#version 450 layout(push_constant) uniform Push { float SHARPNESSX,SHARPNESSY,WARPX,WARPY,CORNER_ROUND,BORDER,SHADOWMASK,MASKLOW,MASKHIGH,DOTMASK_STRENGTH, MASKDARK,MASKLIGHT,GAMMAIN,GAMMAOUT,SAT,SCANLOW,SCANHIGH,MINSCAN,VIGNETTE,VPOWER,VSTR,TEMP,SEGA, BLACK,GLOW,SIZE,quality,nois,BGR,INTERLACE; } params; // Parameter lines go here: #pragma parameter SHARPNESSX " Horizontal Sharpness" 0.25 0.0 1.0 0.05 #pragma parameter SHARPNESSY " Vertical Sharpness" 0.7 0.0 1.0 0.05 #pragma parameter WARPX "Curvature Horizontal" 0.03 0.0 0.2 0.01 #pragma parameter WARPY "Curvature Vertical" 0.05 0.0 0.2 0.01 #pragma parameter CORNER_ROUND "Corner Roundness" 0.02 0.005 0.2 0.01 #pragma parameter BORDER "Border Smoothness" 400.0 100.0 1000.0 25.0 #pragma parameter INTERLACE "Interlace On/Off" 1.0 0.0 1.0 1.0 #pragma parameter SCANLOW " Scanline Low Brightness" 0.15 0.01 1.0 0.05 #pragma parameter SCANHIGH " Scanline High Brightness" 0.20 0.01 1.0 0.05 #pragma parameter MINSCAN " Scanline Min Brightness" 0.04 0.01 1.0 0.01 #pragma parameter SHADOWMASK "Mask Type, CGWG, Lottes 1-4" 5.0 -1.0 5.0 1.0 #pragma parameter BGR "RGB/BGR subpixels" 1.0 0.0 1.0 1.0 #pragma parameter MASKLOW "Mask Strength Low" 1.0 0.0 1.0 0.05 #pragma parameter MASKHIGH "Mask Strength High" 0.75 0.0 1.0 0.05 #pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.05 #pragma parameter MASKDARK "Lottes Mask Dark" 0.5 0.0 2.0 0.1 #pragma parameter MASKLIGHT "Lottes Mask Light" 1.5 0.0 2.0 0.1 #pragma parameter GAMMAIN " Gamma In" 2.4 1.0 4.0 0.05 #pragma parameter GAMMAOUT " Gamma Out" 2.25 1.0 4.0 0.05 #pragma parameter BLACK " Black Level" 0.0 -0.20 0.20 0.01 #pragma parameter TEMP " Color Temperature in Kelvins" 9311.0 1031.0 12047.0 72.0 #pragma parameter SAT " Saturation" 1.0 0.0 2.0 0.01 #pragma parameter SEGA " SEGA Lum Fix" 0.0 0.0 1.0 1.0 #pragma parameter GLOW " Glow Strength" 0.12 0.0 1.0 0.01 #pragma parameter quality " Glow Size" 1.0 0.0 1.5 0.05 #pragma parameter VIGNETTE "Vignette On/Off" 1.0 0.0 1.0 1.0 #pragma parameter VPOWER "Vignette Power" 0.1 0.0 1.0 0.01 #pragma parameter VSTR "Vignette Strength" 45.0 0.0 50.0 1.0 #pragma parameter nois "Noise strength" 0.4 0.0 1.0 0.01 #define SHARPNESSX params.SHARPNESSX #define SHARPNESSY params.SHARPNESSY #define WARPX params.WARPX #define WARPY params.WARPY #define CORNER_ROUND params.CORNER_ROUND #define BORDER params.BORDER #define SHADOWMASK params.SHADOWMASK #define MASKLOW params.MASKLOW #define MASKHIGH params.MASKHIGH #define DOTMASK_STRENGTH params.DOTMASK_STRENGTH #define MASKDARK params.MASKDARK #define MASKLIGHT params.MASKLIGHT #define GAMMAIN params.GAMMAIN #define GAMMAOUT params.GAMMAOUT #define SAT params.SAT #define SCANLOW params.SCANLOW #define SCANHIGH params.SCANHIGH #define MINSCAN params.MINSCAN #define VIGNETTE params.VIGNETTE #define VPOWER params.VPOWER #define VSTR params.VSTR #define TEMP params.TEMP #define SEGA params.SEGA #define BLACK params.BLACK #define GLOW params.GLOW #define SIZE params.SIZE #define quality params.quality #define nois params.nois #define BGR params.BGR #define INTERLACE params.INTERLACE #define CURVATURE #define PI 3.141592654 layout(std140, set = 0, binding = 0) uniform UBO { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; mat4 MVP; } global; #define SourceSize global.SourceSize #define OriginalSize global.OriginalSize #define OutputSize global.OutputSize #define mod_factor vTexCoord.x * OutputSize.x/OriginalSize.x*SourceSize.x #define scale vec4(SourceSize.xy/OriginalSize.xy,OriginalSize.xy/SourceSize.xy) #define filterWidth (OriginalSize.y / OutputSize.y) / 3.0 #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 * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; #define iTimer (float(global.FrameCount) / 60.0) vec2 curve(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; } float corner(vec2 coord) { coord *= scale.xy; coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * vec2(1.0, OriginalSize.y/OriginalSize.x); vec2 cdist = vec2(CORNER_ROUND); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*BORDER,0.0, 1.0); } float CalcScanLineWeight(float dist, float scan) { return max(1.0-dist*dist/scan, MINSCAN); } float ScanLine(float dy, float l) { float scan = mix(SCANLOW, SCANHIGH, l); float scanLineWeight = CalcScanLineWeight(dy, scan); scanLineWeight += CalcScanLineWeight(dy-filterWidth, scan); scanLineWeight += CalcScanLineWeight(dy+filterWidth, scan); scanLineWeight *= 0.3333333; return scanLineWeight; } // 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) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; else if (pos.x < 0.666) mask.g = MASKLIGHT; else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT; mask*=line; } // Aperture-grille. else if (SHADOWMASK == 2.0) { pos.x = fract(pos.x/3.0); if (pos.x < 0.333) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; else if (pos.x < 0.666) mask.g = MASKLIGHT; else (BGR == 1.0) ? mask.r = MASKLIGHT : 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) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; else if (pos.x < 0.666) mask.g = MASKLIGHT; else (BGR == 1.0) ? mask.r = MASKLIGHT : 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) (BGR == 1.0) ? mask.b = MASKLIGHT : mask.r = MASKLIGHT; else if (pos.x < 0.666) mask.g = MASKLIGHT; else (BGR == 1.0) ? mask.r = MASKLIGHT : mask.b = MASKLIGHT; } else if (SHADOWMASK == 5.0) { float line = MASKLIGHT; float odd = 0.0; if (fract(pos.x/4.0) < 0.5) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.5) line = MASKDARK; pos.x = fract(pos.x/2.0); if (pos.x < 0.5) {mask.r = MASKLIGHT; mask.b = MASKLIGHT;} else mask.g = MASKLIGHT; mask*=line; } else if (SHADOWMASK == -1.0) mask = vec3(1.0); return mask; } mat3 vign() { vec2 vpos = vTexCoord * SourceSize.xy/OriginalSize.xy; vpos *= 1.0 - vpos; float vig = vpos.x * vpos.y * VSTR; vig = min(pow(vig, VPOWER), 1.0); if (VIGNETTE == 0.0) vig=1.0; return mat3(vig, 0, 0, 0, vig, 0, 0, 0, vig); } float saturate(float v) { return clamp(v, 0.0, 1.0); } // https://www.shadertoy.com/view/lsSXW1 vec3 ColorTemperatureToRGB(float temperatureInKelvins) { vec3 retColor; temperatureInKelvins = clamp(temperatureInKelvins, 1000.0, 40000.0) / 100.0; if (temperatureInKelvins <= 66.0) { retColor.r = 1.0; retColor.g = saturate(0.39008157876901960784 * log(temperatureInKelvins) - 0.63184144378862745098); } else { float t = temperatureInKelvins - 60.0; retColor.r = saturate(1.29293618606274509804 * pow(t, -0.1332047592)); retColor.g = saturate(1.12989086089529411765 * pow(t, -0.0755148492)); } if (temperatureInKelvins >= 66.0) retColor.b = 1.0; else if(temperatureInKelvins <= 19.0) retColor.b = 0.0; else retColor.b = saturate(0.54320678911019607843 * log(temperatureInKelvins - 10.0) - 1.19625408914); return retColor; } vec3 glow0 (vec2 uv) { vec3 sum = vec3(0.0); float x = uv.x; float y = uv.y; float xx = SourceSize.z*quality; float yy = SourceSize.w*quality; sum += texture(Source, vec2(x-xx,y)).rgb*0.1; sum += texture(Source,vec2(x-xx,y-yy)).rgb*0.1; sum += texture(Source,vec2(x,y-yy)).rgb*0.1; sum += texture(Source,vec2(x+xx,y-yy)).rgb*0.1; sum += texture(Source,vec2(x+xx,y)).rgb*0.1; sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1; sum += texture(Source,vec2(x, y-yy)).rgb*0.1; sum += texture(Source,vec2(x+xx,y+yy)).rgb*0.1; sum += texture(Source,vec2(x-2.0*xx,y)).rgb*0.05; sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05; sum += texture(Source,vec2(x-xx,y-2.0*yy)).rgb*0.05; sum += texture(Source,vec2(x,y-2.0*yy)).rgb*0.05; sum += texture(Source,vec2(x+xx,y-2.0*yy)).rgb*0.05; sum += texture(Source,vec2(x+2.0*xx,y-yy)).rgb*0.05; sum += texture(Source,vec2(x+2.0*xx,y)).rgb*0.05; sum += texture(Source,vec2(x+2.0*xx,y+yy)).rgb*0.05; sum += texture(Source,vec2(x+xx,y+2.0*yy)).rgb*0.05; sum += texture(Source,vec2(x,y+2.0*yy)).rgb*0.05; sum += texture(Source,vec2(x-xx,y+2.0*yy)).rgb*0.05; sum += texture(Source,vec2(x-2.0*xx,y-yy)).rgb*0.05; return sum * GLOW; } float noise(vec2 co) { return fract(sin(iTimer * dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main() { // FILTER vec2 stepxy = SourceSize.zw; if (OriginalSize.y > 400.0 && INTERLACE == 0.0) stepxy.y *=2.0; vec2 texCoord = curve(vTexCoord.xy*(SourceSize.xy/OriginalSize.xy))*(OriginalSize.xy/SourceSize.xy.xy); vec2 pos = texCoord.xy + stepxy * 0.5; vec2 OGL2Pos = texCoord * SourceSize.xy; vec2 pC4 = floor(OGL2Pos) + 0.5; vec2 coord = pC4 / SourceSize.xy; vec2 f = fract(pos / stepxy); if (OriginalSize.y > 400.0 && INTERLACE == 1.0) f = vec2(1.0); else if (OriginalSize.y > 400.0 && INTERLACE == 0.0) f; float x = mix(texCoord.x,coord.x,SHARPNESSX); float y = mix(texCoord.y,coord.y,SHARPNESSY); vec4 color = texture(Source,vec2(x,y)); float lum2 = dot(color.rgb,vec3(0.29,0.60,0.11)); //gamma in color = pow(color, vec4(GAMMAIN)); //Color temp color.rgb *= ColorTemperatureToRGB(TEMP); float lum = max(max(color.r,color.g),color.b); // noise color.rgb *= mix(1.0 + noise(texCoord)*nois,1.0,lum); //scanlines float ss = ScanLine(f.y, lum)+ScanLine(1.0-f.y, lum); color *= ss; //mask float mask = 1.0 - DOTMASK_STRENGTH; vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0), vec3(mask, 1.0, mask), floor(mod(mod_factor, 2.0))); float msk = mix(MASKLOW,MASKHIGH,lum2); if (SHADOWMASK == 0.0) { color.rgb *= mix(vec3(1.0),dotMaskWeights, msk); } else { color.rgb *= mix(vec3(1.0),Mask(floor(1.000001 * vTexCoord.xy*OutputSize.xy + vec2(0.5,0.5))), msk); } //gamma out color = pow(color, vec4(1.0/GAMMAOUT)); //glow color.rgb += glow0(pos); //saturation color.rgb = mix(vec3(lum2)*ss,color.rgb, SAT); //black level color.rgb -= vec3(BLACK); color.rgb *= vec3(1.0)/vec3(1.0-BLACK); //corner color *= corner(texCoord); if (SEGA == 1.0) color.rgb *= 1.0625; // vignette color.rgb *= vign(); FragColor = color; }