224 lines
7.6 KiB
GLSL
224 lines
7.6 KiB
GLSL
////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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////
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//// VERTEX SHADER : STOLEN FROM NEIGHBOURING SHADERS
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////
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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#ifdef VERTEX
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uniform mat4 MVPMatrix;
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in vec4 VertexCoord;
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in vec2 TexCoord;
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out vec2 vTexcoord;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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vTexcoord = TexCoord;
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}
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#endif //VERTEX
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#ifdef FRAGMENT
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uniform struct
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{
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vec2 video_size;
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vec2 texture_size;
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vec2 output_size;
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} IN;
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uniform float Time;
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uniform sampler2D s_p;
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in vec2 vTexcoord;
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out vec4 FragColor;
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float saturate(float x)
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{
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return max(0, min(1, x));
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}
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vec2 saturate(vec2 x)
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{
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return max(vec2(0.0,0.0), min(vec2(1.0,1.0), x));
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}
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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//// EFFECT CONSTANTS : TWEAK THEM!
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////
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// Size of the border effect
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const vec2 OverscanMaskHardness = vec2(12.0f ,12.0f );
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// Attenuation of the border effect
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const float OverscanMaskPower = 4.0f;
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// Intensity of the border effect
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const float OverscanIntensity = 0.96f;
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// Intensity of the TV Corners (round-ness) deformation
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const float TVDeformInstensity = 0.02f;
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// How much R, G and B are offset : default is -0.333 pixels in fake-pixel-space
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const float ColorFringeIntensity = -0.666;
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// How much luminosity is output by a fake-pixel
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const float FakePixelMaskGain = 0.75f;
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// How much luminosity is output between fake-pixels (adds to the fake-pixel value)
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const float FakePixelMaskOffset = 0.55f;
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// How sharp will appear the pixels (Horizontal Sharpness, Vertical Sharpness A.K.A Scanlines)
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const vec2 FakePixelMaskPower = vec2(0.150f ,2.0f );
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// Scanline Off Sync (Slides one line out of two)
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const float ScanlineOffSync = 0.25;
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// Base Brightness
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const float BaseBrightness = 0.55f;
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// How much the Fake-Pixel effect is Active (0.0 = normal image, 1.0 = full FakePixel Effect)
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const float FakePixelEffectBlend = 0.95f;
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// Ghost Sampling : enable define to activate
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#define GHOST_SAMPLING;
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const float GhostLatencyIntensity = 0.03f;
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// Number of samples (higer is slower)
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const int GhostNumSamples = 32;
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// Latency of the RGB Signal (per-signal, in screen width percentage)
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const vec3 SignalLatencyRGB = vec3(0.184f,0.08f,0.0624f);
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// Attenuation of the ghosting latency
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const float SignalLatencyAttenuation = 1.0f;
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// Bloom : enable define to activate
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#define BLOOM;
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const float BloomIntensity = 0.75f;
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const float BloomExponent = 1.00f;
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const float BloomWeights[25] = float[] (
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0.003765, 0.015019, 0.023792, 0.015019, 0.003765,
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0.015019, 0.059912, 0.094907, 0.059912, 0.015019,
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0.023792, 0.094907, 0.150342, 0.094907, 0.023792,
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0.015019, 0.059912, 0.094907, 0.059912, 0.015019,
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0.003765, 0.015019, 0.023792, 0.015019, 0.003765
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);
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const float BloomPositions[5] = float[] ( -2, -1, 0 , 1 , 2 );
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////
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////
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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float expow(float value, float exponent) {
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return mix(1.0f,pow(value,max(exponent,1.0f)),saturate(exponent));
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}
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//the code that calls expow() carefully builds vec2 for some reason and calls this only to have it implicitly thrown away (which is a warning)
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//so this was added to get rid of the warning
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float expow(vec2 value, vec2 exponent) {
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return mix(1.0f,pow(value.x,max(exponent.x,1.0f)),saturate(exponent.x));
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}
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float expow(vec2 value, float exponent) {
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return mix(1.0f,pow(value.x,max(exponent,1.0f)),saturate(exponent));
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}
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// MultiSampling for ghosting effect
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vec3 GhostSample(vec2 t, float latency) {
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vec3 Out = texture(s_p,t).rgb;
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float Weight = 1.0f;
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vec2 Direction = vec2(-latency,0.0f);
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for(int i=1; i < GhostNumSamples; i++) {
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float curweight = pow(1.0f-(float(i)/GhostNumSamples),1.0f/SignalLatencyAttenuation);
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Out += GhostLatencyIntensity * curweight * texture(s_p,saturate(t+(1.0f-curweight)*Direction)).xyz;
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Weight += GhostLatencyIntensity * curweight;
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}
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return Out/Weight;
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}
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// MultiSampling for ghosting effect
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vec3 Bloom(vec2 t, vec2 r) {
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vec3 Out = vec3(0,0,0);
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for(int j = 0; j < 5; j++)
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for(int i = 0; i < 5; i++)
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{
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vec2 offset = vec2(BloomPositions[i],BloomPositions[j]) / r;
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Out += texture(s_p, t + offset).rgb * BloomWeights[i*5+j];
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}
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return pow(Out, vec3(BloomExponent,BloomExponent,BloomExponent)) * BloomIntensity;
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}
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// Compositing of the TV Emulation
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vec3 TVEffect(vec2 in_Position, vec2 FakeResolution, float Time) {
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// TV Deformation
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vec2 ScreenPos = in_Position + dot(in_Position-0.5f,in_Position-0.5f)*(in_Position-0.5f)* TVDeformInstensity;
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// Apply Off-Sync
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ScreenPos += (ScanlineOffSync/FakeResolution.x) * vec2(sin((Time*30*3.1415926)+(ScreenPos.y*3.1415926*FakeResolution.y)),0);
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// Sampling 3 Images biased to simulate TV RGB Offset
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#ifdef GHOST_SAMPLING
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vec3 latencyweight = vec3(0.0f,0.0f,0.0f);
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for(int i=1; i < GhostNumSamples; i++) {
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latencyweight += texture(s_p, ScreenPos + vec2(1.0f/FakeResolution.x,0.0f)).xyz;
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}
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vec3 LatencyRGB = SignalLatencyRGB * (1.0-(latencyweight/GhostNumSamples));
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vec3 SMP_Red = GhostSample((ScreenPos),LatencyRGB.x).xyz;
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vec3 SMP_Green = GhostSample((ScreenPos) + ((vec2(ColorFringeIntensity,0.0f))/FakeResolution),LatencyRGB.y).xyz;
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vec3 SMP_Blue = GhostSample((ScreenPos) + ((vec2(ColorFringeIntensity*2.0f,0.0f))/FakeResolution),LatencyRGB.z).xyz;
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#else
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vec3 SMP_Red = texture(s_p, (ScreenPos)).xyz;
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vec3 SMP_Green = texture(s_p, (ScreenPos) + ((vec2(ColorFringeIntensity,0.0f))/FakeResolution)).xyz;
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vec3 SMP_Blue = texture(s_p, (ScreenPos) + ((vec2(ColorFringeIntensity*2.0f,0.0f))/FakeResolution)).xyz;
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#endif
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#ifdef BLOOM
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vec3 bloom = Bloom(ScreenPos, FakeResolution);
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SMP_Red += bloom.r;
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SMP_Green += bloom.g;
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SMP_Blue += bloom.b;
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#endif
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// Apply base Brightness
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SMP_Red *= BaseBrightness;
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SMP_Green *= BaseBrightness;
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SMP_Blue *= BaseBrightness;
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// Overscan Darkening Mask
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float ScreenMaskPower = 1.0f/OverscanMaskPower;
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vec2 ScreenMask = pow(saturate(ScreenPos*(1.0f-ScreenPos)*OverscanMaskHardness),vec2(ScreenMaskPower,ScreenMaskPower));
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float mask = mix(1.0, ScreenMask.x * ScreenMask.y, OverscanIntensity);
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// CRT Cell Masks (HorizontalRGB+Scanline)
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float PixelMaskR = expow(saturate(4*fract(ScreenPos.x*FakeResolution.x)*(1.0f-fract(ScreenPos.x*FakeResolution.x))),FakePixelMaskPower.x);
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float PixelMaskG = expow(saturate(4*fract(ScreenPos.x*FakeResolution.x+vec2(ColorFringeIntensity,0.0f))*(1.0f-fract(ScreenPos.x*FakeResolution.x+vec2(ColorFringeIntensity,0.0f)))),FakePixelMaskPower.x);
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float PixelMaskB = expow(saturate(4*fract(ScreenPos.x*FakeResolution.x+vec2(ColorFringeIntensity*2.0f,0.0f))*(1.0f-fract(ScreenPos.x*FakeResolution.x+vec2(ColorFringeIntensity*2.0f,0.0f)))),FakePixelMaskPower.x);
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float PixelMaskScanline = pow(saturate(4*fract(ScreenPos.y*FakeResolution.y)*(1.0f-fract(ScreenPos.y*FakeResolution.y))),FakePixelMaskPower.y);
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vec3 PixelRGB = vec3 (
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((PixelMaskR*PixelMaskScanline * FakePixelMaskGain)+FakePixelMaskOffset) * SMP_Red.x ,
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((PixelMaskG*PixelMaskScanline * FakePixelMaskGain)+FakePixelMaskOffset) * SMP_Green.y ,
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((PixelMaskB*PixelMaskScanline * FakePixelMaskGain)+FakePixelMaskOffset) * SMP_Blue.z
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);
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// Non-Pixelated Image
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vec3 ImageRGB = texture(s_p, ScreenPos).xyz;
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return mix(ImageRGB, PixelRGB, FakePixelEffectBlend) * mask;
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}
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void main()
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{
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vec4 color = vec4(1.0f,1.0f,1.0f,1.0f);
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color.xyz = TVEffect(vTexcoord, IN.texture_size, Time);
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FragColor = color;
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}
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#endif |