#version 450 ////////////////////////////////////////////////////////////////////////// // // CC0 1.0 Universal (CC0 1.0) // Public Domain Dedication // // To the extent possible under law, J. Kyle Pittman has waived all // copyright and related or neighboring rights to this implementation // of CRT simulation. This work is published from the United States. // // For more information, please visit // https://creativecommons.org/publicdomain/zero/1.0/ // ////////////////////////////////////////////////////////////////////////// #define half4 vec4 #define half3 vec3 #define half2 vec2 #define half float #define lerp(a, b, c) mix(a, b, c) #define tex2D(a, b) texture(a, b) #define mul(a, b) (b * a) #define saturate(c) clamp(c, 0.0, 1.0) layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float FrameColor_R; float FrameColor_G; float FrameColor_B; } global; #pragma parameter FrameColor_R "Frame Color R" 1.0 0.0 1.0 0.05 #pragma parameter FrameColor_G "Frame Color G" 1.0 0.0 1.0 0.05 #pragma parameter FrameColor_B "Frame Color B" 1.0 0.0 1.0 0.05 #include "crtbase.h" #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 vec3 norm; //layout(location = 2) out vec3 camDir; //layout(location = 3) out vec3 lightDir; //layout(location = 4) out float blend; //mat4x4 wvpMat = global.MVP; //mat4x4 worldMat = global.MVP; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; /* // This is really unnecessary since it SHOULD always be identity, but whatever... half3 worldPos = mul(half4(Position.xyz, 1.0), worldMat).xyz; // Don't normalize this pre-pixel shader camDir = camPos - worldPos; lightDir = params.Tuning_LightPos - worldPos; */ } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; //layout(location = 1) in vec3 norm; //layout(location = 2) in vec3 camDir; //layout(location = 3) in vec3 lightDir; //layout(location = 4) in float blend; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D shadowMaskSampler; void main() { /* half3 norm = normalize(norm); half3 camDir = normalize(camDir); half3 lightDir = normalize(lightDir); half diffuse = saturate(dot(norm, lightDir)); half3 worldUp = half3(0.,0.,1.); half hemi = dot(norm, worldUp) * 0.5 + 0.5; hemi = hemi * 0.4 + 0.3; // [0.3,0.7] range vec4 Tuning_FrameColor = vec4(global.FrameColor_R, global.FrameColor_G, global.FrameColor_B, 1.0); half4 colordiff = Tuning_FrameColor * (diffuse + hemi) * params.Tuning_Diff_Brightness; half3 halfVec = normalize(lightDir + camDir); half spec = saturate(dot(norm, halfVec)); spec = pow(spec, Tuning_Spec_Power); half4 colorspec = half4(0.25, 0.25, 0.25, 1.) * spec * params.Tuning_Spec_Brightness; half4 emissive = SampleCRT(shadowMaskSampler, Source, vTexCoord); colorspec += (emissive * blend * Tuning_ReflScalar); half fres = 1.0 - dot(camDir, norm); fres = (fres*fres) * Tuning_Fres_Brightness; half4 colorfres = half4(0.15, 0.15, 0.15, 1.) * fres; half4 nearfinal = (colorfres + colordiff + colorspec); FragColor = (nearfinal * lerp(ivec4(1,1,1,1), color, Tuning_Dimming)); */ FragColor = vec4(SampleCRT(shadowMaskSampler, Source, vTexCoord)); }