#version 450 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; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER // // by Timothy Lottes // // This is more along the style of a really good CGA arcade monitor. // With RGB inputs instead of NTSC. // The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. // // Left it unoptimized to show the theory behind the algorithm. // // It is an example what I personally would want as a display option for pixel art games. // Please take and use, change, or whatever. #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; // -- config -- // #define hardScan -8.0 #define hardPix -3.0 #define warpX 0.031 #define warpY 0.041 #define maskDark 0.5 #define maskLight 1.5 #define scaleInLinearGamma 1 #define shadowMask 1 #define brightboost 1 #define hardBloomScan -2.0 #define hardBloomPix -1.5 #define bloomAmount 1.0/16.0 #define shape 2.0 //Uncomment to reduce instructions with simpler linearization //(fixes HD3000 Sandy Bridge IGP) //#define SIMPLE_LINEAR_GAMMA #define DO_BLOOM 1 // ------------- // // sRGB to Linear. // Assuming using sRGB typed textures this should not be needed. #ifdef SIMPLE_LINEAR_GAMMA float ToLinear1(float c) { return c; } float3 ToLinear(vec3 c) { return c; } vec3 ToSrgb(vec3 c) { return pow(c, 1.0 / 2.2); } #else float ToLinear1(float c) { if (scaleInLinearGamma==0) return c; return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4); } vec3 ToLinear(vec3 c) { if (scaleInLinearGamma==0) return c; return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b)); } // Linear to sRGB. // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { if (scaleInLinearGamma==0) return c; return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055); } vec3 ToSrgb(vec3 c) { if (scaleInLinearGamma==0) return c; return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b)); } #endif // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. vec3 Fetch(vec2 pos,vec2 off){ pos=(floor(pos*global.SourceSize.xy+off)+vec2(0.5,0.5))/global.SourceSize.xy; #ifdef SIMPLE_LINEAR_GAMMA return ToLinear(brightboost * pow(texture(Source,pos.xy).rgb, 2.2)); #else return ToLinear(brightboost * texture(Source,pos.xy).rgb);} #endif // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));} // 1D Gaussian. float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));} // 3-tap Gaussian filter along horz line. vec3 Horz3(vec2 pos,float off){ vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 d=Fetch(pos,vec2( 1.0,off)); float dst=Dist(pos).x; // Convert distance to weight. float scale=hardPix; float wb=Gaus(dst-1.0,scale); float wc=Gaus(dst+0.0,scale); float wd=Gaus(dst+1.0,scale); // Return filtered sample. return (b*wb+c*wc+d*wd)/(wb+wc+wd);} // 5-tap Gaussian filter along horz line. vec3 Horz5(vec2 pos,float off){ vec3 a=Fetch(pos,vec2(-2.0,off)); vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 e=Fetch(pos,vec2( 2.0,off)); float dst=Dist(pos).x; // Convert distance to weight. float scale=hardPix; float wa=Gaus(dst-2.0,scale); float wb=Gaus(dst-1.0,scale); float wc=Gaus(dst+0.0,scale); float wd=Gaus(dst+1.0,scale); float we=Gaus(dst+2.0,scale); // Return filtered sample. return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} // 7-tap Gaussian filter along horz line. vec3 Horz7(vec2 pos,float off){ vec3 a=Fetch(pos,vec2(-3.0,off)); vec3 b=Fetch(pos,vec2(-2.0,off)); vec3 c=Fetch(pos,vec2(-1.0,off)); vec3 d=Fetch(pos,vec2( 0.0,off)); vec3 e=Fetch(pos,vec2( 1.0,off)); vec3 f=Fetch(pos,vec2( 2.0,off)); vec3 g=Fetch(pos,vec2( 3.0,off)); float dst=Dist(pos).x; // Convert distance to weight. float scale=hardBloomPix; float wa=Gaus(dst-3.0,scale); float wb=Gaus(dst-2.0,scale); float wc=Gaus(dst-1.0,scale); float wd=Gaus(dst+0.0,scale); float we=Gaus(dst+1.0,scale); float wf=Gaus(dst+2.0,scale); float wg=Gaus(dst+3.0,scale); // Return filtered sample. return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} // Return scanline weight. float Scan(vec2 pos,float off){ float dst=Dist(pos).y; return Gaus(dst+off,hardScan);} // Return scanline weight for bloom. float BloomScan(vec2 pos,float off){ float dst=Dist(pos).y; return Gaus(dst+off,hardBloomScan);} // Allow nearest three lines to effect pixel. vec3 Tri(vec2 pos){ vec3 a=Horz3(pos,-1.0); vec3 b=Horz5(pos, 0.0); vec3 c=Horz3(pos, 1.0); float wa=Scan(pos,-1.0); float wb=Scan(pos, 0.0); float wc=Scan(pos, 1.0); return a*wa+b*wb+c*wc;} // Small bloom. vec3 Bloom(vec2 pos){ vec3 a=Horz5(pos,-2.0); vec3 b=Horz7(pos,-1.0); vec3 c=Horz7(pos, 0.0); vec3 d=Horz7(pos, 1.0); vec3 e=Horz5(pos, 2.0); float wa=BloomScan(pos,-2.0); float wb=BloomScan(pos,-1.0); float wc=BloomScan(pos, 0.0); float wd=BloomScan(pos, 1.0); float we=BloomScan(pos, 2.0); return a*wa+b*wb+c*wc+d*wd+e*we;} // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos){ pos=pos*2.0-1.0; pos*=vec2(1.0+(pos.y*pos.y)*warpX,1.0+(pos.x*pos.x)*warpY); return pos*0.5+0.5;} // Shadow mask. vec3 Mask(vec2 pos){ vec3 mask=vec3(maskDark,maskDark,maskDark); // Very compressed TV style shadow mask. if (shadowMask == 1.0) { float line=maskLight; float odd=0.0; if(fract(pos.x/6.0)<0.5)odd=1.0; if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; pos.x=fract(pos.x/3.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x=fract(pos.x/3.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy=floor(pos.xy*vec2(1.0,0.5)); pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; } return mask;} void main() { vec2 pos=Warp(vTexCoord); vec3 outColor = Tri(pos); #ifdef DO_BLOOM //Add Bloom outColor.rgb+=Bloom(pos)*bloomAmount; #endif if(shadowMask > 0.0) outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001); //hacky clamp fix vec2 bordertest = pos; if ( bordertest.x > 1.0 && bordertest.x < 0.0 && bordertest.y > 1.0 && bordertest.y < 0.0) outColor.rgb = vec3(0.0); else outColor.rgb = outColor.rgb; FragColor = vec4(ToSrgb(outColor.rgb), 1.0); }