#version 450 /* CRT - Guest - Dr. Venom Copyright (C) 2018 guest(r) - guest.r@gmail.com 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OutputSize; float OS; float BLOOM; float brightboost; float saturation; float scanline; float beam_min; float beam_max; float h_sharp; float l_sharp; float gamma_out; float warpX; float warpY; float glow; float shadowMask; float maskDark; float maskLight; float CGWG; float GTW; } params; #pragma parameter OS "Do Overscan" 1.0 0.0 2.0 1.0 #define OS params.OS #pragma parameter BLOOM "Bloom percentage" 5.0 0.0 20.0 1.0 #define BLOOM params.BLOOM #pragma parameter brightboost "Bright boost" 1.10 0.50 2.00 0.01 #define brightboost params.brightboost #pragma parameter saturation "Saturation adjustment" 1.0 0.1 2.0 0.05 #define saturation params.saturation #pragma parameter scanline "Scanline adjust" 8.0 1.0 12.0 1.0 #define scanline params.scanline #pragma parameter beam_min "Scanline dark" 1.40 0.5 2.0 0.05 #define beam_min params.beam_min #pragma parameter beam_max "Scanline bright" 0.80 0.5 2.0 0.05 #define beam_max params.beam_max #pragma parameter h_sharp "Horizontal sharpness" 5.0 1.5 20.0 0.25 #define h_sharp params.h_sharp #pragma parameter l_sharp "Substractive sharpness" 0.0 0.0 0.30 0.01 #define l_sharp params.l_sharp #pragma parameter gamma_out "Gamma out" 2.4 1.0 3.0 0.05 #define gamma_out params.gamma_out #pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 #define warpX params.warpX #pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 #define warpY params.warpY #pragma parameter glow "Glow Strength" 0.06 0.0 0.5 0.01 #define glow params.glow #pragma parameter shadowMask "Mask Style (0 = CGWG)" 0.0 0.0 4.0 1.0 #pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1 #define maskDark params.maskDark #pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1 #define maskLight params.maskLight #pragma parameter CGWG "CGWG Mask Str." 0.4 0.0 1.0 0.1 #define CGWG params.CGWG #pragma parameter GTW "Gamma Tweak" 1.10 0.5 1.5 0.01 #define GTW params.GTW 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; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D lum_pass; layout(set = 0, binding = 4) uniform sampler2D linearize_pass; #define eps 1e-10 vec3 sw(float x, vec3 color) { vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color); vec3 ex = vec3(x)*tmp; return exp2(-scanline*ex*ex); } // Shadow mask (mostly from PD Lottes shader). vec3 Mask(vec2 pos) { vec3 mask = vec3(maskDark, maskDark, maskDark); // Phosphor. if (params.shadowMask == 0.0) { float mf = floor(mod(pos.x,2.0)); float mc = 1.0 - CGWG; if (mf == 0.0) { mask.r = 1.0; mask.g = mc; mask.b = 1.0; } else { mask.r = mc; mask.g = 1.0; mask.b = mc; }; } // Very compressed TV style shadow mask. else if (params.shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/6.0) < 0.5) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.5) line = maskDark; pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; mask*=line; } // Aperture-grille. else if (params.shadowMask == 2.0) { pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } return mask; } // Distortion of scanlines, and end of screen alpha (PD Lottes Curvature) vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY); return pos*0.5 + 0.5; } vec2 Overscan(vec2 pos, float dx, float dy){ pos=pos*2.0-1.0; pos*=vec2(dx,dy); return pos*0.5+0.5; } // Borrowed from cgwg's crt-geom, under GPL float corner(vec2 coord) { coord *= params.SourceSize.xy / params.SourceSize.xy; coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.y/params.SourceSize.x); vec2 cdist = vec2(0.003); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*600.0,0.0, 1.0); } const float sqrt3 = 1.732050807568877; vec3 gamma_correct(vec3 color, vec3 tmp) { float l = length(color)/sqrt3; float g = mix(1.0/GTW, 1.0, max(max(tmp.r,tmp.g),tmp.b)); l = pow(l,g)*sqrt3; return l*normalize(color + vec3(eps)); } void main() { vec3 lum = texture(lum_pass, vec2(0.1,0.1)).xyz; float factor = 1.00 + (1.0-0.5*OS)*BLOOM/100.0 - lum.x*BLOOM/100.0; vec2 texcoord = Overscan(vTexCoord.xy*(params.SourceSize.xy/params.SourceSize.xy), factor, factor)*(params.SourceSize.xy/params.SourceSize.xy); vec2 pos = Warp(texcoord); vec2 pos0 = Warp(texcoord); vec2 ps = params.SourceSize.zw; vec2 OGL2Pos = pos * params.SourceSize.xy - vec2(0.0,0.5); vec2 fp = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; // Reading the texels vec2 x2 = 2.0*dx; float wl = exp2(-h_sharp*0.36)*l_sharp; float wl2 = 1.5 + fp.x; wl2*=wl2; wl2 = exp2(-h_sharp*wl2); wl2 = max(wl2 - wl, -wl2); float wl1 = 0.5 + fp.x; wl1*=wl1; wl1 = exp2(-h_sharp*wl1); wl1 = max(wl1 - wl, -0.25); float wct = 0.5 - fp.x; wct*=wct; wct = exp2(-h_sharp*wct); float wr1 = 1.5 - fp.x; wr1*=wr1; wr1 = exp2(-h_sharp*wr1); wr1 = max(wr1 - wl, -0.25); float wr2 = 2.5 - fp.x; wr2*=wr2; wr2 = exp2(-h_sharp*wr2); wr2 = max(wr2 - wl, -wr2); float wt = 1.0/(wl2+wl1+wct+wr1+wr2); vec3 l2 = texture(linearize_pass, pC4 -x2).xyz; vec3 l1 = texture(linearize_pass, pC4 -dx).xyz; vec3 ct = texture(linearize_pass, pC4 ).xyz; vec3 r1 = texture(linearize_pass, pC4 +dx).xyz; vec3 r2 = texture(linearize_pass, pC4 +x2).xyz; vec3 color1 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt; if (l_sharp > 0.0) color1 = clamp(color1, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct)); l2 = texture(linearize_pass, pC4 -x2 +dy).xyz; l1 = texture(linearize_pass, pC4 -dx +dy).xyz; ct = texture(linearize_pass, pC4 +dy).xyz; r1 = texture(linearize_pass, pC4 +dx +dy).xyz; r2 = texture(linearize_pass, pC4 +x2 +dy).xyz; vec3 color2 = (l2*wl2 + l1*wl1 + ct*wct + r1*wr1 + r2*wr2)*wt; if (l_sharp > 0.0) color2 = clamp(color2, 0.8*min(min(l1,r1),ct), 1.2*max(max(l1,r1),ct)); // calculating scanlines float f = fp.y; vec3 w1 = sw(f,color1); vec3 w2 = sw(1.0-f,color2); vec3 color = color1*w1 + color2*w2; vec3 ctmp = color/(w1+w2); color = pow(color, vec3(1.0/gamma_out)); float l = length(color); color = normalize(pow(color + vec3(eps), vec3(saturation,saturation,saturation)))*l; color*=brightboost; color = gamma_correct(color,ctmp); color = pow(color, vec3(gamma_out)); color = min(color, 1.0); // Apply Mask color = color*Mask(vTexCoord * params.OutputSize.xy); vec3 Bloom = texture(Source, pos).xyz; color+=glow*Bloom; color = min(color, 1.0); color = pow(color, vec3(1.0/gamma_out)); FragColor = vec4(color*corner(pos0), 1.0); }