#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float hardScan; float warpX; float warpY; float maskDark; float maskLight; float shadowMask; float bloomAmount; float hardBloomScan; float shape; float glowFactor; float gamma; float ntsc; } params; #pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 #pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 #pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 #pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 #pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 #pragma parameter shadowMask "shadowMask" 1.0 0.0 4.0 1.0 #pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 #pragma parameter bloomAmount "bloom amount" 0.15 0.0 1.0 0.05 #pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 #pragma parameter glowFactor "Glow Strength" 0.15 0.0 1.0 0.01 #pragma parameter gamma "Gamma Adjustment" 1.5 0.0 5.0 0.05 #pragma parameter ntsc "NTSC Colors" 0.0 0.0 1.0 1.0 #define DO_BLOOM #include "../../../../misc/colorspace-tools.h" layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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; } // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER // // by Timothy Lottes // // This is more along the style of a really good CGA arcade monitor. // With RGB inputs instead of NTSC. // The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. // // Left it unoptimized to show the theory behind the algorithm. // // It is an example what I personally would want as a display option for pixel art games. // Please take and use, change, or whatever. #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D horz3minus1; layout(set = 0, binding = 3) uniform sampler2D horz3plus1; layout(set = 0, binding = 4) uniform sampler2D horz5minus2; layout(set = 0, binding = 5) uniform sampler2D horz5; layout(set = 0, binding = 6) uniform sampler2D horz5plus2; layout(set = 0, binding = 7) uniform sampler2D horz7minus1; layout(set = 0, binding = 8) uniform sampler2D horz7; layout(set = 0, binding = 9) uniform sampler2D horz7plus1; layout(set = 0, binding = 10) uniform sampler2D HALATION_BLUR; // Linear to sRGB. // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { return(c < 0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055); } vec3 ToSrgb(vec3 c) { return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); } // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos) { pos = pos*params.SourceSize.xy; return -((pos - floor(pos)) - vec2(0.5)); } // 1D Gaussian. float Gaus(float pos, float scale) { return exp2(scale*pow(abs(pos), params.shape)); } // Return scanline weight. float Scan(vec2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst + off, params.hardScan); } // Return scanline weight for bloom. float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst + off, params.hardBloomScan); } // Allow nearest three lines to effect pixel. vec3 Tri(vec2 pos) { vec3 a = texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0); vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0); vec3 c = texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0); float wa = Scan(pos, -1.0); float wb = Scan(pos, 0.0); float wc = Scan(pos, 1.0); return a*wa+b*wb+c*wc; } // Small bloom. vec3 Bloom(vec2 pos) { vec3 a = texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0); vec3 b = texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0); vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0); vec3 d = texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0); vec3 e = texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0); float wa = BloomScan(pos, -2.0); float wb = BloomScan(pos, -1.0); float wc = BloomScan(pos, 0.0); float wd = BloomScan(pos, 1.0); float we = BloomScan(pos, 2.0); return a*wa+b*wb+c*wc+d*wd+e*we; } // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos) { pos = pos*2.0-1.0; pos *= vec2(1.0 + (pos.y*pos.y)*params.warpX, 1.0 + (pos.x*pos.x)*params.warpY); return pos*0.5 + 0.5; } // Shadow mask. vec3 Mask(vec2 pos) { vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); // Very compressed TV style shadow mask. if (params.shadowMask == 1.0) { float line = params.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; mask*=line; } // Aperture-grille. else if (params.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; } // VGA style shadow mask. else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; } return mask; } void main() { vec2 pos = Warp(vTexCoord); vec3 outColor = Tri(pos); #ifdef DO_BLOOM //Add Bloom outColor.rgb += Bloom(pos)*params.bloomAmount; #endif if (params.shadowMask > 0.0) outColor.rgb *= Mask(vTexCoord.xy / params.OutputSize.zw * 1.000001); if (params.glowFactor > 0.0) outColor = mix(outColor, texture(HALATION_BLUR, pos.xy).rgb, params.glowFactor); if (params.ntsc > 0.0) FragColor = vec4(NTSCtoSRGB(pow(ToSrgb(outColor.rgb), vec3(1.0 / params.gamma))), 1.0); else FragColor = vec4(pow(ToSrgb(outColor.rgb), vec3(1.0 / params.gamma)), 1.0); }