#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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; layout(set = 0, binding = 3) uniform sampler2D TEX_CRT; void main() { const vec3 packed = texture(TEX_CRT, vTexCoord).rgb; const vec2 dudv = ((packed.rg * 255.0) / 16.0) - 7.0; const vec2 uv0 = vTexCoord * params.SourceSize.xy; const vec2 uv = (uv0 + dudv) / params.SourceSize.xy; FragColor = vec4(packed.b * texture(Source, uv).rgb, 1.0); }