#version 450 /* * gizmo98 slotmask crt shader * Copyright (C) 2023 gizmo98 * * 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. * * version 0.1, 10.05.2023 * --------------------------------------------------------------------------------------- * - initial commit * * https://github.com/gizmo98/gizmo-crt-shader * * This shader tries to mimic a CRT without extensive use of scanlines and masks and rgb pattern emulation. * It uses horizontal subpixel scaling and adds brightness dependent scanline patterns and allows * fractional scaling. * * HORIZONTAL_BLUR simulates a bad composite signal which is neede for consoles like megadrive * VERTICAL_BLUR vertical blur simulates N64 vertical blur * BGR_LCD_PATTERN most LCDs have a RGB pixel pattern. Enable BGR pattern with this switch * BRIGHTNESS makes scanlines more or less visible * SHRINK scale screen in X direction * SNR noise intensity * COLOUR_BLEEDING colour bleeding intensity * GRID slotmask intensity * SLOTMASK switch between slotmask (1) and aperture grille (0) * * uses parts curvator of CRT-PI shader from davej https://github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-pi.glsl * uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX * uses gold noise shader from dcerisano https://www.shadertoy.com/view/ltB3zD */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float CURVATURE_X; float CURVATURE_Y; float BRIGHTNESS; float HORIZONTAL_BLUR; float VERTICAL_BLUR; float BLUR_OFFSET; float BGR_LCD_PATTERN; float SHRINK; float SNR; float COLOUR_BLEEDING; float GRID; float SLOTMASK; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01 #pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01 #pragma parameter BRIGHTNESS "Scanline Intensity" 0.5 0.05 1.0 0.05 #pragma parameter HORIZONTAL_BLUR "Horizontal Blur" 0.0 0.0 1.0 1.0 #pragma parameter VERTICAL_BLUR "Vertical Blur" 0.0 0.0 1.0 1.0 #pragma parameter BLUR_OFFSET "Blur Intensity" 0.5 0.0 1.0 0.05 #pragma parameter BGR_LCD_PATTERN "BGR output pattern" 0.0 0.0 1.0 1.0 #pragma parameter SHRINK "Horizontal scale" 0.0 0.0 1.0 0.01 #pragma parameter SNR "Noise intensity" 1.0 0.0 2.0 0.1 #pragma parameter COLOUR_BLEEDING "Colour bleeding intensity" 0.0 0.0 3.0 0.1 #pragma parameter GRID "Grid intensity" 0.0 0.0 3.0 0.05 #pragma parameter SLOTMASK "Use slot mask" 0.0 0.0 1.0 1.0 #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; float PHI = 1.61803398874989484820459; // Φ = Golden Ratio float gold_noise(in vec2 xy, in float seed){ return fract(tan(distance(xy*PHI, xy)*seed)*xy.x); } vec2 saturateA(in vec2 x) { return clamp(x, 0.0, 1.0); } vec2 magnify(in vec2 uv, in vec2 res) { uv *= res; return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy; } vec4 textureAABlur(in vec2 uv){ vec2 texSize = vec2(textureSize(Source, 0)); uv = magnify(uv,texSize.xy); uv = uv*texSize.xy + 0.5; vec2 iuv = floor(uv); vec2 fuv = uv - iuv; if (params.HORIZONTAL_BLUR == 1.0){ vec2 uv1 = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; vec2 uv2 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5)) / texSize.xy; vec4 col1 = texture( Source, uv1 ); vec4 col2 = texture( Source, uv2 ); vec4 col = (col1 + col2) / vec4(2.0); if (params.VERTICAL_BLUR == 1.0){ vec2 uv3 = vec2(uv + vec2(-0.5,-0.5 - params.BLUR_OFFSET)) / texSize.xy; vec2 uv4 = vec2(uv + vec2(-0.5 - params.BLUR_OFFSET,-0.5 - params.BLUR_OFFSET)) / texSize.xy; vec4 col3 = texture( Source, uv3 ); vec4 col4 = texture( Source, uv4 ); col = (((col3 + col4) / vec4(2.0)) + col) / vec4(2.0); } return col; } else{ uv = vec2(uv + vec2(-0.5,-0.5)) / texSize.xy; return texture( Source, uv ); } } vec4 textureSubpixelScaling(in vec2 uvr, in vec2 uvg, in vec2 uvb ){ return vec4(textureAABlur(uvr).r, textureAABlur(uvg).g, textureAABlur(uvb).b, 1.0); } float GetFuv(in vec2 uv){ vec2 texSize = vec2(textureSize(Source, 0)); uv = uv*texSize.xy + 0.5; vec2 iuv = floor(uv); vec2 fuv = uv - iuv; return abs((fuv*fuv*fuv*(fuv*(fuv*6.0-15.0)+10.0)).y - 0.5); } vec4 AddNoise(in vec4 col, in vec2 coord){ /* Add some subpixel noise which simulates small CRT color variations */ float iGlobalTime = float(params.FrameCount)*0.025; float snr = params.SNR * 0.03125; return clamp(col + gold_noise(coord,sin(iGlobalTime)) * snr - snr/2.0,0.0,1.0); } vec4 AddScanlines(in vec4 col, in vec2 uvr, in vec2 uvg, in vec2 uvb){ /* Add scanlines which are wider for dark colors. You cannot see scanlines if color is bright. */ vec2 texSize = vec2(textureSize(Source, 0)); float brightness = 1.0 / params.BRIGHTNESS * 0.05; float scale = (params.OutputSize.y / texSize.y) * 0.5; float dim = brightness * scale; col.rgb -= dim * (abs(1.5* (1.0 - col.rgb) * (0.5 - vec3(GetFuv(uvr), GetFuv(uvg), GetFuv(uvb))))); return col; } vec4 AddGrid(in vec4 col, in vec2 coord){ vec2 texSize = vec2(textureSize(Source, 0)); float scale = (params.OutputSize.x / texSize.y) * 0.25; if (mod(floor((coord.x) * 1.0) ,3.0) == 0.0){ col = mix(col,vec4(0.0,0.0,0.0,0.5 * scale),params.GRID); } else{ if (params.SLOTMASK == 1.0){ float field = fract (coord.x / 6.0); if(((field >= 0.166 && field <= 0.5) && (mod(floor(coord.y * 1.0 + 1.0),3.0) == 0.0)) || ((field >= 0.666 && field <= 1.0) && (mod(floor(coord.y * 1.0),3.0) == 0.0))) col = mix(col,vec4(0.0,0.0,0.0,0.5 * scale),params.GRID*0.3); } } return col; } vec3 XCoords(in float coord, in float factor){ float iGlobalTime = float(params.FrameCount)*0.025; float spread = 1.0 / 3.0 + params.COLOUR_BLEEDING;; vec3 coords = vec3(coord); if(params.BGR_LCD_PATTERN == 1.0) coords.r += spread * 2.0; else coords.b += spread * 2.0; coords.g += spread; coords *= factor; return coords; } float YCoord(in float coord, in float factor){ return coord * factor; } vec2 CURVATURE_DISTORTION = vec2(params.CURVATURE_X, params.CURVATURE_Y); // Barrel distortion shrinks the display area a bit, this will allow us to counteract that. vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); vec2 Distort(vec2 coord) { // coord *= screenScale; // not necessary in slang coord -= vec2(0.5); float rsq = coord.x * coord.x + coord.y * coord.y; coord += coord * (CURVATURE_DISTORTION * rsq); coord *= barrelScale; if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) coord = vec2(-1.0); // If out of bounds, return an invalid value. else { coord += vec2(0.5); // coord /= screenScale; // not necessary in slang } return coord; } vec2 Jitter(vec2 coord) { float iGlobalTime = float(params.FrameCount)*0.025; coord.y += sin(iGlobalTime * 220.1) * 0.10; return coord; } void main() { vec2 texSize = vec2(textureSize(Source, 0)); vec2 texcoord = vTexCoord.xy; if (params.SHRINK > 0.0) { texcoord.x -= 0.5; texcoord.x *= 1.0 + params.SHRINK; texcoord.x += 0.5; } texcoord = Distort(texcoord); if (texcoord.x < 0.0) { FragColor = vec4(0.0); return; } vec2 fragCoord = texcoord.xy * params.OutputSize.xy; vec2 factor = texSize.xy / params.OutputSize.xy ; fragCoord = Jitter(fragCoord); highp float yCoord = YCoord(fragCoord.y, factor.y) ; highp vec3 xCoords = XCoords(fragCoord.x, factor.x) ; vec2 coord_r = vec2(xCoords.r/ texSize.x, texcoord.y) ; vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy; vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy; FragColor = textureSubpixelScaling(coord_r,coord_g,coord_b); FragColor = AddNoise(FragColor, fragCoord); FragColor = AddScanlines(FragColor, coord_r, coord_g, coord_b); FragColor = AddGrid(FragColor, gl_FragCoord.xy); FragColor.a = 1.0; }