#version 450 ///////////////////////////// GPL LICENSE NOTICE ///////////////////////////// // crt-maximus-royale: A fully customizable extension for crt-royale shader, // inside a TV / MONITOR BOX with backlight and some other cool stuff. // Copyright (C) 2022 DigiDwrf // // 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 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, write to the Free Software Foundation, Inc., 59 Temple // Place, Suite 330, Boston, MA 02111-1307 USA layout(push_constant) uniform Push { float Hsharpness; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter Hsharpness "Horizontal Sharpness" 10.0 1.0 20.0 0.5 #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; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 Color; float count = -0.005 / params.Hsharpness; float limit = 0.005 / params.Hsharpness; float countAdd = 0.001 / params.Hsharpness; if (params.Hsharpness < 20.0) { for (float i = count; i < limit ; i += countAdd) { Color += texture(Source, vec2(vTexCoord.x + i,vTexCoord.y)).rgb; } Color /= 10.0; } else { Color = texture(Source, vTexCoord).rgb; } FragColor = vec4( Color , 1.0 ); }