#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_SINE_COMP_B; float warpX; float warpY; float corner_round; float cgwg; float boost,monitor_gamma,crt_gamma; float SIZE,GLOW_LINE; } params; // Parameter lines go here: #pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.3 0.0 1.0 0.05 #pragma parameter SIZE "Scanline size" 1.0 0.5 2.0 0.5 #pragma parameter warpX "warpX" 0.03 0.0 0.125 0.01 #pragma parameter warpY "warpY" 0.05 0.0 0.125 0.01 #pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005 #pragma parameter cgwg "CGWG mask brightness" 0.7 0.0 1.0 0.1 #pragma parameter crt_gamma "CRT Gamma" 2.4 1.0 4.0 0.05 #pragma parameter monitor_gamma "Monitor Gamma" 2.25 1.0 4.0 0.05 #pragma parameter boost "Bright boost " 0.20 0.00 1.00 0.02 #pragma parameter GLOW_LINE "Glowing line" 0.006 0.00 0.20 0.001 #define SCANLINE_SINE_COMP_B params.SCANLINE_SINE_COMP_B #define SIZE params.SIZE #define warpX params.warpX #define warpY params.warpY #define corner_round params.corner_round #define cgwg params.cgwg #define crt_gamma params.crt_gamma #define monitor_gamma params.monitor_gamma #define boost params.boost #define GLOW_LINE params.GLOW_LINE #define OutputSize params.OutputSize #define SourceSize params.SourceSize #define OriginalSize params.OriginalSize #define FrameCount params.FrameCount #define pi 3.141592 #define in_gamma vec4(crt_gamma, crt_gamma, crt_gamma, 1.0) #define out_gamma vec4(1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0 / monitor_gamma, 1.0) #define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy) 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; #define iTimer (float(FrameCount)*60.0) vec4 scanline(vec2 coord, vec4 frame, float l) { float SCANLINE_SINE_COMP = mix(SCANLINE_SINE_COMP_B*1.5,SCANLINE_SINE_COMP_B,l); vec3 res = frame.xyz; vec3 scanline = res * (SCANLINE_SINE_COMP*sin(fract(coord.y*SIZE*SourceSize.y)*pi)+1.0- SCANLINE_SINE_COMP); return vec4(scanline, 1.0); } // Distortion of scanlines, and end of screen alpha. 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; } float corner(vec2 coord) { coord *= scale.xy; coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x); 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 m = fract(pos.x*0.5); if (m<0.5) return vec4(cgwg,cgwg,cgwg,1.0); else return vec4(mask,1.0); } float randomPass(vec2 coords) { return fract(smoothstep(-120.0, 0.0, coords.y - (SourceSize.y + 120.0) * fract(iTimer * 0.00015))); } void main() { vec2 pos = Warp(vTexCoord.xy*(scale.xy))*scale.zw; vec2 OGL2Pos = pos * SourceSize.xy; vec2 pC4 = floor(OGL2Pos) + 0.5; vec2 coord = pC4 / SourceSize.xy; vec2 tc = vec2(pos.x, coord.y); vec4 res = texture(Source, tc); float l = max(max(res.r,res.g),res.b); res = scanline(pos,res,l); res = scanline(1.0-pos,res,l); res = scanline(1.0+pos,res,l); res = pow(res,in_gamma); // apply the mask; looks bad with vert scanlines so make them mutually exclusive res *= Mask(vTexCoord *OutputSize.xy * 1.0001); #if defined GL_ES // hacky clamp fix for GLES vec2 bordertest = (tc); if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999) res = res; else res = vec4(0.,0.,0.,0.); #endif vec4 color = res; // re-apply the gamma curve for the mask path color = pow(color, out_gamma); color += boost*color; color += randomPass(tc * SourceSize.xy) * GLOW_LINE; FragColor = color*corner(tc); }