#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float SCANLINE_BASE_BRIGHTNESS; float SCANLINE_HORIZONTAL_MODULATION; float SCANLINE_VERTICAL_MODULATION; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; /* Author: rsn8887 (based on TheMaister) License: Public domain This is an integer prescale filter that should be combined with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve a smooth scaling result with minimum blur. This is good for pixelgraphics that are scaled by non-integer factors. The prescale factor and texel coordinates are precalculated in the vertex shader for speed. */ // Parameter lines go here: #pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.60 0.0 1.0 0.01 #pragma parameter SCANLINE_HORIZONTAL_MODULATION "Scanline Horizontal Modulation" 0.0 0.0 2.00 0.01 #pragma parameter SCANLINE_VERTICAL_MODULATION "Scanline Vertical Modulation" 0.75 0.0 2.0 0.01 #define pi 3.141592654 #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 precalc_texel; layout(location = 2) out vec2 precalc_scale; layout(location = 3) out vec2 omega; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; omega = vec2(2.0 * pi * params.SourceSize.x, 2.0 * pi * params.SourceSize.y); precalc_scale = max(floor(params.OutputSize.xy / params.SourceSize.xy), vec2(1.0, 1.0)); precalc_texel = vTexCoord * params.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 precalc_texel; layout(location = 2) in vec2 precalc_scale; layout(location = 3) in vec2 omega; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec2 texel = precalc_texel; vec2 scale = precalc_scale; vec2 texel_floored = floor(texel); vec2 s = fract(texel); vec2 region_range = 0.5 - 0.5 / scale; // Figure out where in the texel to sample to get correct pre-scaled bilinear. // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. vec2 center_dist = s - 0.5; vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; vec2 mod_texel = texel_floored + f; vec3 res = texture(Source, mod_texel / params.SourceSize.xy).xyz; // thick scanlines (thickness pre-calculated in vertex shader based on source resolution) vec2 sine_comp = vec2(params.SCANLINE_HORIZONTAL_MODULATION, params.SCANLINE_VERTICAL_MODULATION); vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0))); FragColor = vec4(scanline.rgb, 1.0); }