2023-09-29 20:25:17 -04:00

193 lines
5.4 KiB
GLSL

/*
cgwg's CRT shader
Copyright (C) 2010-2011 cgwg, Themaister
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
(cgwg gave their consent to have their code distributed under the GPL in
this message:
http://board.byuu.org/viewtopic.php?p=26075#p26075
"Feel free to distribute my shaders under the GPL. After all, the
barrel distortion code was taken from the Curvature shader, which is
under the GPL."
)
*/
// Parameter lines go here:
#pragma parameter CRTCGWG_GAMMA "CRTcgwg Gamma" 2.7 0.0 10.0 0.01
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
// TODO/FIXME - Wrap all these in a struct-like type so we can address
COMPAT_VARYING vec2 c01;
COMPAT_VARYING vec2 c11;
COMPAT_VARYING vec2 c21;
COMPAT_VARYING vec2 c31;
COMPAT_VARYING vec2 c02;
COMPAT_VARYING vec2 c12;
COMPAT_VARYING vec2 c22;
COMPAT_VARYING vec2 c32;
COMPAT_VARYING COMPAT_PRECISION float mod_factor;
COMPAT_VARYING vec2 ratio_scale;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
vec2 delta = SourceSize.zw;
float dx = delta.x;
float dy = delta.y;
c01 = vTexCoord + vec2(-dx, 0.0);
c11 = vTexCoord + vec2(0.0, 0.0);
c21 = vTexCoord + vec2(dx, 0.0);
c31 = vTexCoord + vec2(2.0 * dx, 0.0);
c02 = vTexCoord + vec2(-dx, dy);
c12 = vTexCoord + vec2(0.0, dy);
c22 = vTexCoord + vec2(dx, dy);
c32 = vTexCoord + vec2(2.0 * dx, dy);
mod_factor = vTexCoord.x * outsize.x;
ratio_scale = vTexCoord * SourceSize.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 c01;
COMPAT_VARYING vec2 c11;
COMPAT_VARYING vec2 c21;
COMPAT_VARYING vec2 c31;
COMPAT_VARYING vec2 c02;
COMPAT_VARYING vec2 c12;
COMPAT_VARYING vec2 c22;
COMPAT_VARYING vec2 c32;
COMPAT_VARYING COMPAT_PRECISION float mod_factor;
COMPAT_VARYING vec2 ratio_scale;
// compatibility #defines
#define Source Texture
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float CRTCGWG_GAMMA;
#else
#define CRTCGWG_GAMMA 2.7
#endif
#define TEX2D(c) COMPAT_TEXTURE(Source ,(c))
#define PI 3.141592653589
void main()
{
vec2 uv_ratio = fract(ratio_scale);
vec3 col, col2;
mat4 texes0 = mat4(TEX2D(c01).xyzw, TEX2D(c11).xyzw, TEX2D(c21).xyzw, TEX2D(c31).xyzw);
mat4 texes1 = mat4(TEX2D(c02).xyzw, TEX2D(c12).xyzw, TEX2D(c22).xyzw, TEX2D(c32).xyzw);
vec4 coeffs = vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x) + 0.005;
coeffs = sin(PI * coeffs) * sin(0.5 * PI * coeffs) / (coeffs * coeffs);
coeffs = coeffs / dot(coeffs, vec4(1.0, 1.0, 1.0, 1.0));
vec3 weights = vec3( 3.33 * uv_ratio.y, uv_ratio.y * 3.33, uv_ratio.y * 3.33);
vec3 weights2 = vec3(-3.33 * uv_ratio.y + 3.33, uv_ratio.y * -3.33 + 3.33, uv_ratio.y * -3.33 + 3.33);
col = clamp(texes0 * coeffs, 0.0, 1.0).xyz;
col2 = clamp(texes1 * coeffs, 0.0, 1.0).xyz;
vec3 wid = 2.0 * pow(col, vec3(4.0, 4.0, 4.0)) + 2.0;
vec3 wid2 = 2.0 * pow(col2, vec3(4.0, 4.0, 4.0)) + 2.0;
col = pow(col, vec3(CRTCGWG_GAMMA));
col2 = pow(col2, vec3(CRTCGWG_GAMMA));
vec3 sqrt1 = inversesqrt(0.5 * wid);
vec3 sqrt2 = inversesqrt(0.5 * wid2);
vec3 pow_mul1 = weights * sqrt1;
vec3 pow_mul2 = weights2 * sqrt2;
vec3 div1 = 0.1320 * wid + 0.392;
vec3 div2 = 0.1320 * wid2 + 0.392;
vec3 pow1 = -pow(pow_mul1, wid);
vec3 pow2 = -pow(pow_mul2, wid2);
weights = exp(pow1) / div1;
weights2 = exp(pow2) / div2;
vec3 multi = col * weights + col2 * weights2;
vec3 mcol = mix(vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)));
FragColor = vec4(pow(mcol * multi, vec3(0.454545, 0.454545, 0.454545)), 1.0);
}
#endif