#version 450 /* zfast_crt - A very simple CRT shader. Copyright (C) 2017 Greg Hogan (SoltanGris42) edited by metallic 77. ported to slang by gregoricavichioli & hunterk. 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 pi, blurx, blury, HIGHSCANAMOUNT1, HIGHSCANAMOUNT2, MASK_DARK, MASK_FADE, sat, FLICK; } params; #pragma parameter blurx "Convergence X-Axis" 0.45 -1.0 2.0 0.05 #pragma parameter blury "Convergence Y-Axis" -0.25 -1.0 1.0 0.05 #pragma parameter HIGHSCANAMOUNT1 "Scanline Amount (Low)" 0.4 0.0 1.0 0.05 #pragma parameter HIGHSCANAMOUNT2 "Scanline Amount (High)" 0.3 0.0 1.0 0.05 #pragma parameter MASK_DARK "Mask Effect Amount" 0.3 0.0 1.0 0.05 #pragma parameter MASK_FADE "Mask/Scanline Fade" 0.7 0.0 1.0 0.05 #pragma parameter sat "Saturation" 1.0 0.0 3.0 0.05 #pragma parameter FLICK "Flicker" 10.0 0.0 50.0 1.0 #define pi 3.14159 #define blurx params.blurx #define blury params.blury #define HIGHSCANAMOUNT1 params.HIGHSCANAMOUNT1 #define HIGHSCANAMOUNT2 params.HIGHSCANAMOUNT2 #define BRIGHTBOOST params.BRIGHTBOOST #define MASK_DARK params.MASK_DARK #define MASK_FADE params.MASK_FADE #define sat params.sat #define FLICK params.FLICK #define SourceSize params.SourceSize #define OriginalSize params.OriginalSize #define OutputSize params.OutputSize 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 float maskFade; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord*1.0001; maskFade = 0.3333*MASK_FADE; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float maskFade; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define blur_y blury/(SourceSize.y*2.0) #define blur_x blurx/(SourceSize.x*2.0) #define iTimer (float(params.FrameCount)*2.0) #define flicker FLICK/1000.0 void main() { vec2 pos = vTexCoord; float cent = floor(vTexCoord.y*SourceSize.y)+0.5; float ycoord = cent*SourceSize.w; pos = vec2(vTexCoord.x,ycoord); vec3 sample1 = sin(iTimer)*flicker + texture(Source,vec2(pos.x + blur_x, pos.y - blur_y)).rgb; vec3 sample2 = 0.5*texture(Source,pos).rgb; vec3 sample3 = sin(iTimer)*flicker + texture(Source,vec2(pos.x - blur_x, pos.y + blur_y)).rgb; vec3 colour = vec3 (sample1.r*0.5 + sample2.r, sample1.g*0.25 + sample2.g + sample3.g*0.25, sample2.b + sample3.b*0.5); vec3 lumweight=vec3(0.22,0.71,0.07); float lum = dot(colour,lumweight); vec3 graycolour = vec3(lum); colour = vec3(mix(graycolour,colour.rgb,sat)); float SCANAMOUNT = mix(HIGHSCANAMOUNT1,HIGHSCANAMOUNT2,max(max(colour.r,colour.g),colour.b)); float scanLine = SCANAMOUNT * sin(fract(vTexCoord.y*SourceSize.y)*3.14159)+1.0-SCANAMOUNT; if (OriginalSize.y > 400.0) scanLine = 1.0; float whichmask = fract(vTexCoord.x*OutputSize.x*0.4999); float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK; colour *= colour; colour.rgb *= mix(mask*scanLine, scanLine, dot(colour.rgb,vec3(maskFade))); colour = sqrt(colour); FragColor.rgb = colour.rgb; }