#version 450 // Simple scanlines with curvature and mask effects lifted from crt-geom // original by hunterk, edited by DariusG layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SCANLINE; float warpX; float warpY; float corner_round; float cgwg; float boost; float SHARPNESS; float SPEEDUP; float WP; } params; // Parameter lines go here: #pragma parameter warpX "warpX" 0.02 0.0 0.125 0.01 #define warpX params.warpX #pragma parameter warpY "warpY" 0.04 0.0 0.125 0.01 #define warpY params.warpY #pragma parameter corner_round "Corner Roundness" 0.030 0.005 0.100 0.005 #define corner_round params.corner_round #pragma parameter SHARPNESS "Blurriness" 0.5 0.0 0.5 0.01 #define SHARPNESS params.SHARPNESS #pragma parameter SCANLINE "Scanline Intensity" 0.60 0.0 1.0 0.05 #define SCANLINE params.SCANLINE #pragma parameter cgwg "CGWG mask brightness " 0.6 0.0 1.0 0.1 #define cgwg params.cgwg #pragma parameter boost "Bright boost " 1.00 1.00 2.00 0.02 #define boost params.boost #pragma parameter WP "Color Temperature" 0.0 -0.25 0.25 0.01 #define WP params.WP #pragma parameter SPEEDUP "Speed-up. Warp,Gamma,Corner disabled" 0.0 0.0 1.0 1.0 #define SPEEDUP params.SPEEDUP #define pi 3.141592654 #define in_gamma vec3(2.4) #define out_gamma vec3(1.0 / 2.25) 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; layout(location = 1) out float omega; layout(location = 2) out vec2 pix; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; omega = pi * params.SourceSize.y * 2.0; pix = vec2(1.0, params.SourceSize.z/params.SourceSize.zw); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float omega; layout(location = 2) in vec2 pix; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; /////////////////////////////////////////////////////////////////////////////////////////////// vec2 Warp(vec2 pos) { pos = 2.0*pos - 1.0; pos *= vec2(1.0 + (pos.y*pos.y) * warpX, 1.0 + (pos.x*pos.x) * warpY); return pos*0.5 + 0.5; } vec3 scanline(float y, vec3 frame) { vec3 scanline = frame*( 1.0 + SCANLINE*sin(y*omega)); return scanline; } float corner(vec2 coord) { coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * pix; vec2 cdist = vec2(corner_round); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp( (cdist.x-dist)*300.0, 0.0, 1.0); } // mask calculation vec3 Mask(float pos) { vec3 mask = vec3(1.0); float mf = fract(pos*0.5); if (mf <0.5) mask.g = cgwg; else { mask.r = cgwg; mask.b = cgwg; }; return mask; } /////////////////////////////////////////////////////////////////// void main() { vec2 pos; if (SPEEDUP == 0.0 ) pos = Warp(vTexCoord.xy); else pos = vTexCoord; //borrowed from CRT-Pi vec2 OGL2Pos = pos * params.SourceSize.xy; vec2 pC4 = floor(OGL2Pos) + 0.5; vec2 coord = pC4 / params.SourceSize.xy; vec2 deltas = OGL2Pos - pC4; vec2 signs = sign(deltas); deltas.x *= 2.0; deltas = deltas * deltas; deltas.y = deltas.y * deltas.y; deltas.x *= SHARPNESS; deltas.y *= 8.0; deltas /= params.SourceSize.xy; deltas *= signs; vec2 tc = coord + deltas; vec3 res = texture(Source, tc).rgb; // mask effects look bad unless applied in linear gamma space float lum = max(max(res.r,res.b),res.b); if (SPEEDUP == 0.0) res = pow(res,in_gamma); else res *= mix(0.82,1.05,lum); if (boost != 1.0) res *= mix(1.0,boost,lum); // apply the mask; res *= Mask(vTexCoord.x * params.OutputSize.x * 1.0001); // re-apply the gamma curve for the mask path vec3 color = scanline(pos.y, res); if (SPEEDUP == 0.0) color = pow( color, out_gamma); else color; if (SPEEDUP == 0.0 ) color = color*corner(tc); color.rgb *= vec3(1.0+WP,1.0,1.0-WP); FragColor = vec4(color,1.0) ; }