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gizmo-crt.glsl
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// Generated by mpv-libretro
//!PARAM BGR_LCD_PATTERN
//!DESC BGR output pattern
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0
//!PARAM BLUR_OFFSET
//!DESC Blur Intensity
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0.5
//!PARAM BRIGHTNESS
//!DESC Scanline Intensity
//!TYPE CONSTANT float
//!MINIMUM 0.05
//!MAXIMUM 1
0.5
//!PARAM CURVATURE_X
//!DESC Screen curvature - horizontal
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0.1
//!PARAM CURVATURE_Y
//!DESC Screen curvature - vertical
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0.15
//!PARAM HORIZONTAL_BLUR
//!DESC Horizontal Blur
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0
//!PARAM SHRINK
//!DESC Shrink screen
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0
//!PARAM VERTICAL_BLUR
//!DESC Vertical Blur
//!TYPE CONSTANT float
//!MINIMUM 0
//!MAXIMUM 1
0
//!HOOK MAIN
//!COMPONENTS 4
//!DESC sRGB to linear RGB
//!SAVE MAIN_RGB
//!BIND HOOKED
vec4 hook() {
return linearize(HOOKED_tex(HOOKED_pos));
}
//!HOOK MAIN
//!COMPONENTS 4
//!DESC gizmo-crt.slang
//!WIDTH OUTPUT.width 1 *
//!HEIGHT OUTPUT.height 1 *
//!BIND HOOKED
//!BIND MAIN_RGB
vec4 vertex_gl_Position;
struct _params_ {
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float CURVATURE_X;
float CURVATURE_Y;
float BRIGHTNESS;
float HORIZONTAL_BLUR;
float VERTICAL_BLUR;
float BLUR_OFFSET;
float BGR_LCD_PATTERN;
float SHRINK;
} params = _params_(vec4(MAIN_RGB_size, MAIN_RGB_pt), vec4(MAIN_RGB_size, MAIN_RGB_pt), vec4(target_size, 1. / target_size.x, 1. / target_size.y), uint(frame), float(CURVATURE_X), float(CURVATURE_Y), float(BRIGHTNESS), float(HORIZONTAL_BLUR), float(VERTICAL_BLUR), float(BLUR_OFFSET), float(BGR_LCD_PATTERN), float(SHRINK));
struct _global_ {
mat4 MVP;
} global = _global_(mat4(1.));
vec4 Position = vec4(HOOKED_pos, 0., 1.);
vec2 TexCoord = HOOKED_pos;
vec2 vTexCoord;
void vertex_main() {
vertex_gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
vec4 FragColor;
#define Source MAIN_RGB_raw
float fragment_PHI = 1.618034;
float fragment_gold_noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * fragment_PHI, xy) * seed) * xy.x);
}
vec2 fragment_saturateA(in vec2 x) {
return clamp(x, 0., 1.);
}
vec2 fragment_magnify(in vec2 uv, in vec2 res) {
uv *= res;
return (fragment_saturateA(fract(uv) / fragment_saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
}
vec4 fragment_textureVertical(in vec2 uv) {
vec2 texSize = vec2(textureSize(Source, 0));
uv = fragment_magnify(uv, texSize.xy);
uv = uv * texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
if (params.HORIZONTAL_BLUR == 1.) {
vec2 uv1 = vec2(uv + vec2(-0.5, -0.5)) / texSize.xy;
vec2 uv2 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET, -0.5)) / texSize.xy;
vec4 col1 = texture(Source, uv1);
vec4 col2 = texture(Source, uv2);
vec4 col = (col1 + col2) / vec4(2.);
if (params.VERTICAL_BLUR == 1.) {
vec2 uv3 = vec2(uv + vec2(-0.5, -0.5 + params.BLUR_OFFSET)) / texSize.xy;
vec2 uv4 = vec2(uv + vec2(-0.5 + params.BLUR_OFFSET, -0.5 + params.BLUR_OFFSET)) / texSize.xy;
vec4 col3 = texture(Source, uv3);
vec4 col4 = texture(Source, uv4);
col = ((col3 + col4) / vec4(2.) + col) / vec4(2.);
}
return col;
} else {
uv = vec2(uv + vec2(-0.5, -0.5)) / texSize.xy;
return texture(Source, uv);
}
}
vec4 fragment_textureCRT(in vec2 uvr, in vec2 uvg, in vec2 uvb) {
return vec4(fragment_textureVertical(uvr).r, fragment_textureVertical(uvg).g, fragment_textureVertical(uvb).b, 255);
}
float fragment_GetFuv(in vec2 uv) {
vec2 texSize = vec2(textureSize(Source, 0));
uv = uv * texSize.xy + 0.5;
vec2 iuv = floor(uv);
vec2 fuv = uv - iuv;
return abs((fuv * fuv * fuv * (fuv * (fuv * 6. - 15.) + 10.)).y - 0.5);
}
vec2 fragment_GetIuv(in vec2 uv) {
vec2 texSize = vec2(textureSize(Source, 0));
uv = uv * texSize.xy;
vec2 iuv = floor(uv);
return iuv;
}
vec4 fragment_AddNoise(in vec4 col, in vec2 coord) {
float iGlobalTime = float(params.FrameCount) * 0.025;
return clamp(col + fragment_gold_noise(coord, sin(iGlobalTime)) / 32. - 1. / 64., 0., 1.);
}
vec4 fragment_AddScanlines(in vec4 col, in vec2 coord) {
vec2 texSize = vec2(textureSize(Source, 0));
float brightness = 1. / params.BRIGHTNESS * 0.05;
float scale = params.OutputSize.y / texSize.y * 0.5;
float dim = brightness * scale;
col.rgb -= dim * abs(1.5 * (1. - col.rgb) * abs(abs(fragment_GetFuv(coord) - 0.5)));
return col;
}
vec3 fragment_XCoords(in float coord, in float factor) {
float iGlobalTime = float(params.FrameCount) * 0.025;
float spread = 0.333;
vec3 coords = vec3(coord);
if (params.BGR_LCD_PATTERN == 1.) coords.r += spread * 2.; else coords.b += spread * 2.;
coords.g += spread;
coords *= factor;
return coords;
}
float fragment_YCoord(in float coord, in float factor) {
return coord * factor;
}
vec2 fragment_CURVATURE_DISTORTION = vec2(params.CURVATURE_X, params.CURVATURE_Y);
vec2 fragment_barrelScale = 1. - 0.23 * fragment_CURVATURE_DISTORTION;
vec2 fragment_Distort(vec2 coord) {
coord -= vec2(0.5);
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (fragment_CURVATURE_DISTORTION * rsq);
coord *= fragment_barrelScale;
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) coord = vec2(-1.); else {
coord += vec2(0.5);
}
return coord;
}
void fragment_main() {
vec2 texSize = vec2(textureSize(Source, 0));
vec2 texcoord = vTexCoord.xy;
if (params.SHRINK > 0.) {
texcoord.y -= 0.5;
texcoord.y *= 1. + params.SHRINK;
texcoord.y += 0.5;
}
texcoord = fragment_Distort(texcoord);
if (texcoord.x < 0.) {
FragColor = vec4(0.);
return;
}
vec2 fragCoord = texcoord.xy * params.OutputSize.xy;
vec2 factor = texSize.xy / params.OutputSize.xy;
highp float yCoord = fragment_YCoord(fragCoord.y, factor.y);
highp vec3 xCoords = fragment_XCoords(fragCoord.x, factor.x);
vec2 coord_r = vec2(xCoords.r / texSize.x, texcoord.y);
vec2 coord_g = vec2(xCoords.g, yCoord) / texSize.xy;
vec2 coord_b = vec2(xCoords.b, yCoord) / texSize.xy;
FragColor = fragment_textureCRT(coord_r, coord_g, coord_b);
FragColor = fragment_AddNoise(FragColor, fragCoord);
FragColor = fragment_AddScanlines(FragColor, coord_r);
FragColor.a = 1.;
}
vec4 hook() {
vertex_main();
fragment_main();
return delinearize(FragColor);
}