#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_BASE_BRIGHTNESS; float SCANLINE_SINE_COMP_A; float SCANLINE_SINE_COMP_B; float warpX; float warpY; float corner_round; float cgwg; float crt_gamma; float monitor_gamma; float boost; } params; // Parameter lines go here: #pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.60 0.0 1.0 0.05 #define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B #pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01 #define warpX params.warpX #pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01 #define warpY params.warpY #pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005 #define corner_round params.corner_round #pragma parameter cgwg "CGWG mask str. " 0.5 0.0 1.0 0.1 #define cgwg params.cgwg #pragma parameter crt_gamma "CRT Gamma" 2.5 1.0 4.0 0.05 #define crt_gamma params.crt_gamma #pragma parameter monitor_gamma "Monitor Gamma" 2.2 1.0 4.0 0.05 #define monitor_gamma params.monitor_gamma #pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02 #define boost params.boost #pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01 #define SCANLINE_SINE_COMP_A params.SCANLINE_SINE_COMP_A #pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01 #define SCANLINE_BASE_BRIGHTNESS params.SCANLINE_BASE_BRIGHTNESS 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 = 1) uniform sampler2D Source; /////////////////////////////////////////////////////////////////////////////////////////////// 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; } vec4 scanline(vec2 coord, vec4 frame) { vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y); vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B); vec3 res = frame.xyz; vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); return vec4(scanline.x, scanline.y, scanline.z, 1.0); } float corner(vec2 coord) { coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.SourceSize.z/params.SourceSize.zw); vec2 cdist = vec2(corner_round); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*300.0,0.0, 1.0); } // mask calculation // cgwg mask. vec4 Mask(vec2 pos) { vec3 mask = vec3(1.0); { float mf = floor(mod(pos.x,2.0)); float mc = 1.0 - cgwg; if (mf == 0.0) { mask.g = mc; } else { mask.r = mc; mask.b = mc; }; } return vec4(mask, 1.0); } /////////////////////////////////////////////////////////////////// void main() { vec2 pos = Warp(vTexCoord.xy); //borrowed from CRT-Pi vec2 OGL2Pos = pos * params.SourceSize.xy; vec2 pC4 = floor(OGL2Pos) + 0.5; vec2 coord = pC4 / params.SourceSize.xy; vec2 deltas = OGL2Pos - pC4; vec2 signs = sign(deltas); deltas.x *= 2.0; deltas = deltas * deltas; deltas.y = deltas.y * deltas.y; deltas.x *= 0.5; deltas.y *= 8.0; deltas /= params.SourceSize.xy; deltas *= signs; vec2 tc = coord + deltas; // mask effects look bad unless applied in linear gamma space vec4 in_gamma = vec4(crt_gamma, crt_gamma, crt_gamma, 1.0); vec4 out_gamma = vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0); vec4 res = texture(Source, tc); res=pow(res,in_gamma); // apply the mask; looks bad with vert scanlines so make them mutually exclusive res *= Mask(vTexCoord * params.OutputSize.xy * 1.0001); // re-apply the gamma curve for the mask path vec4 color = pow(scanline(pos, res), out_gamma); float lum = color.r*0.3+color.g*0.6+color.b*0.1; color*= mix(1.0,boost,lum); FragColor = color*corner(tc); }