#version 450 ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-maximus-royale: A fully customizable extension for crt-royale shader, // inside a TV / MONITOR BOX with backlight and some other cool stuff. // Copyright (C) 2022 DigiDwrf // // 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 any later version. // // This program is distributed in the hope that it will be useful, but WITHOUT // ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for // more details. // // You should have received a copy of the GNU General Public License along with // this program; if not, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA layout(push_constant) uniform Push { float ringAct; float ringDsp; float ringInt; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter ringAct "Ringing On" 0.0 0.0 1.0 1.0 #pragma parameter ringDsp "Ringing Displace" 3.0 0.0 3.0 0.1 #pragma parameter ringInt "Ringing Intensity" 5.0 0.0 10.0 0.5 #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.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 screen = vec3(0.0); float rDisp = params.ringDsp * 0.001; float Disp; bool rAct = bool(params.ringAct); if (rAct) { for (int i; i < 10 ; i++) { Disp = float(i) * rDisp; screen += (texture(Source, vec2(vTexCoord.x + Disp, vTexCoord.y)).xyz - texture(Source, vec2(vTexCoord.x + Disp + rDisp, vTexCoord.y)).xyz) * pow((10.0 - float(i))/10.0,5)/4.0; } for (int j; j < 10 ; j++) { Disp = float(j) * rDisp; screen -= (texture(Source, vec2(vTexCoord.x - Disp, vTexCoord.y)).xyz - texture(Source, vec2(vTexCoord.x - Disp - rDisp, vTexCoord.y)).xyz) * pow((10.0 - float(j))/10.0,5); } screen /= 10; screen *= params.ringInt; } FragColor = texture(Source,vTexCoord) + vec4(screen,1.0); }