#version 450 /////////////////////////////////////////////////////////////////////////// // // // LCD Shader v0.0.1 // // // // Copyright (C) 2013 Harlequin : unknown92835@gmail.com // // // // 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 3 of the License, or // // (at your option) 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, see . // // // /////////////////////////////////////////////////////////////////////////// layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float LCD_to_input_ratio, bg_tint_r, bg_tint_g, bg_tint_b; } params; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //config // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma parameter LCD_to_input_ratio "LCD to Input Ratio" 0.9 0.0 1.0 0.01 //the ratio of blending between the LCD pixels and the input image, higher values result in stronger LCD magenta/yellow/cyan bands - [0, 1] #pragma parameter bg_tint_r "LCD Background Tint (Red)" 0.0 0.0 1.0 0.01 #pragma parameter bg_tint_g "LCD Background Tint (Green)" 0.0 0.0 1.0 0.01 #pragma parameter bg_tint_b "LCD Background Tint (Blue)" 0.0 0.0 1.0 0.01 #define LCD_to_input_ratio params.LCD_to_input_ratio #define bg_tint_r params.bg_tint_r #define bg_tint_g params.bg_tint_g #define bg_tint_b params.bg_tint_b vec3 bg_tint = vec3(bg_tint_r, bg_tint_g, bg_tint_b); //color to tint the background image in RGB format - each color component ranges from 0.0 (none) to 1.0 (fully saturated) #define saturate(c) clamp(c, 0., 1.) layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //vertex shader // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //fragment definitions // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define is_border_texel bool(out_color.a == 0.0) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //fragment shader // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 PASS1; layout(set = 0, binding = 4) uniform sampler2D BACKGROUND; void main() { //sample all relevant textures vec4 lcd_color = texture(Source, vTexCoord); //color darkened pixels from the previous pass vec4 input_color = texture(PASS1, vTexCoord); //scaled input video with vertical lines from first pass vec4 bg_color = texture(BACKGROUND, vTexCoord); //background image //overlay the LCD image onto the input image to brighten the output and dampen the LCD cell colors vec4 out_color = vec4( (lcd_color.rgb * LCD_to_input_ratio) + (input_color.rgb * (1.0 - LCD_to_input_ratio)), input_color.a); //tint the background image and apply it to the output color if the current fragment is located in the border region bg_color.rgb = saturate( vec3( //allows for highlights, bg_color = bg_tint when the background image color is 0.5 gray bg_tint.r + mix(-1.0, 1.0, bg_color.r), bg_tint.g + mix(-1.0, 1.0, bg_color.g), bg_tint.b + mix(-1.0, 1.0, bg_color.b) ) ); out_color.rgb = (bg_color.rgb * float(is_border_texel)) + (out_color.rgb * float(!is_border_texel)); FragColor = out_color; }