// // PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER // // by Timothy Lottes // // This is more along the style of a really good CGA arcade monitor. // With RGB inputs instead of NTSC. // The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. // // Left it unoptimized to show the theory behind the algorithm. // // It is an example what I personally would want as a display option for pixel art games. // Please take and use, change, or whatever. // out vec4 color; // Emulated input resolution. #if 0 // Fix resolution to set amount. vec2 res=vec2(320.0/1.0,160.0/1.0); #else // Optimize for resize. vec2 res=iResolution.xy/6.0; #endif // Hardness of scanline. // -8.0 = soft // -16.0 = medium uniform float hardScan=-8.0; // Hardness of pixels in scanline. // -2.0 = soft // -4.0 = hard uniform float hardPix=-3.0; // Display warp. // 0.0 = none // 1.0/8.0 = extreme vec2 warp=vec2(1.0/32.0,1.0/24.0); // Amount of shadow mask. float maskDark=0.5; float maskLight=1.5; //------------------------------------------------------------------------ // sRGB to Linear. // Assuing using sRGB typed textures this should not be needed. float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);} vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));} // Linear to sRGB. // Assuing using sRGB typed textures this should not be needed. float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);} vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));} // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. vec3 Fetch(vec2 pos,vec2 off){ pos=floor(pos*res+off)/res; if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0); return ToLinear(texture2D(iChannel0,pos.xy,-16.0).rgb);} // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));} // 1D Gaussian. float Gaus(float pos,float scale){return exp2(scale*pos*pos);} // 3-tap Gaussian filter along horz line. vec3 Horz3(vec2 pos,float off){ vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 d=Fetch(pos,vec2( 1.0,off)); float dst=Dist(pos).x; // Convert distance to weight. float scale=hardPix; float wb=Gaus(dst-1.0,scale); float wc=Gaus(dst+0.0,scale); float wd=Gaus(dst+1.0,scale); // Return filtered sample. return (b*wb+c*wc+d*wd)/(wb+wc+wd);} // 5-tap Gaussian filter along horz line. vec3 Horz5(vec2 pos,float off){ vec3 a=Fetch(pos,vec2(-2.0,off)); vec3 b=Fetch(pos,vec2(-1.0,off)); vec3 c=Fetch(pos,vec2( 0.0,off)); vec3 d=Fetch(pos,vec2( 1.0,off)); vec3 e=Fetch(pos,vec2( 2.0,off)); float dst=Dist(pos).x; // Convert distance to weight. float scale=hardPix; float wa=Gaus(dst-2.0,scale); float wb=Gaus(dst-1.0,scale); float wc=Gaus(dst+0.0,scale); float wd=Gaus(dst+1.0,scale); float we=Gaus(dst+2.0,scale); // Return filtered sample. return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} // Return scanline weight. float Scan(vec2 pos,float off){ float dst=Dist(pos).y; return Gaus(dst+off,hardScan);} // Allow nearest three lines to effect pixel. vec3 Tri(vec2 pos){ vec3 a=Horz3(pos,-1.0); vec3 b=Horz5(pos, 0.0); vec3 c=Horz3(pos, 1.0); float wa=Scan(pos,-1.0); float wb=Scan(pos, 0.0); float wc=Scan(pos, 1.0); return a*wa+b*wb+c*wc;} // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos){ pos=pos*2.0-1.0; pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y); return pos*0.5+0.5;} // Shadow mask. vec3 Mask(vec2 pos){ pos.x+=pos.y*3.0; vec3 mask=vec3(maskDark,maskDark,maskDark); pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=maskLight; else if(pos.x<0.666)mask.g=maskLight; else mask.b=maskLight; return mask;} // Draw dividing bars. float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;} // Entry. void main() { #if 0 // Unmodified. if(gl_FragCoord.x