#version 450 /* cgwg's CRT shader Copyright (C) 2010-2011 cgwg, Themaister 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. (cgwg gave their consent to have their code distributed under the GPL in this message: http://board.byuu.org/viewtopic.php?p=26075#p26075 "Feel free to distribute my shaders under the GPL. After all, the barrel distortion code was taken from the Curvature shader, which is under the GPL." ) */ layout(push_constant) uniform Push { float CRTCGWG_GAMMA; } param; #pragma parameter CRTCGWG_GAMMA "CRTcgwg Gamma" 2.7 0.0 10.0 0.01 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; /* TODO/FIXME - Wrap all these in a struct-like type so we can address them in a struct-like way i.e. coords.c01 */ layout(location = 1) out vec2 c01; layout(location = 2) out vec2 c11; layout(location = 3) out vec2 c21; layout(location = 4) out vec2 c31; layout(location = 5) out vec2 c02; layout(location = 6) out vec2 c12; layout(location = 7) out vec2 c22; layout(location = 8) out vec2 c32; layout(location = 9) out float mod_factor; layout(location = 10) out vec2 ratio_scale; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vec2 delta = global.SourceSize.zw; float dx = delta.x; float dy = delta.y; c01 = vTexCoord + vec2(-dx, 0.0); c11 = vTexCoord + vec2(0.0, 0.0); c21 = vTexCoord + vec2(dx, 0.0); c31 = vTexCoord + vec2(2.0 * dx, 0.0); c02 = vTexCoord + vec2(-dx, dy); c12 = vTexCoord + vec2(0.0, dy); c22 = vTexCoord + vec2(dx, dy); c32 = vTexCoord + vec2(2.0 * dx, dy); mod_factor = vTexCoord.x * global.OutputSize.x; ratio_scale = vTexCoord * global.SourceSize.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 c01; layout(location = 2) in vec2 c11; layout(location = 3) in vec2 c21; layout(location = 4) in vec2 c31; layout(location = 5) in vec2 c02; layout(location = 6) in vec2 c12; layout(location = 7) in vec2 c22; layout(location = 8) in vec2 c32; layout(location = 9) in float mod_factor; layout(location = 10) in vec2 ratio_scale; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define TEX2D(c) texture(Source ,(c)) #define PI 3.141592653589 void main() { vec2 uv_ratio = fract(ratio_scale); vec3 col, col2; mat4x3 texes0 = mat4x3(TEX2D(c01).xyz, TEX2D(c11).xyz, TEX2D(c21).xyz, TEX2D(c31).xyz); mat4x3 texes1 = mat4x3(TEX2D(c02).xyz, TEX2D(c12).xyz, TEX2D(c22).xyz, TEX2D(c32).xyz); vec4 coeffs = vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005; coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs); coeffs = coeffs / dot(coeffs, vec4(1.0, 1.0, 1.0, 1.0)); vec3 weights = vec3( 3.33 * uv_ratio.y, uv_ratio.y * 3.33, uv_ratio.y * 3.33); vec3 weights2 = vec3(-3.33 * uv_ratio.y + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33); col = clamp(texes0 * coeffs, 0.0, 1.0); col2 = clamp(texes1 * coeffs, 0.0, 1.0); vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0; vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0; col = pow(col, vec3(param.CRTCGWG_GAMMA)); col2 = pow(col2, vec3(param.CRTCGWG_GAMMA)); vec3 sqrt1 = inversesqrt(0.5 * wid); vec3 sqrt2 = inversesqrt(0.5 * wid2); vec3 pow_mul1 = weights * sqrt1; vec3 pow_mul2 = weights2 * sqrt2; vec3 div1 = 0.1320 * wid + 0.392; vec3 div2 = 0.1320 * wid2 + 0.392; vec3 pow1 = -pow(pow_mul1, wid); vec3 pow2 = -pow(pow_mul2, wid2); weights = exp(pow1) / div1; weights2 = exp(pow2) / div2; vec3 multi = col * weights + col2 * weights2; vec3 mcol = mix(vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0))); FragColor = vec4(pow(mcol * multi, vec3(0.454545, 0.454545, 0.454545)), 1.0); }