#version 450 /* zfast_crt_standard - A simple, fast CRT shader. Copyright (C) 2017 Greg Hogan (SoltanGris42) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Notes: This shader does scaling with a weighted linear filter for adjustable sharpness on the x and y axes based on the algorithm by Inigo Quilez here: http://http://www.iquilezles.org/www/articles/texture/texture.htm but modified to be somewhat sharper. Then a scanline effect that varies based on pixel brighness is applied along with a monochrome aperture mask. This shader runs at 60fps on the Raspberry Pi 3 hardware at 2mpix/s resolutions (1920x1080 or 1600x1200). The curvature version originally comes from here originally in glsl https://github.com/ghogan42/common-shaders/tree/zfast_shaders */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BLURSCALEX, LOWLUMSCAN, HILUMSCAN, BRIGHTBOOST, MASK_DARK, MASK_FADE; float CURVE, CORNER; } params; #pragma parameter BLURSCALEX "Blur Amount X-Axis" 0.30 0.0 1.0 0.05 #pragma parameter LOWLUMSCAN "Scanline Darkness - Low" 6.0 0.0 10.0 0.5 #pragma parameter HILUMSCAN "Scanline Darkness - High" 8.0 0.0 50.0 1.0 #pragma parameter BRIGHTBOOST "Dark Pixel Brightness Boost" 1.25 0.5 1.5 0.05 #pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05 #pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05 #pragma parameter CURVE "Curvature" 0.03 0.0 0.3 0.002 #pragma parameter CORNER "Corner" 0.3 0.0 20.0 0.1 #define BLURSCALEX params.BLURSCALEX #define LOWLUMSCAN params.LOWLUMSCAN #define HILUMSCAN params.HILUMSCAN #define BRIGHTBOOST params.BRIGHTBOOST #define MASK_DARK params.MASK_DARK #define MASK_FADE params.MASK_FADE #define CURVE params.CURVE #define CORNER params.CORNER layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; //For testing compilation //#define FRAGMENT //#define VERTEX //This can't be an option without slowing the shader down //Comment this out for a coarser 3 pixel mask...which is currently broken //on SNES Classic Edition due to Mali 400 gpu precision #define FINEMASK //Some drivers don't return black with texture coordinates out of bounds //SNES Classic is too slow to black these areas out when using fullscreen //overlays. But you can uncomment the below to black them out if necessary //#define BLACK_OUT_BORDER #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 float maskFade; layout(location = 2) out vec2 invDims; layout(location = 3) out float cornerConst; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; maskFade = 0.3333*MASK_FADE; invDims = 1.0/params.SourceSize.xy; cornerConst = CORNER*0.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float maskFade; layout(location = 2) in vec2 invDims; layout(location = 3) in float cornerConst; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec2 warp(vec2 pos){ pos = -1.0 + 2.0*pos; vec2 p = pos*pos; #if defined(VERTICAL) pos*=vec2(1.0 + CURVE*p.y ,1.0 + 1.3333*CURVE*p.x); #else pos*=vec2(1.0 + 1.3333*CURVE*p.y ,1.0 + CURVE*p.x); #endif return clamp(pos*0.5+0.5, 0.0, 1.0); } void main() { vec2 curved_coord = warp(vTexCoord); //This is just like "Quilez Scaling" but sharper vec2 p = curved_coord * params.SourceSize.xy; vec2 i = floor(p) + 0.50; vec2 f = p - i; p = (i + 4.0*f*f*f)*invDims; p.x = mix( p.x , curved_coord.x, BLURSCALEX); float Y = f.y*f.y; float YY = Y*Y; #if defined(FINEMASK) float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x*-0.4999)); float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK; #else float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333)); float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK; #endif vec3 colour = texture(Source, p).rgb; float scanLineWeight = (BRIGHTBOOST - LOWLUMSCAN*(Y - 2.05*YY)); float scanLineWeightB = 1.0 - HILUMSCAN*(YY-2.8*YY*Y); #if defined(BLACK_OUT_BORDER) colour.rgb*=float(tc.x > 0.0)*float(tc.y > 0.0); //why doesn't the driver do the right thing? #endif //This is how will black out the rounded corners vec2 corn = min(curved_coord, vec2(1.0) - curved_coord); //This is used to mask the rounded corn.x = cornerConst/corn.x; //corners later on if (corn.y <= corn.x) colour = vec3(0.0); FragColor.rgb = colour.rgb*mix(scanLineWeight*mask, scanLineWeightB, dot(colour.rgb,vec3(maskFade))); }