/* CRT Shader by EasyMode License: GPL */ #pragma parameter SHARPNESS_IMAGE "Sharpness Image" 1.0 1.0 5.0 1.0 #pragma parameter SHARPNESS_EDGES "Sharpness Edges" 3.0 1.0 5.0 1.0 #pragma parameter GLOW_WIDTH "Glow Width" 0.5 0.05 0.65 0.05 #pragma parameter GLOW_HEIGHT "Glow Height" 0.5 0.05 0.65 0.05 #pragma parameter GLOW_HALATION "Glow Halation" 0.1 0.0 1.0 0.01 #pragma parameter GLOW_DIFFUSION "Glow Diffusion" 0.05 0.0 1.0 0.01 #pragma parameter MASK_COLORS "Mask Colors" 2.0 2.0 3.0 1.0 #pragma parameter MASK_STRENGTH "Mask Strength" 0.3 0.0 1.0 0.05 #pragma parameter MASK_SIZE "Mask Size" 1.0 1.0 9.0 1.0 #pragma parameter SCANLINE_SIZE_MIN "Scanline Size Min." 0.5 0.5 1.5 0.05 #pragma parameter SCANLINE_SIZE_MAX "Scanline Size Max." 1.5 0.5 1.5 0.05 #pragma parameter SCANLINE_SHAPE "Scanline Shape" 2.5 1.0 100.0 0.1 #pragma parameter SCANLINE_OFFSET "Scanline Offset" 1.0 0.0 1.0 1.0 #pragma parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.1 #pragma parameter GAMMA_OUTPUT "Gamma Output" 2.4 1.0 5.0 0.1 #pragma parameter BRIGHTNESS "Brightness" 1.5 0.0 2.0 0.05 #define Coord TEX0 #if defined(VERTEX) #if __VERSION__ >= 130 #define OUT out #define IN in #define tex2D texture #else #define OUT varying #define IN attribute #define tex2D texture2D #endif #ifdef GL_ES #define PRECISION mediump #else #define PRECISION #endif IN vec4 VertexCoord; IN vec4 Color; IN vec2 TexCoord; OUT vec4 color; OUT vec2 Coord; uniform mat4 MVPMatrix; uniform PRECISION int FrameDirection; uniform PRECISION int FrameCount; uniform PRECISION vec2 OutputSize; uniform PRECISION vec2 TextureSize; uniform PRECISION vec2 InputSize; void main() { gl_Position = MVPMatrix * VertexCoord; color = Color; Coord = TexCoord * 1.0001; } #elif defined(FRAGMENT) #if __VERSION__ >= 130 #define IN in #define tex2D texture out vec4 FragColor; #else #define IN varying #define FragColor gl_FragColor #define tex2D texture2D #endif #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #define PRECISION mediump #else #define PRECISION #endif uniform PRECISION int FrameDirection; uniform PRECISION int FrameCount; uniform PRECISION vec2 OutputSize; uniform PRECISION vec2 TextureSize; uniform PRECISION vec2 InputSize; uniform sampler2D Texture; IN vec2 Coord; #ifdef PARAMETER_UNIFORM uniform PRECISION float SHARPNESS_IMAGE; uniform PRECISION float SHARPNESS_EDGES; uniform PRECISION float GLOW_WIDTH; uniform PRECISION float GLOW_HEIGHT; uniform PRECISION float GLOW_HALATION; uniform PRECISION float GLOW_DIFFUSION; uniform PRECISION float MASK_COLORS; uniform PRECISION float MASK_STRENGTH; uniform PRECISION float MASK_SIZE; uniform PRECISION float SCANLINE_SIZE_MIN; uniform PRECISION float SCANLINE_SIZE_MAX; uniform PRECISION float SCANLINE_SHAPE; uniform PRECISION float SCANLINE_OFFSET; uniform PRECISION float GAMMA_INPUT; uniform PRECISION float GAMMA_OUTPUT; uniform PRECISION float BRIGHTNESS; #else #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 SCANLINE_SHAPE 1.5 #define SCANLINE_OFFSET 1.0 #define GAMMA_INPUT 2.4 #define GAMMA_OUTPUT 2.4 #define BRIGHTNESS 1.5 #endif #define FIX(c) max(abs(c), 1e-5) #define PI 3.141592653589 #define saturate(c) clamp(c, 0.0, 1.0) #define TEX2D(c) pow(tex2D(tex, c).rgb, vec3(GAMMA_INPUT)) 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, 0.0)) / 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), pow(col, vec3(1.0 / SCANLINE_SHAPE))); 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 * OutputSize.x * TextureSize.x / (InputSize.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() { float scale = floor((OutputSize.y / InputSize.y) + 0.001); float offset = 1.0 / scale * 0.5; if (bool(mod(scale, 2.0))) offset = 0.0; vec2 co = (Coord * TextureSize - vec2(0.0, offset * SCANLINE_OFFSET)) / TextureSize; vec3 col_glow = filter_gaussian(Texture, co, TextureSize); vec3 col_soft = filter_lanczos(Texture, co, TextureSize, SHARPNESS_IMAGE); vec3 col_sharp = filter_lanczos(Texture, co, TextureSize, SHARPNESS_EDGES); vec3 col = sqrt(col_sharp * col_soft); col *= get_scanline_weight(fract(co.y * TextureSize.y), col_soft); col_glow = saturate(col_glow - col); col += col_glow * col_glow * GLOW_HALATION; col = mix(col, col * get_mask_weight(co.x) * MASK_COLORS, MASK_STRENGTH); col += col_glow * GLOW_DIFFUSION; col = pow(col * BRIGHTNESS, vec3(1.0 / GAMMA_OUTPUT)); FragColor = vec4(col, 1.0); } #endif