#version 450 ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-royale: A full-featured CRT shader, with cheese. // Copyright (C) 2014 TroggleMonkey // // 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 any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; vec4 MASKED_SCANLINESSize; vec4 BLOOM_APPROXSize; } params; ///////////////////////////// SETTINGS MANAGEMENT //////////////////////////// #include "../../../../include/compat_macros.inc" #include "../user-settings.h" #include "derived-settings-and-constants.h" #include "bind-shader-params.h" /////////////////////////////// VERTEX INCLUDES /////////////////////////////// #include "../../../../include/gamma-management.h" #include "phosphor-mask-resizing.h" float bloom_approx_scale_x = params.OutputSize.x / params.SourceSize.y; const float max_viewport_size_x = 1080.0*1024.0*(4.0/3.0); const float bloom_diff_thresh_ = 1.0/256.0; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 tex_uv; layout(location = 1) out vec2 bloom_dxdy; layout(location = 2) out float bloom_sigma_runtime; // copied from bloom-functions.h inline float get_min_sigma_to_blur_triad(const float triad_size, const float thresh) { // Requires: 1.) triad_size is the final phosphor triad size in pixels // 2.) thresh is the max desired pixel difference in the // blurred triad (e.g. 1.0/256.0). // Returns: Return the minimum sigma that will fully blur a phosphor // triad on the screen to an even color, within thresh. // This closed-form function was found by curve-fitting data. // Estimate: max error = ~0.086036, mean sq. error = ~0.0013387: return -0.05168 + 0.6113*triad_size - 1.122*triad_size*sqrt(0.000416 + thresh); // Estimate: max error = ~0.16486, mean sq. error = ~0.0041041: //return 0.5985*triad_size - triad_size*sqrt(thresh) } void main() { gl_Position = global.MVP * Position; tex_uv = TexCoord * 1.0001; // Get the uv sample distance between output pixels. Calculate dxdy like // blurs/vertex-shader-blur-fast-vertical.h. const float2 dxdy_scale = IN.video_size/IN.output_size; const float2 dxdy = dxdy_scale/IN.texture_size; // This blur is vertical-only, so zero out the vertical offset: bloom_dxdy = float2(0.0, dxdy.y); // Calculate a runtime bloom_sigma in case it's needed: const float mask_tile_size_x = get_resized_mask_tile_size( IN.output_size, IN.output_size * mask_resize_viewport_scale, false).x; bloom_sigma_runtime = get_min_sigma_to_blur_triad( mask_tile_size_x / mask_triads_per_tile, bloom_diff_thresh_); } #pragma stage fragment #pragma format R8G8B8A8_SRGB layout(location = 0) in vec2 tex_uv; layout(location = 1) in vec2 bloom_dxdy; layout(location = 2) in float bloom_sigma_runtime; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define input_texture Source ////////////////////////////// FRAGMENT INCLUDES ////////////////////////////// #include "bloom-functions.h" void main() { // Blur the brightpass horizontally with a 9/17/25/43x blur: const float bloom_sigma = get_final_bloom_sigma(bloom_sigma_runtime); const float3 color = tex2DblurNfast(input_texture, tex_uv, bloom_dxdy, bloom_sigma); // Encode and output the blurred image: FragColor = encode_output(float4(color, 1.0)); }