#version 450 #include "config.inc" #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; #include "includes/functions.include.slang" 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; #include "includes/functions.include.slang" vec3 pixel_flickering() { /* Simulates the flickering effect of the interlaced screens. * As I remember, it was visible when a line and the next had high * luminosity differences. * So we need to sample the current line and the previous one * (eventually applying color corrections to both). * * Repeating the following: * On frame 0, return the "clean" pixel * On frame 1, mix the upper pixel with the current one * On frame 2, mix the lower pixel with the current one * * The effect of the mix is the flickering itself, and we modulate * the mix according to the luminance difference between the current * pixel and the mixed one. * * We choose to alternate on a period of 3, * (thus considering the upper pixel and the lower one) * or else the high pixel persistance of lcd displays wont allow * to see the effect (the lcd panel would just mix the pixels by itself (meh). */ vec3 pixel_cur = texture(Source,vTexCoord).rgb; float mymod = params.FrameCount % 3; if (mymod == 0.0) return pixel_cur; float line_tick = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 1 : 2 ; vec3 flickline; if (mymod == 1.0 ) flickline = texture(Source, vTexCoord + vec2(0.0,params.OriginalSize.w/line_tick)).rgb; else if (mymod == 2.0) flickline = texture(Source, vTexCoord - vec2(0.0,params.OriginalSize.w/line_tick)).rgb; float lumdiff = (flickline.r+flickline.g+flickline.b)/3.0 - (pixel_cur.r+pixel_cur.g+pixel_cur.b)/3.0; if (lumdiff > 0.0) { lumdiff = scale_to_range(lumdiff,0.0,SCANLINE_FLICKERING_POWER); return mix(pixel_cur,flickline,lumdiff); } else { return pixel_cur; } } void debug() { //Just test patterns here vec3 pixel_debug; //Use one of the following to debug: //pixel_debug=vec3(abs(sin(params.FrameCount/3.14/5.0))); //white fade //pixel_debug=vec3(abs(sin(params.FrameCount/3.14/20)),0.0,0.0); //red fade //pixel_debug=vec3(0.9); //pixel_debug=vec3(0.0,1.0,0.0); //pixel_debug=vec3(0.38,0.0,1.0)*vTexCoord.x; //pixel_debug=vec3(vTexCoord.x); //H bw gradient pixel_debug=vec3(floor(vTexCoord.x*16)/16); //H bw gradient 16gray //pixel_debug=vec3(floor(vTexCoord.x*64)/64); //H bw gradient 64gray //pixel_debug=vec3(floor(vTexCoord.x*128)/128); //H bw gradient 128gray //pixel_debug=vec3(floor(vTexCoord.x*256)/256); //H bw gradient 256gray //pixel_debug=vec3(1,0,0,0)*floor(vTexCoord.x*64)/64; //H red gradient 64 // float blink_time = 20; // if (mod(params.FrameCount,blink_time*2) < blink_time) pixel_debug=vec3(0.2) ; else pixel_debug=vec3(1.0); //FragColor = vec4(color_tools(pixel_debug).rgb,1.0); //White circle, blinking /* float blink_time = 20; vec2 center = vTexCoord - vec2(0.5,0.5); float radius = 0.1; pixel_debug = vec3(1 - step(radius, length(center))); pixel_debug *= float((mod(params.FrameCount,blink_time*2) < blink_time)); */ FragColor = vec4(pixel_debug,1.0); } void main() { /*vec4 pixel_debug=texture(Source,vTexCoord); float mymod = int(mod(vTexCoord.y * params.OutputSize.y , 2.0 )) ; pixel_debug.a *= float( (mymod != 0.0) ) ; FragColor = pixel_debug; return; */ //debug(); return; /* since flickering code needs luminosity difference between 2 vertical lines both have to be processed through color corrections and rgb pixel offsets. before flickering code can operate. (pixel_no_flicker) Therefore we call pixel_no_flicker inside it when we want flickering scanlines and outside id when we dont. */ vec3 pixel_out; if (DO_SCANLINES == 0.0) pixel_out = texture(Source, vTexCoord).rgb; else if (scanline_have_to_flicker(is_interlaced())) pixel_out = pixel_flickering(); else //Implicit else: DO_SCANLINES == 1.0 but no flickering needed. pixel_out = texture(Source, vTexCoord).rgb; if (DO_RF_NOISE > 0.0) { vec3 noise = vec3(random(RF_NOISE_STRENGTH, vTexCoord * params.FrameCount)); pixel_out += noise; } //Here lies the blur modifier from ntsc pass to glow. //I'm not expecting any performance hit, since the lookup should have been cached alreadyl float pixel_alpha = texture(Source, vTexCoord).a; FragColor = vec4(pixel_out, pixel_alpha); }