#version 450 layout(push_constant) uniform Push { float BRIGHT_BOOST; float DILATION; float GAMMA_INPUT; float GAMMA_OUTPUT; float MASK_SIZE; float MASK_STAGGER; float MASK_STRENGTH; float MASK_DOT_HEIGHT; float MASK_DOT_WIDTH; float SCANLINE_CUTOFF; float SCANLINE_BEAM_WIDTH_MAX; float SCANLINE_BEAM_WIDTH_MIN; float SCANLINE_BRIGHT_MAX; float SCANLINE_BRIGHT_MIN; float SCANLINE_STRENGTH; float SHARPNESS_H; float SHARPNESS_V; } param; #pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.5 0.0 1.0 0.05 #pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05 #pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.01 #pragma parameter MASK_DOT_WIDTH "Mask Dot Width" 1.0 1.0 100.0 1.0 #pragma parameter MASK_DOT_HEIGHT "Mask Dot Height" 1.0 1.0 100.0 1.0 #pragma parameter MASK_STAGGER "Mask Stagger" 0.0 0.0 100.0 1.0 #pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0 #pragma parameter SCANLINE_STRENGTH "Scanline Strength" 1.0 0.0 1.0 0.05 #pragma parameter SCANLINE_BEAM_WIDTH_MIN "Scanline Beam Width Min." 1.5 0.5 5.0 0.5 #pragma parameter SCANLINE_BEAM_WIDTH_MAX "Scanline Beam Width Max." 1.5 0.5 5.0 0.5 #pragma parameter SCANLINE_BRIGHT_MIN "Scanline Brightness Min." 0.35 0.0 1.0 0.05 #pragma parameter SCANLINE_BRIGHT_MAX "Scanline Brightness Max." 0.65 0.0 1.0 0.05 #pragma parameter SCANLINE_CUTOFF "Scanline Cutoff" 400.0 1.0 1000.0 1.0 #pragma parameter GAMMA_INPUT "Gamma Input" 2.0 0.1 5.0 0.1 #pragma parameter GAMMA_OUTPUT "Gamma Output" 1.8 0.1 5.0 0.1 #pragma parameter BRIGHT_BOOST "Brightness Boost" 1.2 1.0 2.0 0.01 #pragma parameter DILATION "Dilation" 1.0 0.0 1.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } 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; } /* CRT Shader by EasyMode License: GPL A flat CRT shader ideally for 1080p or higher displays. Recommended Settings: Video - Aspect Ratio: 4:3 - Integer Scale: Off Shader - Filter: Nearest - Scale: Don't Care Example RGB Mask Parameter Settings: Aperture Grille (Default) - Dot Width: 1 - Dot Height: 1 - Stagger: 0 Lottes' Shadow Mask - Dot Width: 2 - Dot Height: 1 - Stagger: 3 */ #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define FIX(c) max(abs(c), 1e-5) #define PI 3.141592653589 #define TEX2D(c) dilate(texture(Source, c)) // Set to 0 to use linear filter and gain speed #define ENABLE_LANCZOS 1 vec4 dilate(vec4 col) { vec4 x = mix(vec4(1.0), col, param.DILATION); return col * x; } float curve_distance(float x, float sharp) { /* apply half-circle s-curve to distance for sharper (more pixelated) interpolation single line formula for Graph Toy: 0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x) */ float x_step = step(0.5, x); float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x); return mix(x, curve, sharp); } mat4x4 get_color_matrix(vec2 co, vec2 dx) { return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx)); } vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) { vec4 col = color_matrix * coeffs; vec4 sample_min = min(color_matrix[1], color_matrix[2]); vec4 sample_max = max(color_matrix[1], color_matrix[2]); col = clamp(col, sample_min, sample_max); return col.rgb; } /* main_fragment */ void main() { vec2 dx = vec2(global.SourceSize.z, 0.0); vec2 dy = vec2(0.0, global.SourceSize.w); vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5); vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * global.SourceSize.zw; vec2 dist = fract(pix_co); float curve_x; vec3 col, col2; #if ENABLE_LANCZOS curve_x = curve_distance(dist.x, param.SHARPNESS_H * param.SHARPNESS_H); vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x); coeffs = FIX(coeffs); coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs); coeffs /= dot(coeffs, vec4(1.0)); col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx)); col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx)); #else curve_x = curve_distance(dist.x, param.SHARPNESS_H); col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x); col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x); #endif col = mix(col, col2, curve_distance(dist.y, param.SHARPNESS_V)); col = pow(col, vec3(param.GAMMA_INPUT / (param.DILATION + 1.0))); float luma = dot(vec3(0.2126, 0.7152, 0.0722), col); float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5; float scan_bright = clamp(bright, param.SCANLINE_BRIGHT_MIN, param.SCANLINE_BRIGHT_MAX); float scan_beam = clamp(bright * param.SCANLINE_BEAM_WIDTH_MAX, param.SCANLINE_BEAM_WIDTH_MIN, param.SCANLINE_BEAM_WIDTH_MAX); float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * param.SCANLINE_STRENGTH; float mask = 1.0 - param.MASK_STRENGTH; vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(param.MASK_SIZE, param.MASK_DOT_HEIGHT * param.MASK_SIZE))); int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * param.MASK_STAGGER) / param.MASK_DOT_WIDTH, 3.0)); vec3 mask_weight; if (dot_no == 0) mask_weight = vec3(1.0, mask, mask); else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask); else mask_weight = vec3(mask, mask, 1.0); if (global.SourceSize.y >= param.SCANLINE_CUTOFF) scan_weight = 1.0; col2 = col.rgb; col *= vec3(scan_weight); col = mix(col, col2, scan_bright); col *= mask_weight; col = pow(col, vec3(1.0 / param.GAMMA_OUTPUT)); FragColor = vec4(col * param.BRIGHT_BOOST, 1.0); }