// // 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. // #ifdef GL_ES precision mediump float; #endif #define hardScan -8.0 #define hardPix -3.0 #define warpX 0.031 #define warpY 0.041 #define maskDark 0.5 #define maskLight 1.5 #define scaleInLinearGamma 1 #define shadowMask 1.0 #define brightboost 1.0 struct inputdata { vec2 video_size; vec2 texture_size; vec2 output_size; float frame_count; float frame_direction; float frame_rotation; }; uniform sampler2D Sample; varying vec2 v_texCoord; uniform inputdata IN; #define warp vec2(warpX,warpY) //------------------------------------------------------------------------ // sRGB to Linear. // Assuing using sRGB typed textures this should not be needed. float ToLinear1(float c) { if (scaleInLinearGamma==0) return c; return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4); } vec3 ToLinear(vec3 c) { if (scaleInLinearGamma==0) return 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) { if (scaleInLinearGamma==0) return c; return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055); } vec3 ToSrgb(vec3 c) { if (scaleInLinearGamma==0) return 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*IN.texture_size.xy+off)+vec2(0.5,0.5))/IN.texture_size.xy; return ToLinear(brightboost * texture2D(Sample,pos.xy).rgb); } // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos){pos=pos*IN.texture_size.xy;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;} void main() { vec2 pos=Warp(v_texCoord.xy*(IN.texture_size.xy/IN.video_size.xy))*(IN.video_size.xy/IN.texture_size.xy); vec3 outColor = Tri(pos); if(shadowMask != 0.0) outColor.rgb*=Mask(floor(v_texCoord.xy*(IN.texture_size.xy/IN.video_size.xy)*IN.output_size.xy)+vec2(0.5,0.5)); gl_FragColor = vec4(ToSrgb(outColor.rgb),1.0); }