#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float NTSC_CRT_GAMMA; float NTSC_DISPLAY_GAMMA; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter NTSC_CRT_GAMMA "NTSC CRT Gamma" 2.5 0.0 10.0 0.1 #pragma parameter NTSC_DISPLAY_GAMMA "NTSC Display Gamma" 2.1 0.0 10.0 0.1 #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 one; layout(location = 2) out vec2 pix_no; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; pix_no = TexCoord * registers.SourceSize.xy; one = 1.0 / registers.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 one; layout(location = 2) in vec2 pix_no; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define TEX(off) pow(texture(Source, vTexCoord + vec2(0.0, (off) * one.y)).rgb, vec3(registers.NTSC_CRT_GAMMA)) void main() { vec3 frame0 = TEX(-2.0); vec3 frame1 = TEX(-1.0); vec3 frame2 = TEX(0.0); vec3 frame3 = TEX(1.0); vec3 frame4 = TEX(2.0); float offset_dist = fract(pix_no.y) - 0.5; float dist0 = 2.0 + offset_dist; float dist1 = 1.0 + offset_dist; float dist2 = 0.0 + offset_dist; float dist3 = -1.0 + offset_dist; float dist4 = -2.0 + offset_dist; vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0); scanline += frame1 * exp(-5.0 * dist1 * dist1); scanline += frame2 * exp(-5.0 * dist2 * dist2); scanline += frame3 * exp(-5.0 * dist3 * dist3); scanline += frame4 * exp(-5.0 * dist4 * dist4); FragColor = vec4(pow(1.15 * scanline, vec3(1.0 / registers.NTSC_DISPLAY_GAMMA)), 1.0); }