#version 450 // crt-potato mod by DariusG 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; // Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) #define video_scale floor(params.OutputSize.y * params.SourceSize.w) #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 vec2 dot_size; layout(location = 2) out vec2 one_texel; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; dot_size = params.SourceSize.zw; one_texel = 1.0 / (params.SourceSize.xy * video_scale); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 dot_size; layout(location = 2) in vec2 one_texel; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D MASK; #define maskSize vec2(2., floor(params.OutputSize.y / params.SourceSize.y + 0.000001)) void main() { vec4 res =texture(Source, vTexCoord); float lum = max((res.r,res.g),res.b); lum = mix(1.0,0.3,lum); vec4 mask = texture(MASK, fract((vTexCoord.xy * params.OutputSize.xy) / maskSize)); mask = pow(mask,vec4(lum)); res *= mix(1.0,1.2,lum); vec4 color = mask * res; FragColor = color; }