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- #version 450
- layout(push_constant) uniform Push
- {
- float BRIGHT_BOOST;
- float BRIGHT_BOOST_CUTOFF;
- float DILATION;
- float GAMMA_INPUT;
- float GAMMA_OUTPUT;
- float MASK_SIZE;
- float MASK_STAGGER;
- float MASK_STRENGTH;
- float MASK_DOT_HEIGHT;
- float MASK_DOT_WIDTH;
- float SCANLINE_CUTOFF;
- float SCANLINE_BEAM_WIDTH_MAX;
- float SCANLINE_BEAM_WIDTH_MIN;
- float SCANLINE_BRIGHT_MAX;
- float SCANLINE_BRIGHT_MIN;
- float SCANLINE_STRENGTH;
- float SHARPNESS_H;
- float SHARPNESS_V;
- } params;
- #pragma parameter SHARPNESS_H "Sharpness Horizontal" 0.5 0.0 1.0 0.05
- #pragma parameter SHARPNESS_V "Sharpness Vertical" 1.0 0.0 1.0 0.05
- #pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.01
- #pragma parameter MASK_DOT_WIDTH "Mask Dot Width" 1.0 1.0 100.0 1.0
- #pragma parameter MASK_DOT_HEIGHT "Mask Dot Height" 1.0 1.0 100.0 1.0
- #pragma parameter MASK_STAGGER "Mask Stagger" 0.0 0.0 100.0 1.0
- #pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 100.0 1.0
- #pragma parameter SCANLINE_STRENGTH "Scanline Strength" 1.0 0.0 1.0 0.05
- #pragma parameter SCANLINE_BEAM_WIDTH_MIN "Scanline Beam Width Min." 1.5 0.5 5.0 0.5
- #pragma parameter SCANLINE_BEAM_WIDTH_MAX "Scanline Beam Width Max." 1.5 0.5 5.0 0.5
- #pragma parameter SCANLINE_BRIGHT_MIN "Scanline Brightness Min." 0.35 0.0 1.0 0.05
- #pragma parameter SCANLINE_BRIGHT_MAX "Scanline Brightness Max." 0.65 0.0 1.0 0.05
- #pragma parameter SCANLINE_CUTOFF "Scanline Cutoff" 400.0 1.0 1000.0 1.0
- #pragma parameter GAMMA_INPUT "Gamma Input" 2.0 0.1 5.0 0.1
- #pragma parameter GAMMA_OUTPUT "Gamma Output" 1.8 0.1 5.0 0.1
- #pragma parameter BRIGHT_BOOST "Brightness Boost" 1.2 1.0 2.0 0.01
- #pragma parameter BRIGHT_BOOST_CUTOFF "Brightness Boost Cutoff" 1.1 1.0 2.0 0.01
- #pragma parameter DILATION "Dilation" 1.0 0.0 1.0 1.0
- layout(std140, set = 0, binding = 0) uniform UBO
- {
- mat4 MVP;
- vec4 OutputSize;
- vec4 OriginalSize;
- vec4 SourceSize;
- } global;
- #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;
- }
- /*
- CRT Shader by EasyMode
- License: GPL
- A flat CRT shader ideally for 1080p or higher displays.
- Recommended Settings:
- Video
- - Aspect Ratio: 4:3
- - Integer Scale: Off
- Shader
- - Filter: Nearest
- - Scale: Don't Care
- Example RGB Mask Parameter Settings:
- Aperture Grille (Default)
- - Dot Width: 1
- - Dot Height: 1
- - Stagger: 0
- Lottes' Shadow Mask
- - Dot Width: 2
- - Dot Height: 1
- - Stagger: 3
- */
- #pragma stage fragment
- layout(location = 0) in vec2 vTexCoord;
- layout(location = 0) out vec4 FragColor;
- layout(set = 0, binding = 2) uniform sampler2D Source;
- #define FIX(c) max(abs(c), 1e-5)
- #define PI 3.141592653589
- #define TEX2D(c) dilate(texture(Source, c))
- // Set to 0 to use linear filter and gain speed
- #define ENABLE_LANCZOS 1
- vec4 dilate(vec4 col)
- {
- vec4 x = mix(vec4(1.0), col, params.DILATION);
- return col * x;
- }
- float curve_distance(float x, float sharp)
- {
- /*
- apply half-circle s-curve to distance for sharper (more pixelated) interpolation
- single line formula for Graph Toy:
- 0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
- */
- float x_step = step(0.5, x);
- float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
- return mix(x, curve, sharp);
- }
- mat4x4 get_color_matrix(vec2 co, vec2 dx)
- {
- return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
- }
- vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
- {
- vec4 col = color_matrix * coeffs;
- vec4 sample_min = min(color_matrix[1], color_matrix[2]);
- vec4 sample_max = max(color_matrix[1], color_matrix[2]);
- col = clamp(col, sample_min, sample_max);
- return col.rgb;
- }
- /* main_fragment */
- void main()
- {
- vec2 dx = vec2(global.SourceSize.z, 0.0);
- vec2 dy = vec2(0.0, global.SourceSize.w);
- vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5);
- vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * global.SourceSize.zw;
- vec2 dist = fract(pix_co);
- float curve_x;
- vec3 col, col2;
- #if ENABLE_LANCZOS
- curve_x = curve_distance(dist.x, params.SHARPNESS_H * params.SHARPNESS_H);
- vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
- coeffs = FIX(coeffs);
- coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
- coeffs /= dot(coeffs, vec4(1.0));
- col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
- col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
- #else
- curve_x = curve_distance(dist.x, params.SHARPNESS_H);
- col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
- col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
- #endif
- col = mix(col, col2, curve_distance(dist.y, params.SHARPNESS_V));
- col = pow(col, vec3(params.GAMMA_INPUT / (params.DILATION + 1.0)));
- float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
- float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
- float scan_bright = clamp(bright, params.SCANLINE_BRIGHT_MIN, params.SCANLINE_BRIGHT_MAX);
- float scan_beam = clamp(bright * params.SCANLINE_BEAM_WIDTH_MAX, params.SCANLINE_BEAM_WIDTH_MIN, params.SCANLINE_BEAM_WIDTH_MAX);
- float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * params.SCANLINE_STRENGTH;
- float mask = 1.0 - params.MASK_STRENGTH;
- vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(params.MASK_SIZE, params.MASK_DOT_HEIGHT * params.MASK_SIZE)));
- int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * params.MASK_STAGGER) / params.MASK_DOT_WIDTH, 3.0));
- vec3 mask_weight;
- if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
- else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
- else mask_weight = vec3(mask, mask, 1.0);
- float actual_boost = params.BRIGHT_BOOST;
- if (global.SourceSize.y >= params.SCANLINE_CUTOFF)
- scan_weight = 1.0, actual_boost = params.BRIGHT_BOOST_CUTOFF;
- col2 = col.rgb;
- col *= vec3(scan_weight);
- col = mix(col, col2, scan_bright);
- col *= mask_weight;
- col = pow(col, vec3(1.0 / params.GAMMA_OUTPUT));
- FragColor = vec4(col * actual_boost, 1.0);
- }
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