#version 450 /* * gizmo98 blur 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, 03.05.2023 * --------------------------------------------------------------------------------------- * - initial commit * * https://github.com/gizmo98/gizmo-crt-shader * * This shader allows fine granular blur in x and y direction with colour bleeding. * * HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive * VERTICAL_BLUR vertical blur simulates N64 vertical blur * BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch * COLOUR_BLEEDING colour bleeding intensity * * 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 HORIZONTAL_BLUR; float VERTICAL_BLUR; float BLUR_OFFSET; float SUBPIXEL_SCALING; float BGR_LCD_PATTERN; float COLOUR_BLEEDING; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0 #pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0 #pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 -1.0 1.0 0.05 #pragma parameter SUBPIXEL_SCALING "Subpixel scaling" 0.0 0.0 1.0 1.0 #pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0 #pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1 #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 textureAABlur(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; if (params.HORIZONTAL_BLUR == 1.0){ vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; vec2 uv2 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5)) / texSize.xy; vec4 col1 = texture( Source, uv1 ); vec4 col2 = texture( Source, uv2 ); vec4 col = (col1 + col2) / vec4(2.0); if (params.VERTICAL_BLUR == 1.0){ vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 - params.BLUR_OFFSET)) / texSize.xy; vec2 uv4 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5 - params.BLUR_OFFSET)) / texSize.xy; vec4 col3 = texture( Source, uv3 ); vec4 col4 = texture( Source, uv4 ); col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0); } return col; } else{ 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(textureAABlur(uvr).r, textureAABlur(uvg).g, textureAABlur(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 = 1.0 / 3.0 + params.COLOUR_BLEEDING; 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; if (params.SUBPIXEL_SCALING == 1.0){ 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); } else{ vec2 coord = vec2(fragCoord * factor) / texSize.xy; FragColor = textureAABlur(coord); } }