170 lines
4.8 KiB
GLSL
170 lines
4.8 KiB
GLSL
//
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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// by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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//
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out vec4 color;
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// Emulated input resolution.
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#if 0
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// Fix resolution to set amount.
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vec2 res=vec2(320.0/1.0,160.0/1.0);
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#else
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// Optimize for resize.
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vec2 res=iResolution.xy/6.0;
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#endif
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// Hardness of scanline.
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// -8.0 = soft
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// -16.0 = medium
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uniform float hardScan=-8.0;
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// Hardness of pixels in scanline.
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// -2.0 = soft
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// -4.0 = hard
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uniform float hardPix=-3.0;
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// Display warp.
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// 0.0 = none
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// 1.0/8.0 = extreme
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vec2 warp=vec2(1.0/32.0,1.0/24.0);
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// Amount of shadow mask.
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float maskDark=0.5;
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float maskLight=1.5;
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//------------------------------------------------------------------------
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// sRGB to Linear.
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// Assuing using sRGB typed textures this should not be needed.
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float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
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vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
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// Linear to sRGB.
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// Assuing using sRGB typed textures this should not be needed.
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float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
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vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=floor(pos*res+off)/res;
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if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
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return ToLinear(texture2D(iChannel0,pos.xy,-16.0).rgb);}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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vec3 a=Fetch(pos,vec2(-2.0,off));
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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vec3 e=Fetch(pos,vec2( 2.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wa=Gaus(dst-2.0,scale);
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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float we=Gaus(dst+2.0,scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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vec3 a=Horz3(pos,-1.0);
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vec3 b=Horz5(pos, 0.0);
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vec3 c=Horz3(pos, 1.0);
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float wa=Scan(pos,-1.0);
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float wb=Scan(pos, 0.0);
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float wc=Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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pos=pos*2.0-1.0;
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pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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return pos*0.5+0.5;}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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pos.x+=pos.y*3.0;
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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pos.x=fract(pos.x/6.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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return mask;}
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// Draw dividing bars.
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float Bar(float pos,float bar){pos-=bar;return pos*pos<4.0?0.0:1.0;}
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// Entry.
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void main() {
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#if 0
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// Unmodified.
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if(gl_FragCoord.x<iResolution.x*0.333){
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color.rgb=Fetch(gl_FragCoord.xy/iResolution.xy+vec2(0.333,0.0),vec2(0.0,0.0));}
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else{
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vec2 pos=Warp(gl_FragCoord.xy/iResolution.xy+vec2(-0.333,0.0));
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if(gl_FragCoord.x<iResolution.x*0.666){
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hardScan=-12.0;
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maskDark=maskLight=1.0;
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pos=Warp(gl_FragCoord.xy/iResolution.xy);}
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color.rgb=Tri(pos)*Mask(gl_FragCoord.xy);}
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color.a=1.0;
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color.rgb*=
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Bar(gl_FragCoord.x,iResolution.x*0.333)*
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Bar(gl_FragCoord.x,iResolution.x*0.666);
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color.rgb=ToSrgb(color.rgb);
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#else
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// full
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vec2 pos=Warp(gl_FragCoord.xy/iResolution.xy);
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// classic
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// hardScan=-12.0;
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// maskDark=maskLight=1.0;
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// vec2 pos=Warp(gl_FragCoord.xy/iResolution.xy);
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color.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
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color.a=texture2D(iChannel0,gl_FragCoord.xy/iResolution.xy).a;
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color.rgb=ToSrgb(color.rgb);
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#endif
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}
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