mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
858404b1db
Based on CRT Royale, this filter includes a lot of cool features: - Horizontal ringing (produced by low pass filters e.g. SNES video output) - CVBS / S-VIDEO / RGB filter modes - Accurate pixel perfect dimensions (for 1080 resolutions and up) - TV frames that reminds the 90's experience - PC monitor frame also available - New adjustable scale system to fix image size and overscans - Ambient lighting and rear LED simulation modes - Reflections over the screen borders - Nice bulged screen finish - Auto scales to any resolution, preserving 4:3 ratio - 3 shaders available: normal mode, fast mode and doubled outputs mode Glcore and d3d11 drivers supported at the moment.
74 lines
2 KiB
Plaintext
74 lines
2 KiB
Plaintext
#version 450
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-maximus-royale: A fully customizable extension for crt-royale shader,
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// inside a TV / MONITOR BOX with backlight and some other cool stuff.
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// Copyright (C) 2022 DigiDwrf
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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layout(push_constant) uniform Push
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{
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float Hsharpness;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma parameter Hsharpness "Horizontal Sharpness" 10.0 1.0 20.0 0.5
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 Color;
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float count = -0.005 / params.Hsharpness;
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float limit = 0.005 / params.Hsharpness;
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float countAdd = 0.001 / params.Hsharpness;
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if (params.Hsharpness < 20.0)
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{
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for (float i = count; i < limit ; i += countAdd)
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{
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Color += texture(Source, vec2(vTexCoord.x + i,vTexCoord.y)).rgb;
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}
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Color /= 10.0;
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}
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else
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{
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Color = texture(Source, vTexCoord).rgb;
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}
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FragColor = vec4( Color , 1.0 );
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} |