/* crt-pi - A Raspberry Pi friendly CRT shader. Modernized to OpenGL 3.3 Core Profile Copyright (C) 2015-2016 davej 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. */ // Haven't put these as parameters as it would slow the code down. #define SCANLINES #define MULTISAMPLE #define GAMMA //#define FAKE_GAMMA //#define CURVATURE //#define SHARPER // MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) #define MASK_TYPE 2 #define CURVATURE_X 0.05 #define CURVATURE_Y 0.1 #define MASK_BRIGHTNESS 0.80 #define SCANLINE_WEIGHT 6.0 #define SCANLINE_GAP_BRIGHTNESS 0.12 #define BLOOM_FACTOR 3.5 #define INPUT_GAMMA 2.4 #define OUTPUT_GAMMA 2.2 #if defined(VERTEX) // ============================================================================ // VERTEX SHADER // ============================================================================ #version 330 core // Inputs (desde VAO) layout(location = 0) in vec2 aPosition; layout(location = 1) in vec2 aTexCoord; // Outputs al fragment shader out vec2 vTexCoord; out float vFilterWidth; #if defined(CURVATURE) out vec2 vScreenScale; #endif // Uniforms uniform vec2 TextureSize; void main() { #if defined(CURVATURE) vScreenScale = vec2(1.0, 1.0); #endif // Calcula filterWidth dinámicamente basándose en la altura de la textura vFilterWidth = (768.0 / TextureSize.y) / 3.0; // Pasar coordenadas de textura (invertir Y para SDL) vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001; // Posición del vértice (ya en espacio de clip [-1, 1]) gl_Position = vec4(aPosition, 0.0, 1.0); } #elif defined(FRAGMENT) // ============================================================================ // FRAGMENT SHADER // ============================================================================ #version 330 core // Inputs desde vertex shader in vec2 vTexCoord; in float vFilterWidth; #if defined(CURVATURE) in vec2 vScreenScale; #endif // Output out vec4 FragColor; // Uniforms uniform sampler2D Texture; uniform vec2 TextureSize; #if defined(CURVATURE) vec2 Distort(vec2 coord) { vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y); vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); coord *= vScreenScale; coord -= vec2(0.5); float rsq = coord.x * coord.x + coord.y * coord.y; coord += coord * (CURVATURE_DISTORTION * rsq); coord *= barrelScale; if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) coord = vec2(-1.0); else { coord += vec2(0.5); coord /= vScreenScale; } return coord; } #endif float CalcScanLineWeight(float dist) { return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS); } float CalcScanLine(float dy) { float scanLineWeight = CalcScanLineWeight(dy); #if defined(MULTISAMPLE) scanLineWeight += CalcScanLineWeight(dy - vFilterWidth); scanLineWeight += CalcScanLineWeight(dy + vFilterWidth); scanLineWeight *= 0.3333333; #endif return scanLineWeight; } void main() { #if defined(CURVATURE) vec2 texcoord = Distort(vTexCoord); if (texcoord.x < 0.0) { FragColor = vec4(0.0); return; } #else vec2 texcoord = vTexCoord; #endif vec2 texcoordInPixels = texcoord * TextureSize; #if defined(SHARPER) vec2 tempCoord = floor(texcoordInPixels) + 0.5; vec2 coord = tempCoord / TextureSize; vec2 deltas = texcoordInPixels - tempCoord; float scanLineWeight = CalcScanLine(deltas.y); vec2 signs = sign(deltas); deltas.x *= 2.0; deltas = deltas * deltas; deltas.y = deltas.y * deltas.y; deltas.x *= 0.5; deltas.y *= 8.0; deltas /= TextureSize; deltas *= signs; vec2 tc = coord + deltas; #else float tempY = floor(texcoordInPixels.y) + 0.5; float yCoord = tempY / TextureSize.y; float dy = texcoordInPixels.y - tempY; float scanLineWeight = CalcScanLine(dy); float signY = sign(dy); dy = dy * dy; dy = dy * dy; dy *= 8.0; dy /= TextureSize.y; dy *= signY; vec2 tc = vec2(texcoord.x, yCoord + dy); #endif // texture() en vez de texture2D() (OpenGL 3.3+) vec3 colour = texture(Texture, tc).rgb; #if defined(SCANLINES) #if defined(GAMMA) #if defined(FAKE_GAMMA) colour = colour * colour; #else colour = pow(colour, vec3(INPUT_GAMMA)); #endif #endif scanLineWeight *= BLOOM_FACTOR; colour *= scanLineWeight; #if defined(GAMMA) #if defined(FAKE_GAMMA) colour = sqrt(colour); #else colour = pow(colour, vec3(1.0 / OUTPUT_GAMMA)); #endif #endif #endif #if MASK_TYPE == 0 FragColor = vec4(colour, 1.0); #elif MASK_TYPE == 1 float whichMask = fract(gl_FragCoord.x * 0.5); vec3 mask; if (whichMask < 0.5) mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS); else mask = vec3(1.0, MASK_BRIGHTNESS, 1.0); FragColor = vec4(colour * mask, 1.0); #elif MASK_TYPE == 2 float whichMask = fract(gl_FragCoord.x * 0.3333333); vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS); if (whichMask < 0.3333333) mask.x = 1.0; else if (whichMask < 0.6666666) mask.y = 1.0; else mask.z = 1.0; FragColor = vec4(colour * mask, 1.0); #endif } #endif