#version 450 // vt220 // by sprash3 // https://www.shadertoy.com/view/XdtfzX layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #pragma parameter curvature "Curve Radius" 3.0 0.0 10.0 0.1 #pragma parameter width "Width" 1.0 0.0 2.0 0.01 #pragma parameter height "Height" 1.12 0.0 2.0 0.01 #pragma parameter smoothness "Border Blur" 1.0 0.0 10.0 0.1 #pragma parameter shine "Screen Reflection" 1.0 0.0 10.0 0.1 #pragma parameter blur_size "Reflection Blur" 3.0 0.0 5.0 0.05 #pragma parameter dimmer "Ambient Brightness" 0.5 0.0 1.0 0.05 #pragma parameter csize "Corner size" 0.045 0.0 0.07 0.01 #pragma parameter mask "Mask Type" 2.0 0.0 19.0 1.0 #pragma parameter mask_strength "Mask Strength" 0.5 0.0 1.0 0.05 #pragma parameter zoom "Viewing Distance" 0.85 0.0 2.0 0.01 #pragma parameter SCANLINE_SINE_COMP_B "Scanline Darkness" 0.15 0.0 1.0 0.05 #pragma parameter ntsc_toggle "NTSC Toggle" 0.0 0.0 1.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float ntsc_toggle, curvature, width, height, smoothness, shine, blur_size, dimmer, csize, mask, zoom, mask_strength, SCANLINE_BASE_BRIGHTNESS, SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B; } global; #define SCANLINE_SINE_COMP_B global.SCANLINE_SINE_COMP_B int mask_picker = int(global.mask); vec2 omega = vec2(3.141592654 * params.OutputSize.x, 2.0 * 3.141592654 * params.SourceSize.y); #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.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D Original; #define iTime (float(params.FrameCount) / 60.0) const vec3 iMouse = vec3(0.0); #define iResolution params.OutputSize.xy //#define LIGHTS_ON true //#define LIGHTS_ON false //#define LIGHTS_ON sin(fract(iTime/23.)+2.74) + 0.1*abs(sin(iTime*1000.)) <.0 #define WIDTH 0.48 * global.width #define HEIGHT 0.3 * global.height #define CURVE global.curvature #define SMOOTH 0.004 * global.smoothness #define SHINE 0.66 * global.shine #define PHOSPHOR_COL vec4(0.75, 0.75, 0.75, 0.0) #define BEZEL_COL vec4(0.8, 0.8, 0.6, 0.0) #define REFLECTION_BLUR_ITERATIONS 5 #define REFLECTION_BLUR_SIZE 0.04 * global.blur_size #include "../../../include/subpixel_masks.h" vec3 scanline(vec3 res, vec2 coord) { vec2 sine_comp = vec2(0.0, SCANLINE_SINE_COMP_B); vec3 scanline = res * ((1.0 - SCANLINE_SINE_COMP_B/3.) + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); return vec3(scanline.x, scanline.y, scanline.z); } float roundSquare(vec2 p, vec2 b, float r) { return length(max(abs(p)-b,0.0))-r; } float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } vec2 CurvedSurface(vec2 uv, float r) { return r * uv/sqrt(r * r - dot(uv, uv)); } float corner(vec2 coord) { coord = (coord - vec2(0.5)) * 1.0 + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * vec2(1.0, params.OutputSize.y/params.OutputSize.x); vec2 cdist = vec2(max(global.csize, max((1.0-smoothstep(100.0,600.0,800.0))*0.01,0.002))); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*800.0,0.0, 1.0); } // Coordinates for content vec2 crtCurvA(vec2 uv) { float r = CURVE; if (iMouse.z > 0.) r *= exp(0.5 - iMouse.y/iResolution.y); uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 1.88 * global.zoom; uv = CurvedSurface(uv, r); uv *= 0.5 / vec2(WIDTH, HEIGHT); uv *= vec2(0.985,0.95); uv = (uv / 2.0) + 0.5; if (iMouse.z > 0.) uv.x -= iMouse.x/iResolution.x - 0.5; return uv; } // Coordinates for the rest vec2 crtCurvB(vec2 uv, float r) { r = CURVE * r; if (iMouse.z > 0.) r *= exp(0.5-iMouse.y/iResolution.y); uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 2.0 * global.zoom; uv = CurvedSurface(uv, r); uv = (uv / 2.0) + 0.5; if (iMouse.z > 0.) uv.x -= iMouse.x/iResolution.x - 0.5; return uv; } // Coordinates for the shine vec2 crtCurvS(vec2 uv, float r) { r = CURVE * r; if (iMouse.z > 0.) r *= exp(0.5-iMouse.y/iResolution.y); uv = (uv / iResolution.xy - 0.5) / vec2(iResolution.y/iResolution.x, 1.) * 2.0 * global.zoom; uv = CurvedSurface(uv, r); uv = (uv / 2.0) + 0.5; return uv; } // standard roundSquare float stdRS(vec2 uv, float r) { return roundSquare(uv - 0.5, vec2(WIDTH, HEIGHT) + r, 0.05); } // Calculate normal to distance function and move along // normal with distance to get point of reflection vec2 borderReflect(vec2 p, float r) { float eps = 0.0001; vec2 epsx = vec2(eps,0.0); vec2 epsy = vec2(0.0,eps); vec2 b = (1.+vec2(r,r))* 0.5; r /= 3.0; p -= 0.5; vec2 normal = vec2(roundSquare(p-epsx,b,r)-roundSquare(p+epsx,b,r), roundSquare(p-epsy,b,r)-roundSquare(p+epsy,b,r))/eps; float d = roundSquare(p, b, r); p += 0.5; p = vec2(1.-p.x,p.y); return p + d*normal; } vec2 getCurves(in vec2 coord, out vec2 uvC, out vec2 uvS, out vec2 uvE) { uvC = crtCurvA(coord); // Content Layer uvS = crtCurvB(coord, 1.); // Screen Layer uvE = crtCurvB(coord, 1.25); // Enclosure Layer return uvC; } vec4 bezelGen(sampler2D iChannel0, vec2 fragCoord, vec4 image) { vec4 c = vec4(0.0, 0.0, 0.0, 0.0); // curvature needs to be applied to host shader vec2 uvC, uvS, uvE; uvC = getCurves(fragCoord, uvC, uvS, uvE); // end curvature vec4 c1 = vec4(0.0); vec4 c2 = vec4(0.0); // if (LIGHTS_ON) { // From my shader https://www.shadertoy.com/view/MtBXW3 float ambient = 0.1; // Glass Shine vec2 uvSh = crtCurvS(fragCoord, 1.); c1 += max(0.0, SHINE - distance(uvSh, vec2(0.5, 1.0))) * smoothstep(SMOOTH/2.0, -SMOOTH/2.0, stdRS(uvS + vec2(0., 0.03), 0.0)); // Ambient c1 += max(0.0, ambient - 0.5*distance(uvS, vec2(0.5,0.5))) * smoothstep(SMOOTH, -SMOOTH, stdRS(uvS, 0.0)); // Enclosure Layer uvSh = crtCurvS(fragCoord, 1.25); vec4 b = vec4(0., 0., 0., 0.); for(int i=0; i<12; i++) b += (clamp(BEZEL_COL + rand(uvSh+float(i))*0.05-0.025, 0., 1.) + rand(uvE+1.0+float(i))*0.25 * cos((uvSh.x-0.5)*3.1415*1.5))/12.; // Inner Border const float HHW = 0.5 * HEIGHT/WIDTH; c1 += b/3.*( 1. + smoothstep(HHW - 0.025, HHW + 0.025, abs(atan(uvS.x-0.5, uvS.y-0.5))/3.1415) + smoothstep(HHW + 0.025, HHW - 0.025, abs(atan(uvS.x-0.5, 0.5-uvS.y))/3.1415) )* smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) * smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05)); // Inner Border Shine c1 += (b - 0.4)* smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.505), vec2(WIDTH, HEIGHT) + 0.05, 0.05)) * smoothstep(SMOOTH*2.0, -SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.495), vec2(WIDTH, HEIGHT) + 0.05, 0.05)); // Outer Border c1 += b * smoothstep(-SMOOTH, SMOOTH, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.05, 0.05)) * smoothstep(SMOOTH, -SMOOTH, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.15, 0.05)); // Outer Border Shine c1 += (b - 0.4)* smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.495), vec2(WIDTH, HEIGHT) + 0.15, 0.05)) * smoothstep(SMOOTH*2.0, -SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.505), vec2(WIDTH, HEIGHT) + 0.15, 0.05)); // Table and room c1 += max(0. , (1. - 2.0* fragCoord.y/iResolution.y)) * vec4(1, 1, 1, 0.) * smoothstep(-0.25, 0.25, roundSquare(uvC - vec2(0.5, -0.2), vec2(WIDTH+0.25, HEIGHT-0.15), .1)) * smoothstep(-SMOOTH*2.0, SMOOTH*2.0, roundSquare(uvE-vec2(0.5, 0.5), vec2(WIDTH, HEIGHT) + 0.15, 0.05)); // } else { // From my shader https://www.shadertoy.com/view/lt2SDK ambient = 0.2; // Ambient c2 += max(0.0, ambient - 0.3*distance(uvS, vec2(0.5,0.5))) * smoothstep(SMOOTH, -SMOOTH, stdRS(uvS, 0.0)); // Inner Border c2 += BEZEL_COL * ambient * 0.7 * smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) * smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05)); // Corner c2 -= (BEZEL_COL )* smoothstep(-SMOOTH*2.0, SMOOTH*10.0, stdRS(uvE, 0.05)) * smoothstep(SMOOTH*2.0, -SMOOTH*2.0, stdRS(uvE, 0.05)); // Outer Border c2 += BEZEL_COL * ambient * smoothstep(-SMOOTH, SMOOTH, stdRS(uvE, 0.05)) * smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.15)); // Inner Border Reflection for(int i = 0; i < REFLECTION_BLUR_ITERATIONS; i++) { vec2 uvR = borderReflect(uvC + (vec2(rand(uvC+float(i)), rand(uvC+float(i)+0.1))-0.5)*REFLECTION_BLUR_SIZE, 0.05) ; c2 += (PHOSPHOR_COL - BEZEL_COL*ambient) * texture(iChannel0, 1.-vec2(uvR.x, uvR.y)) / float(REFLECTION_BLUR_ITERATIONS) * smoothstep(-SMOOTH, SMOOTH, stdRS(uvS, 0.0)) * smoothstep(SMOOTH, -SMOOTH, stdRS(uvE, 0.05)); } // commenting because mipmaps are a crapshoot with slang; TODO: try again with GLSL // // Bloom using composed MipMaps // c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 3.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5; // c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 4.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5; // c2 += textureLod(iChannel0, vec2(uvC.x, 1.0-uvC.y), 5.) * smoothstep(0., -SMOOTH*20., stdRS(uvS, -0.02)) * 0.5; // } // mix light and dark for variable brightness c = mix(c2, c1, global.dimmer); if (uvC.x > 0. && uvC.x < 1. && uvC.y > 0. && uvC.y < 1.) c += vec4(image); return c; } void main() { vec2 fragCoord = vec2(vTexCoord.x, 1.0-vTexCoord.y) * params.OutputSize.xy; vec2 uvC, uvS, uvE; uvC = getCurves(fragCoord, uvC, uvS, uvE); vec3 sample_image = (global.ntsc_toggle > 0.5) ? texture(Source, vec2(uvC.x, 1.0-uvC.y)).rgb : texture(Original, vec2(uvC.x, 1.0-uvC.y)).rgb; vec4 image = vec4(sample_image * corner(uvC) * mask_weights(gl_FragCoord.xy, global.mask_strength, mask_picker), 1.0); image.rgb = pow(image.rgb, vec3(2.5/2.2)); //CRT-like gamma correction image.rgb = scanline(image.rgb, uvC.xy); //apply scanlines FragColor = (global.ntsc_toggle > 0.5) ? bezelGen(Source, fragCoord.xy, image) : bezelGen(Original, fragCoord.xy, image); //apply bezel }