#version 450 // Simple scanlines with curvature and mask effects lifted from crt-geom // original by hunterk, edited by DariusG layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SCANLINE; float cgwg; float boost; } params; // Parameter lines go here: #pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02 #define boost params.boost #pragma parameter SCANLINE "Scanline Intensity" 0.70 0.0 1.0 0.05 #define SCANLINE params.SCANLINE #pragma parameter cgwg "Mask Intensity " 0.8 0.0 1.0 0.05 #define cgwg params.cgwg #define pi 3.141592654 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 p; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; p = vTexCoord * params.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(location = 1) in vec2 p; layout(set = 0, binding = 1) uniform sampler2D Source; /////////////////////////////////////////////////////////////////////////////////////////////// void main() { vec2 pos = vTexCoord.xy; vec3 res = texture(Source, pos).rgb; res *=res; res *= SCANLINE * sin(fract(p.y)*pi) +(1.0-SCANLINE); // apply the mask res *= cgwg * sin(fract(pos.x*0.5*params.OutputSize.x)*pi) +(1.0-cgwg); res = sqrt(res); res *= boost; FragColor = vec4(res,1.0); }