#version 450 #include "config.inc" #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 float vDynamicSeed; layout(location = 2) out float vFlickering_power; layout(location = 3) out float vDo_flickering; #include "includes/functions.include.slang" void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; //Generate a seed that changes over time for temporal random noise vDynamicSeed = mod(params.FrameCount, 120.0001); vFlickering_power = DO_PIXELGRID * PIXELGRID_INTR_FLICK_POWR; vDo_flickering = float ( scanline_have_to_flicker(is_interlaced()) ) ; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float vDynamicSeed; layout(location = 2) in float vFlickering_power; layout(location = 3) in float vDo_flickering; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #include "includes/functions.include.slang" vec3 pixel_flickering() { /* Simulates the flickering effect of the interlaced screens. * As I remember, it was visible when a line and the next had high * luminosity differences. * So we need to sample the current line and the previous one * (eventually applying color corrections to both). * * Repeating the following: * On frame 0, return the "clean" pixel * On frame 1, mix the upper pixel with the current one * On frame 2, mix the lower pixel with the current one * * The effect of the mix is the flickering itself, and we modulate * the mix according to the luminance difference between the current * pixel and the mixed one. * * We choose to alternate on a period of 3, * (thus considering the upper pixel and the lower one) * or else the high pixel persistance of lcd displays wont allow * to see the effect (the lcd panel would just mix the pixels by itself (meh). */ vec3 pixel_cur = texture(Source,vTexCoord).rgb; float mymod = params.FrameCount % 3; if (mymod == 0.0) return pixel_cur; float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ; vec3 flickline; if (mymod == 1.0 ) flickline = texture(Source, vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick)).rgb; else if (mymod == 2.0) flickline = texture(Source, vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick)).rgb; float lumdiff = abs(flickline.r + flickline.g + flickline.b - pixel_cur.r - pixel_cur.g - pixel_cur.b); lumdiff = min(lumdiff * vFlickering_power, 1.0); return mix(pixel_cur,flickline,lumdiff); } void main() { /* since flickering code needs luminosity difference between 2 vertical lines both have to be processed through color corrections and rgb pixel offsets. before flickering code can operate. (pixel_no_flicker) Therefore we call pixel_no_flicker inside it when we want flickering scanlines and outside id when we dont. */ vec3 pixel_out; if (DO_PIXELGRID == 0.0) pixel_out = texture(Source, vTexCoord).rgb; else if (vDo_flickering==1.0) pixel_out = pixel_flickering(); else //Implicit else: DO_SCANLINES == 1.0 but no flickering needed. pixel_out = texture(Source, vTexCoord).rgb; if (DO_RF_NOISE > 0.0) { vec3 noise = vec3(random_fast(RF_NOISE_STRENGTH, vTexCoord * vDynamicSeed)); pixel_out += noise; } //Here lies the blur modifier from ntsc pass to glow. //I'm not expecting any performance hit, since the lookup should have been cached alreadyl float pixel_alpha = texture(Source, vTexCoord).a; //dots, need in_coords = in_coords - global.flick_and_noise_passSize.zw*0.5 in pixelgrid pass //vec2 integerCoords = floor(vTexCoord.xy * params.OutputSize.xy); //float black = float( mod(integerCoords.x, 2.0) != 0.0 && mod(integerCoords.y, 2.0) != 0.0 ); //float black = float( mod(integerCoords.y, 2.0) != 0.0 ); //FragColor = vec4(pixel_out*black, pixel_alpha); FragColor = vec4(pixel_out, pixel_alpha); }