#version 450 // 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. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float CURV; float SCAN; float MASK; float LUM; float INTERL; float SAT, LANC; } params; // Parameter lines go here: #pragma parameter CURV "CRT-Geom Curvature" 1.0 0.0 1.0 1.0 #pragma parameter SCAN "CRT-Geom Scanline Weight" 0.25 0.2 0.6 0.05 #pragma parameter MASK "CRT-Geom Dotmask Strength" 0.15 0.0 0.5 0.05 #pragma parameter LUM "CRT-Geom Luminance" 0.05 0.0 0.5 0.01 #pragma parameter INTERL "CRT-Geom Interlacing Simulation" 1.0 0.0 1.0 1.0 #pragma parameter SAT "CRT-Geom Saturation" 1.1 0.0 2.0 0.01 #pragma parameter LANC "Filter profile: Accurate/Fast" 0.0 0.0 1.0 1.0 #define PI 3.1415926535897932384626433 #define SourceSize params.SourceSize #define OriginalSize params.OriginalSize #define OutputSize params.OutputSize #define FrameCount params.FrameCount #define CURV params.CURV #define SCAN params.SCAN #define MASK params.MASK #define LUM params.LUM #define INTERL params.INTERL #define SAT params.SAT #define LANC params.LANC 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; layout(location = 1) out vec2 scale; layout(location = 2) out vec2 warpp; layout(location = 3) out vec2 warp; layout(location = 4) out float fragpos; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; scale = SourceSize.xy/OriginalSize.xy; warpp = vTexCoord.xy*scale; fragpos = warpp.x*OutputSize.x*PI; warp = warpp*2.0-1.0; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(location = 1) in vec2 scale; layout(location = 2) in vec2 warpp; layout(location = 3) in vec2 warp; layout(location = 4) in float fragpos; layout(set = 0, binding = 1) uniform sampler2D Source; float scan(float pos, vec3 color) { float wid = SCAN + 0.1 * max(max(color.r,color.g),color.b); float weight = pos / wid; return LUM + (0.1 + SCAN) * exp(-weight * weight ) / wid; } vec2 Warp(vec2 pos) { pos = warp; pos *= vec2(1.0+pos.y*pos.y*0.031, 1.0+pos.x*pos.x*0.05); pos = pos*0.5+0.5; return pos; } void main() { vec2 pos; if (CURV == 1.0) pos = Warp(warpp); else pos = vTexCoord; vec2 corn = min(pos,1.0-pos); // This is used to mask the rounded corn.x = 0.0001/corn.x; // corners later on if (CURV == 1.0) pos /= scale; // Lanczos 2 // Source position in fractions of a texel vec2 src_pos = pos*SourceSize.xy; // Source bottom left texel centre vec2 src_centre = floor(src_pos - 0.5) + 0.5; // f is position. f.x runs left to right, y bottom to top, z right to left, w top to bottom vec4 f; f.xy = src_pos - src_centre; f.zw = 1.0 - f.xy; // Calculate weights in x and y in parallel. // These polynomials are piecewise approximation of Lanczos kernel // Calculator here: https://gist.github.com/going-digital/752271db735a07da7617079482394543 vec4 l2_w0_o3, l2_w1_o3; if (LANC == 0.0) {l2_w0_o3 = (((1.5672) * f - 2.6445) * f + 0.0837) * f + 0.9976; l2_w1_o3 = (((-0.7389) * f + 1.3652) * f - 0.6295) * f - 0.0004;} else {l2_w0_o3 = (-1.1828) * f + 1.1298; l2_w1_o3 = (0.0858) * f - 0.0792;} vec4 w1_2 = l2_w0_o3; vec2 w12 = w1_2.xy + w1_2.zw; vec4 wedge = l2_w1_o3 * vec4 (w12.yx, w12.yx); // Calculate texture read positions. tc12 uses bilinear interpolation to do 4 reads in 1. vec2 tc12 = SourceSize.zw * (src_centre + w1_2.zw / w12); vec2 tc0 = SourceSize.zw * (src_centre - 1.0); vec2 tc3 = SourceSize.zw * (src_centre + 2.0); // Sharpening adjustment float sum = wedge.x + wedge.y + wedge.z + wedge.w + w12.x * w12.y; wedge /= sum; vec3 res = vec3( texture(Source, vec2(tc12.x, tc0.y)).rgb * wedge.y + texture(Source, vec2(tc0.x, tc12.y)).rgb * wedge.x + texture(Source, tc12.xy).rgb * (w12.x * w12.y) + texture(Source, vec2(tc3.x, tc12.y)).rgb * wedge.z + texture(Source, vec2(tc12.x, tc3.y)).rgb * wedge.w ); float fp = fract(src_pos.y-0.5); if (OriginalSize.y > 400.0) fp = fract(src_pos.y/2.0-0.5); if (INTERL == 1.0 && OriginalSize.y > 400.0) { fp = mod(float(FrameCount),2.0) <1.0 ? 0.5+fp:fp; } float scn = scan(fp,res) + scan(1.0-fp,res); float msk = MASK*sin(fragpos)+1.0-MASK; res *= sqrt(scn*msk); float l = dot(vec3(0.29, 0.6, 0.11), res); res = mix(vec3(l), res, SAT); if (corn.y <= corn.x && CURV == 1.0 || corn.x < 0.0001 && CURV == 1.0 ) res = vec3(0.0); FragColor = vec4(res,1.0); }