#version 450 /* CRT Shader by EasyMode License: GPL */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OutputSize; } params; #define SHARPNESS_IMAGE 1.0 #define SHARPNESS_EDGES 3.0 #define GLOW_WIDTH 0.5 #define GLOW_HEIGHT 0.5 #define GLOW_HALATION 0.1 #define GLOW_DIFFUSION 0.05 #define MASK_COLORS 2.0 #define MASK_STRENGTH 0.3 #define MASK_SIZE 1.0 #define SCANLINE_SIZE_MIN 0.5 #define SCANLINE_SIZE_MAX 1.5 #define SCANLINE_SHAPE 2.5 #define SCANLINE_OFFSET 1.0 #define GAMMA_INPUT 2.4 #define GAMMA_OUTPUT 2.4 #define BRIGHTNESS 1.5 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define FIX(c) max(abs(c), 1e-5) #define PI 3.141592653589 #define TEX2D(c) pow(texture(tex, c).rgb, vec3(GAMMA_INPUT)) #define saturate(c) clamp(c, 0.0, 1.0) mat3x3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) { return mat3x3(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx)); } vec3 blur(mat3 m, float dist, float rad) { vec3 x = vec3(dist - 1.0, dist, dist + 1.0) / rad; vec3 w = exp2(x * x * -1.0); return (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z); } vec3 filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size) { vec2 dx = vec2(1.0 / tex_size.x, 0.0); vec2 dy = vec2(0.0, 1.0 / tex_size.y); vec2 pix_co = co * tex_size; vec2 tex_co = (floor(pix_co) + 0.5) / tex_size; vec2 dist = (fract(pix_co) - 0.5) * -1.0; mat3x3 line0 = get_color_matrix(tex, tex_co - dy, dx); mat3x3 line1 = get_color_matrix(tex, tex_co, dx); mat3x3 line2 = get_color_matrix(tex, tex_co + dy, dx); mat3x3 column = mat3x3(blur(line0, dist.x, GLOW_WIDTH), blur(line1, dist.x, GLOW_WIDTH), blur(line2, dist.x, GLOW_WIDTH)); return blur(column, dist.y, GLOW_HEIGHT); } vec3 filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp) { tex_size.x *= sharp; vec2 dx = vec2(1.0 / tex_size.x, 0.0); vec2 pix_co = co * tex_size - vec2(0.5, 0.0); vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.001)) / tex_size; vec2 dist = fract(pix_co); vec4 coef = PI * vec4(dist.x + 1.0, dist.x, dist.x - 1.0, dist.x - 2.0); coef = FIX(coef); coef = 2.0 * sin(coef) * sin(coef / 2.0) / (coef * coef); coef /= dot(coef, vec4(1.0)); vec4 col1 = vec4(TEX2D(tex_co), 1.0); vec4 col2 = vec4(TEX2D(tex_co + dx), 1.0); return (mat4x4(col1, col1, col2, col2) * coef).rgb; } vec3 get_scanline_weight(float x, vec3 col) { vec3 beam = mix(vec3(SCANLINE_SIZE_MIN), vec3(SCANLINE_SIZE_MAX), pow(col, vec3(1.0 / SCANLINE_SHAPE))); vec3 x_mul = 2.0 / beam; vec3 x_offset = x_mul * 0.5; return smoothstep(0.0, 1.0, 1.0 - abs(x * x_mul - x_offset)) * x_offset; } vec3 get_mask_weight(float x) { float i = mod(floor(x * params.OutputSize.x * params.SourceSize.x / (params.SourceSize.x * MASK_SIZE)), MASK_COLORS); if (i == 0.0) return mix(vec3(1.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), MASK_COLORS - 2.0); else if (i == 1.0) return vec3(0.0, 1.0, 0.0); else return vec3(0.0, 0.0, 1.0); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 0) uniform sampler2D Source; void main() { float scale = floor(params.OutputSize.y * params.SourceSize.w); float offset = 1.0 / scale * 0.5; if (bool(mod(scale, 2.0))) offset = 0.0; vec2 co = (vTexCoord * params.SourceSize.xy - vec2(0.0, offset * SCANLINE_OFFSET)) * params.SourceSize.zw; vec3 col_glow = filter_gaussian(Source, co, params.SourceSize.xy); vec3 col_soft = filter_lanczos(Source, co, params.SourceSize.xy, SHARPNESS_IMAGE); vec3 col_sharp = filter_lanczos(Source, co, params.SourceSize.xy, SHARPNESS_EDGES); vec3 col = sqrt(col_sharp * col_soft); col *= get_scanline_weight(fract(co.y * params.SourceSize.y), col_soft); col_glow = saturate(col_glow - col); col += col_glow * col_glow * GLOW_HALATION; col = mix(col, col * get_mask_weight(vTexCoord.x) * MASK_COLORS, MASK_STRENGTH); col += col_glow * GLOW_DIFFUSION; col = pow(col * BRIGHTNESS, vec3(1.0 / GAMMA_OUTPUT)); FragColor = vec4(col, 1.0); }