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- #version 150
- /*
- CRT Shader by EasyMode
- License: GPL
- */
- #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 GAMMA_INPUT 2.4
- #define GAMMA_OUTPUT 2.4
- #define BRIGHTNESS 1.5
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- #define FIX(c) max(abs(c), 1e-5)
- #define PI 3.141592653589
- #define TEX2D(c) pow(texture(source[0], c).rgb, vec3(GAMMA_INPUT))
- #define saturate(c) clamp(c, 0.0, 1.0)
- mat3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
- {
- return mat3(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;
- mat3 line0 = get_color_matrix(tex, tex_co - dy, dx);
- mat3 line1 = get_color_matrix(tex, tex_co, dx);
- mat3 line2 = get_color_matrix(tex, tex_co + dy, dx);
- mat3 column = mat3(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 (mat4(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), col);
- 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 * targetSize.x * sourceSize[0].x / (sourceSize[0].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);
- }
- void main() {
- vec3 col_glow = filter_gaussian(source[0], texCoord, sourceSize[0].xy);
- vec3 col_soft = filter_lanczos(source[0], texCoord, sourceSize[0].xy, SHARPNESS_IMAGE);
- vec3 col_sharp = filter_lanczos(source[0], texCoord, sourceSize[0].xy, SHARPNESS_EDGES);
- vec3 col = sqrt(col_sharp * col_soft);
- col *= get_scanline_weight(fract(texCoord.y * sourceSize[0].y), col_soft);
- col_glow = saturate(col_glow - col);
- col += col_glow * col_glow * GLOW_HALATION;
- col = mix(col, col * get_mask_weight(texCoord.x) * MASK_COLORS, MASK_STRENGTH);
- col += col_glow * GLOW_DIFFUSION;
- col = pow(col * BRIGHTNESS, vec3(1.0 / GAMMA_OUTPUT));
- fragColor = vec4(col, 1.0);
- }
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