#version 450 layout(push_constant) uniform Push { float BOOST; } params; #pragma parameter BOOST "Color Boost" 1.0 0.5 1.5 0.02 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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 data_pix_no; layout(location = 2) out float data_one; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; data_pix_no = vTexCoord * global.SourceSize.xy - vec2(0.0, 0.5); data_one = global.SourceSize.w; } #pragma stage fragment #pragma format R8G8B8A8_SRGB layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 data_pix_no; layout(location = 2) in float data_one; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define CRT_GEOM_BEAM 1 vec3 beam(vec3 color, float dist) { #if CRT_GEOM_BEAM vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0)); vec3 weights = vec3(abs(dist) * 3.333333333); return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); #else float reciprocal_width = 4.0; vec3 x = dist * reciprocal_width; return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width; #endif } void main() { vec2 texel = floor(data_pix_no); float phase = data_pix_no.y - texel.y; vec2 tex = vec2(texel + 0.5) * global.SourceSize.zw; vec3 top = texture(Source, tex + vec2(0.0, 0 * data_one)).rgb; vec3 bottom = texture(Source, tex + vec2(0.0, 1 * data_one)).rgb; float dist0 = phase; float dist1 = 1.0 - phase; vec3 scanline = vec3(0.0); scanline += beam(top, dist0); scanline += beam(bottom, dist1); FragColor = vec4(params.BOOST * scanline * 0.869565217391304, 1.0); }