#version 450 /* April 2023 Fast CRT shader by DariusG. */ layout(push_constant) uniform Push { uint FrameCount; float SCANLINE1; float SCANLINE2; float INTERLACE; float SCALE; float MSK1; float MSK2; float MSK_SIZE; float FADE; float PRESERVE; float SAT; float SIZE; float BLUR; float NOISE; float SEGA; float INGAMMA; float OUTGAMMA,WPR,WPG,WPB,BOOST; } params; #pragma parameter SIZE " Soft Pixel Size" 0.5 0.125 4.0 0.125 #pragma parameter BLUR " Pixel Softness" 0.6 0.0 1.0 0.05 #pragma parameter SCANLINE1 "Scanline Strength Dark" 0.75 0.0 1.0 0.05 #pragma parameter SCANLINE2 "Scanline Strength Bright" 0.4 0.0 1.0 0.05 #pragma parameter INTERLACE "Interlace Mode" 1.0 0.0 1.0 1.0 #pragma parameter SCALE "Scanlines downscale" 1.0 1.0 4.0 1.0 #pragma parameter MSK1 " Mask Brightness Dark" 0.3 0.0 1.0 0.05 #pragma parameter MSK2 " Mask Brightness Bright" 0.6 0.0 1.0 0.05 #pragma parameter MSK_SIZE " Mask Size" 0.5002 0.0 1.0 0.1666 #pragma parameter FADE " Mask/Scanlines fade" 0.2 0.0 1.0 0.05 #pragma parameter PRESERVE "Protect Bright Colors" 0.2 0.0 1.0 0.01 #pragma parameter SAT "Saturation" 1.2 0.0 2.0 0.05 #pragma parameter INGAMMA "Gamma In" 2.4 1.0 4.0 0.05 #pragma parameter OUTGAMMA "Gamma Out" 2.25 1.0 4.0 0.05 #pragma parameter SEGA "Brightness Fix 1.0:Sega, 2:Amiga/ST" 0.0 0.0 2.0 1.0 #pragma parameter NOISE "Add Noise" 0.1 0.0 1.0 0.01 #pragma parameter WPR " Shift to Red" 0.1 -0.25 0.25 0.01 #pragma parameter WPG " Shift to Green" -0.1 -0.25 0.25 0.01 #pragma parameter WPB " Shift to Blue" 0.1 -0.25 0.25 0.01 #pragma parameter BOOST " Bright Boost" 1.3 1.0 2.0 0.05 #define OUTGAMMA params.OUTGAMMA #define INGAMMA params.INGAMMA #define SEGA params.SEGA #define NOISE params.NOISE #define SIZE params.SIZE #define BLUR params.BLUR #define SCANLINE1 params.SCANLINE1 #define SCANLINE2 params.SCANLINE2 #define INTERLACE params.INTERLACE #define SCALE params.SCALE #define MSK1 params.MSK1 #define MSK2 params.MSK2 #define MSK_SIZE params.MSK_SIZE #define FADE params.FADE #define PRESERVE params.PRESERVE #define GAMMA params.GAMMA #define SAT params.SAT #define WPR params.WPR #define WPG params.WPG #define WPB params.WPB #define BOOST params.BOOST layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; } global; #define iTimer float(params.FrameCount/60.0) #define OutputSize global.OutputSize #define SourceSize global.SourceSize #define pi 3.141592654 #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 omega; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; omega = vec2(pi * OutputSize.x, pi * SourceSize.y/SCALE); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 omega; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; float snow(vec2 pos) { return fract(sin(iTimer * dot(pos.xy ,vec2(13,78.233))) * 43758.5453); } void main() { vec2 pos = vTexCoord.xy; /// SHARP-BILINEAR Author: rsn8887 vec2 texel = pos * SourceSize.xy; vec2 texel2 = pos * OutputSize.xy; vec2 scale = max(floor(OutputSize.xy / SourceSize.xy), vec2(1.0, 1.0)); vec2 pixel = vec2(SIZE/OutputSize.x,0.0); vec2 pixely = vec2(0.0,SIZE/OutputSize.y); vec2 texel_floored = floor(texel); vec2 texel_floored2 = floor(texel2); vec2 s = fract(texel); vec2 s2 = fract(texel2); vec2 region_range = 0.5 - 0.5 / scale; // Figure out where in the texel to sample to get correct pre-scaled bilinear. // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. vec2 center_dist = s - 0.5; vec2 center_dist2 = s2 - 0.5; vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; vec2 f2 = (center_dist2 - clamp(center_dist2, -region_range, region_range))/scale + 0.5; vec2 mod_texel = texel_floored + f; vec2 mod_texel2 = texel_floored2 + f2; vec2 uv=mod_texel / SourceSize.xy; vec2 uv2=mod_texel2 / OutputSize.xy; /// "GHOST" PIXELS LEFT/RIGHT CALCULATION vec3 col = texture(Source, uv).rgb; vec3 colr = texture(Source, uv2-pixel).rgb; vec3 coll = texture(Source, uv2+pixel).rgb; vec3 cold = texture(Source, uv2-pixely).rgb; vec3 color = vec3 (col.r*(1.0-BLUR) + coll.r*BLUR, col.g*(1.0-BLUR) + cold.g*BLUR, col.b*(1.0-BLUR) + colr.b*BLUR); vec3 lumweight=vec3(0.213,0.715,0.072); float lum = dot(color,lumweight); color = pow(color,vec3(INGAMMA)); //APPLY MASK float MSK = mix(MSK1,MSK2,lum); float mask = mix(abs(sin(vTexCoord.x*omega.x*MSK_SIZE)), 1.0, lum*PRESERVE); float scan = 1.0; float SCANLINE = mix(SCANLINE1,SCANLINE2,lum); //INTERLACING MODE FIX SCANLINES if (INTERLACE > 0.0 && global.OriginalSize.y > 400.0 ) scan; else scan= SCANLINE * sin(fract(vTexCoord.y*SourceSize.y/SCALE)*3.141529) +(1.0-SCANLINE); color *=mix(scan*mask, scan, dot(color, vec3(FADE))); color *= mix(1.0,BOOST,lum); color *= vec3(1.0+WPR, 1.0-WPR/2.0, 1.0-WPR/2.0); color *= vec3(1.0-WPG/2.0, 1.0+WPG, 1.0-WPG/2.0); color *= vec3(1.0-WPB/2.0, 1.0-WPB/2.0, 1.0+WPB); color *= 1.0 + snow(uv * 2.0) * (1.0-lum) *NOISE; if (SEGA == 1.0) color *= 1.0625; else if (SEGA == 2.0) color *=2.0; else color; color = pow(color,vec3(1.0/OUTGAMMA)); //FAST SATURATION CONTROL if(SAT !=1.0) { vec3 gray = vec3(lum); color = vec3(mix(gray, color, SAT)); } FragColor = vec4(color,1.0); }