#version 450 /* OSSC Slot Mask simulator by DariusG @2023 */ layout(push_constant) uniform Push { float MASK_INTENSITY; float InputGamma; float OutputGamma; float THRESH,size, msk_scale; } params; // Parameter lines go here: #pragma parameter msk_scale "Mask Scale, to be equal to OSSC LINES" 4.0 4.0 5.0 1.0 #define msk_scale params.msk_scale #pragma parameter MASK_INTENSITY "Mask Brightness" 0.2 0.0 1.0 0.05 #define MASK_INTENSITY params.MASK_INTENSITY #pragma parameter size "Mask Size" 1.0 1.0 8.0 1.0 #define size params.size #pragma parameter THRESH "Mask Threshold" 0.3 0.0 1.0 0.05 #define THRESH params.THRESH layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } global; #define SourceSize global.SourceSize #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 ps; void main() { gl_Position = global.MVP * Position; vTexCoord.xy = TexCoord.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 ps; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; vec3 mask(vec2 pos, vec3 col) { vec3 msk = vec3 (MASK_INTENSITY); float x,y; vec2 p = pos*global.OutputSize.xy; p = (p/size); if (msk_scale == 4.0) { x = fract(p.x/6.0); y = fract(p.y/4.0); if (x < 0.5){ if (x<1.0/6.0 && y > 1.0/4.0) msk.b = 1.0; else if (x<2.0/6.0 && x>1.0/6.0 && y < 3.0/4.0 ) msk.g = 1.0; else if (x<3.0/6.0 && x>2.0/6.0 && y > 1.0/4.0 ) msk.r = 1.0; } else if (x > 0.4999){ if (x<4.0/6.0 && y < 3.0/4.0) msk.b = 1.0; else if (x<5.0/6.0 && x>4.0/6.0 && y > 1.0/4.0 ) msk.g = 1.0; else if (x<6.0/6.0 && x>5.0/6.0 && y < 3.0/4.0 ) msk.r = 1.0; } } if (msk_scale == 5.0) { x = fract(p.x/6.0); y = fract(p.y/5.0); if (x < 0.5){ if (x<1.0/6.0 && y > 1.0/5.0) msk.b = 1.0; else if (x<2.0/6.0 && x>1.0/6.0 && y < 4.0/5.0 ) msk.g = 1.0; else if (x<3.0/6.0 && x>2.0/6.0 && y > 1.0/5.0 ) msk.r = 1.0; } else if (x > 0.4999){ if (x<4.0/6.0 && y < 2.0/5.0 || x<4.0/6.0 && y >= 3.0/5.0) msk.b = 1.0; else if (x<5.0/6.0 && x>4.0/6.0 && y < 3.0/5.0 || x<5.0/6.0 && x>4.0/6.0 && y >= 4.0/5.0 ) msk.g = 1.0; else if (x<6.0/6.0 && x>5.0/6.0 && y < 2.0/5.0 || x<6.0/6.0 && x>5.0/6.0 && y >= 3.0/5.0 ) msk.r = 1.0; } } col *= msk; return col; } void main() { vec2 OGL2Pos = vTexCoord*SourceSize.xy; float cent = floor(OGL2Pos.y)+0.5; float ycoord = cent*SourceSize.w; ycoord = mix(vTexCoord.y, ycoord,0.7); vec3 col = texture(Source,vec2(vTexCoord.x,ycoord)).rgb; float l = dot(col,vec3(0.22,0.70,0.08)); col = col*col; col = mix(mask(vTexCoord,col), col,l*THRESH); col = sqrt(col); col *= mix(1.0,1.3,l); //brightboost FragColor = vec4(col, 1.0); }