#version 450 /* * gizmo98 uniform-nearest shader * Copyright (C) 2023 gizmo98 * * 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. * * version 0.1, 28.04.2023 * --------------------------------------------------------------------------------------- * - initial commit * * https://github.com/gizmo98/gizmo-crt-shader * * This shader texture AA shader code and subpixel scaling to produce a nearest neighbor * look with even placed pixels. If nearest neighbor is applied to fractional scaled output * pixels look uneven and moving sprites change dimension which looks ugly. * * BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch * * uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float BGR_LCD_PATTERN; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0 #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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec2 saturateA(in vec2 x) { return clamp(x, 0.0, 1.0); } vec2 magnify(in vec2 uv, in vec2 res) { uv *= res; return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy; } vec4 textureAA(in vec2 uv){ vec2 texSize = vec2(textureSize(Source, 0)); uv = magnify(uv,texSize.xy); uv = uv*texSize.xy + 0.5; vec2 iuv = floor(uv); vec2 fuv = uv - iuv; uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; return texture( Source, uv ); } vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){ return vec4(textureAA(uvr).r, textureAA(uvg).g, textureAA(uvb).b, 1.0); } float GetFuv(in vec2 uv){ vec2 texSize = vec2(textureSize(Source, 0)); uv = uv*texSize.xy + 0.5; vec2 iuv = floor(uv); vec2 fuv = uv - iuv; return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5); } vec3 XCoords(in float coord, in float factor){ float iGlobalTime = float(params.FrameCount)*0.025; float spread = 0.333; vec3 coords = vec3(coord); if(params.BGR_LCD_PATTERN == 1.0) coords.r += spread * 2.0; else coords.b += spread * 2.0; coords.g += spread; coords *= factor; return coords; } float YCoord(in float coord, in float factor){ return coord * factor; } void main() { vec2 texSize = vec2(textureSize(Source, 0)); vec2 texcoord = vTexCoord.xy; vec2 fragCoord = texcoord.xy * params.OutputSize.xy; vec2 factor = texSize.xy / params.OutputSize.xy ; highp float yCoord = YCoord(fragCoord.y, factor.y) ; highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ; vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ; vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy; vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy; FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b); }