#version 450 /* CRT - Guest - Dr. Venom - Pass2 Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com Incorporates many good ideas and suggestions from Dr. Venom. 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. 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 brightboost, IOS, gsl, scanline1, scanline2, beam_min, beam_max, s_power, beam_size, shadowMask, masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out; } params; #pragma parameter brightboost "Bright boost" 1.30 0.50 2.00 0.01 #define brightboost params.brightboost // adjust brightness #pragma parameter IOS "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0 #define IOS params.IOS // smart integer scaling #pragma parameter gsl "Scanline Type" 1.0 0.0 2.0 1.0 #define gsl params.gsl // Alternate scanlines #pragma parameter scanline1 "Scanline beam shape low" 8.0 1.0 15.0 1.0 #define scanline1 params.scanline1 // scanline param, vertical sharpness #pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0 #define scanline2 params.scanline2 // scanline param, vertical sharpness #pragma parameter beam_min "Scanline dark" 1.25 0.5 2.0 0.05 #define beam_min params.beam_min // dark area beam min - narrow #pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05 #define beam_max params.beam_max // bright area beam max - wide #pragma parameter s_power "Scanline intensity" 1.0 0.5 2.5 0.05 #define s_power params.s_power // scanline intensity #pragma parameter beam_size "Increased bright scanline beam" 0.65 0.0 1.0 0.05 #define beam_size params.beam_size // increased max. beam size #pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 5.0 -1.0 6.0 1.0 #define shadowMask params.shadowMask // Mask Style #pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0 #define masksize params.masksize // Mask Size #pragma parameter vertmask "PVM Like Colors" 0.05 0.0 0.25 0.01 #define vertmask params.vertmask // Vertical mask #pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05 #define slotmask params.slotmask // Slot Mask ON/OFF #pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5 #define slotwidth params.slotwidth // Slot Mask Width #pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0 #define double_slot params.double_slot // Slot Mask Height #pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05 #define mcut params.mcut // Mask 5&6 cutoff #pragma parameter maskDark "Mask Dark" 0.5 0.0 2.0 0.05 #define maskDark params.maskDark // Dark "Phosphor" #pragma parameter maskLight "Mask Light" 1.5 0.0 2.0 0.05 #define maskLight params.maskLight // Light "Phosphor" #pragma parameter CGWG "CGWG Mask Str." 0.3 0.0 1.0 0.05 #define CGWG params.CGWG // CGWG Mask Strength #pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05 #define gamma_out params.gamma_out // output gamma layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 SourceSize; vec4 OutputSize; uint FrameCount; } global; #define SourceSize global.SourceSize #define OutputSize global.OutputSize #define FrameCount global.FrameCount #define COMPAT_TEXTURE(c,d) texture(c,d) #define gl_FragCoord (vTexCoord.xy * OutputSize.xy) #define InputSize SourceSize #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 * 1.00001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define eps 1e-10 float st(float x, float scanline) { return exp2(-scanline*x*x); } vec3 sw0(vec3 x, vec3 color, float scanline) { vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color); vec3 ex = x*tmp; return exp2(-scanline*ex*ex); } vec3 sw1(vec3 x, vec3 color, float scanline) { float mx = max(max(color.r, color.g),color.b); x = mix (x, beam_min*x, max(x-0.4*mx,0.0)); vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color); vec3 ex = x*tmp; float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45); return exp2(-scanline*ex*ex)/(1.0-br+br*color); } vec3 sw2(vec3 x, vec3 color, float scanline) { vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color); tmp = mix(vec3(beam_max), tmp, pow(x, vec3(max(max(color.r, color.g),color.b)+0.3))); vec3 ex = x*tmp; return exp2(-scanline*ex*ex)/(0.6 + 0.4*color); } // Shadow mask (1-4 from PD CRT Lottes shader). vec3 Mask(vec2 pos, vec3 c) { pos = floor(pos/masksize); vec3 mask = vec3(maskDark, maskDark, maskDark); // No mask if (shadowMask == -1.0) { mask = vec3(1.0); } // Phosphor. else if (shadowMask == 0.0) { pos.x = fract(pos.x*0.5); float mc = 1.0 - CGWG; if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; } else { mask.r = mc; mask.g = 1.1; mask.b = mc; } } // Very compressed TV style shadow mask. else if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x/6.0) < 0.5) odd = 1.0; if (fract((pos.y + odd)/2.0) < 0.5) line = maskDark; pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; mask*=line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x/6.0); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Alternate mask 5 else if (shadowMask == 5.0) { float mx = max(max(c.r,c.g),c.b); vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx)); float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx); mask = maskTmp; pos.x = fract(pos.x/2.0); if (pos.x < 0.5) { mask.r = adj; mask.b = adj; } else mask.g = adj; } // Alternate mask 6 else if (shadowMask == 6.0) { float mx = max(max(c.r,c.g),c.b); vec3 maskTmp = vec3( min( 1.5*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx)); float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx); mask = maskTmp; pos.x = fract(pos.x/3.0); if (pos.x < 0.333) mask.r = adj; else if (pos.x < 0.666) mask.g = adj; else mask.b = adj; } return mask; } float SlotMask(vec2 pos, vec3 c) { if (slotmask == 0.0) return 1.0; float mx = pow(max(max(c.r,c.g),c.b),1.33); float mlen = slotwidth*2.0; float px = fract(pos.x/mlen); float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot); float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx); float slot = 1.0 + 0.7*slotmask*(1.0-mx); if (py == 0.0 && px < 0.5) slot = slot_dark; else if (py == double_slot && px >= 0.5) slot = slot_dark; return slot; } float Overscan2(float pos, float dy){ pos=pos*2.0-1.0; pos*=dy; return pos*0.5+0.5; } void main() { vec2 texcoord = vTexCoord; if (IOS == 1.0){ float ofactor = OutputSize.y/InputSize.y; float intfactor = round(ofactor); float diff = ofactor/intfactor; texcoord.y = Overscan2(texcoord.y*(SourceSize.y/InputSize.y), diff)*(InputSize.y/SourceSize.y); } vec2 ps = SourceSize.zw; vec2 OGL2Pos = texcoord * SourceSize.xy - vec2(0.0,0.5); vec2 fp = fract(OGL2Pos); vec2 dx = vec2(ps.x,0.0); vec2 dy = vec2(0.0, ps.y); vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps; vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).xyz; vec3 color2 = COMPAT_TEXTURE(Source, pC4 +dy).xyz; // calculating scanlines float f = fp.y; float shape1 = mix(scanline1, scanline2, f); float shape2 = mix(scanline1, scanline2, 1.0-f); float wt1 = st(f, shape1); float wt2 = st(1.0-f, shape2); vec3 color0 = color1*wt1 + color2*wt2; vec3 ctmp = color0/(wt1+wt2); vec3 tmp = pow(ctmp, vec3(1.0/gamma_out)); vec3 w1,w2 = vec3(0.0); vec3 cref1 = mix(ctmp, color1, beam_size); vec3 cref2 = mix(ctmp, color2, beam_size); vec3 shift = vec3(-vertmask, vertmask, -vertmask); vec3 f1 = clamp(vec3(f) + shift*0.5*(1.0+f), 0.0, 1.0); vec3 f2 = clamp(vec3(1.0-f) - shift*0.5*(2.0-f), 0.0, 1.0); if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);} vec3 color = color1*pow(w1, vec3(s_power)) + color2*pow(w2, vec3(s_power)); color*=brightboost; color = min(color, 1.0); // Apply Mask color *= Mask(gl_FragCoord.xy * 1.000001,tmp); color = min(color,1.0); color *= SlotMask(gl_FragCoord.xy * 1.000001,tmp); color = pow(color, vec3(1.0/gamma_out)); FragColor = vec4(color, 1.0); }