #pragma parameter vignette "Vignette Toggle" 1.0 0.0 1.0 1.0 #pragma parameter vig_flicker "Vignette Flicker Toggle" 1.0 0.0 1.0 1.0 #pragma parameter technicolor "Color Shift Intensity" 0.5 0.0 1.0 0.01 #pragma parameter x_off_r "X Offset Red" 0.12 -1.0 1.0 0.01 #pragma parameter y_off_r "Y Offset Red" 0.07 -1.0 1.0 0.01 #pragma parameter x_off_g "X Offset Green" -0.06 -1.0 1.0 0.01 #pragma parameter y_off_g "Y Offset Green" -0.08 -1.0 1.0 0.01 #pragma parameter x_off_b "X Offset Blue" -0.11 -1.0 1.0 0.01 #pragma parameter y_off_b "Y Offset Blue" 0.09 -1.0 1.0 0.01 #pragma parameter grain_str "Grain Strength" 24.0 0.0 60.0 1.0 #pragma parameter vig_amt "Vignette Amount" 0.15 0.0 1.0 0.01 #define x_off_r params.x_off_r #define x_off_g params.x_off_g #define x_off_b params.x_off_b #define y_off_r params.y_off_r #define y_off_g params.y_off_g #define y_off_b params.y_off_b layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; float hash( float n ){ return fract(sin(n)*43758.5453123); } // global timer float time = mod(params.FrameCount, 4268.); #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 centerCoord; layout(location = 2) out vec2 noiseCoord; layout(location = 3) out float hash_num1; layout(location = 4) out float hash_num2; layout(location = 5) out float hash_num3; layout(location = 6) out float frame_hash; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; // move the image to center-origin for consistent deconvergence effects centerCoord = TexCoord - 0.5; // jitter on the y-axis centerCoord.y += 0.003 * hash(sin(mod(time, 403.))) * params.jitter; // calculate some magic pseudo-random numbers in the vertex for performance reasons hash_num1 = sin(hash(mod(time, 147.0))); hash_num2 = hash(cos(mod(time, 292.0))); hash_num3 = cos(hash(mod(time, 361.0))); frame_hash = hash(time); // flip the x/y axes pseudo-randomly to give the noise texture some variety noiseCoord.x = (hash_num1 > 0.15) ? vTexCoord.x : 1.0 - vTexCoord.x; noiseCoord.y = ((hash_num1 + hash_num2 - 0.5) > 0.66) ? vTexCoord.y : 1.0 - vTexCoord.y; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 centerCoord; layout(location = 2) in vec2 noiseCoord; layout(location = 3) in float hash_num1; layout(location = 4) in float hash_num2; layout(location = 5) in float hash_num3; layout(location = 6) in float frame_hash; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D noise1; //https://www.shadertoy.com/view/4sXSWs strength= 16.0 float filmGrain(vec2 uv, float strength, float timer ){ float x = (uv.x + 4.0 ) * (uv.y + 4.0 ) * ((mod(timer, 800.0) + 10.0) * 10.0); return (mod((mod(x, 13.0) + 1.0) * (mod(x, 123.0) + 1.0), 0.01)-0.005) * strength; } const vec3 redfilter = vec3(1.0, 0.0, 0.0); const vec3 bluegreenfilter = vec3(0.0, 1.0, 0.7); void main() { // a simple calculation for the vignette/hotspot effects vec2 middle = centerCoord; float len = length(middle) / 1.25; float vig = smoothstep(0.0, 1.0 - params.vig_amt, len); // create the noise/scratching effects from a LUT of actual film noise vec4 film_noise1 = texture(noise1, noiseCoord.xx + (hash_num1 + hash_num3 - 0.85)); vec4 film_noise2 = texture(noise1, noiseCoord.xy + (hash_num1 + hash_num2 - 0.85)); // set up color channel offsets / deconvergence vec2 red_coord = (centerCoord + 0.01 * vec2(x_off_r, y_off_r)) + 0.5; vec3 red_light = texture(Source, red_coord).rgb; vec2 green_coord = (centerCoord + 0.01 * vec2(x_off_g, y_off_g)) + 0.5; vec3 green_light = texture(Source, green_coord).rgb; vec2 blue_coord = (centerCoord + 0.01 * vec2(x_off_r, y_off_r)) + 0.5; vec3 blue_light = texture(Source, blue_coord).rgb; // composite the color channels vec3 film = vec3(red_light.r, green_light.g, blue_light.b); // technicolor effect from aybe: // https://github.com/aybe/RetroArch-shaders/blob/master/shaders/technicolor1.cg vec3 redrecord = film * redfilter; vec3 bluegreenrecord = film * bluegreenfilter; vec3 rednegative = vec3(redrecord.r); vec3 bluegreennegative = vec3((bluegreenrecord.g + bluegreenrecord.b) / 2.0); vec3 redoutput = rednegative * redfilter; vec3 bluegreenoutput = bluegreennegative * bluegreenfilter; vec3 result = redoutput + bluegreenoutput; film = mix(film, result, vec3(params.technicolor)); // apply film grain film += filmGrain(vTexCoord.xy, params.grain_str, time / 10.); // apply vignetting and hotspot and vary the size a bit pseudo-randomly float vig_mod = 1.0 + 0.1 * hash_num3 * params.vig_flicker; film *= mix(1.0, 1.0 - vig, params.vignette * vig_mod); // Vignette film += ((1.0 - vig) * 0.2) * params.hotspot * vig_mod; // Hotspot // Apply noise/scratching effects (or not) pseudo-randomly if (frame_hash > 0.99 && params.noise_toggle > 0.5) FragColor = vec4(mix(film, film_noise1.rgb, film_noise1.a), 1.0); else if (frame_hash < 0.01 && params.noise_toggle > 0.5) FragColor = vec4(mix(film, film_noise2.rgb, film_noise2.a), 1.0); else FragColor = vec4(film, 1.0); }