view shaders/crt.f.glsl @ 1587:ea687ca7d845

Fix missing include in bindings.c
author Michael Pavone <pavone@retrodev.com>
date Tue, 19 Jun 2018 23:47:36 -0700
parents 7da675d0c512
children f3cca4b3f17a
line wrap: on
line source

#version 110

/* Subtle CRT shader usable in fullscreen - Anaƫl Seghezzi [anael(at)maratis3d.com]
   This shader is free software distributed under the terms of the GNU General Public
   License version 3 or higher. This gives you the right to redistribute and/or
   modify the program as long as you follow the terms of the license. See the file
   COPYING for full license details.
*/

#define M_PI 3.14159265358979323846

uniform sampler2D textures[2];
uniform float width, height;
varying vec2 texcoord;
varying vec2 screencoord;


float nrand(vec2 n) {
	return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);
}

float scanline(vec2 texco)
{
	return (1.0 - abs(cos(texco.y * 512.0 * M_PI)));
}

vec2 sharp_coord(vec2 texco, vec2 dim, vec2 sharpness)
{
	vec2 texcoif = texco * dim;
	vec2 texcoi = floor(texcoif);
	vec2 mu = (texcoif - 0.5) - texcoi;
	vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5;
	return (texcoi + mub + 0.5) / dim;	
}

void main()
{
	float v = 1.0 / 512.0;
	float yforce = 0.175;
	float vign = length(screencoord);

	// monitor deformation
	vec2 monitorcoord = (screencoord + screencoord * vign * 0.025);
	
	if (monitorcoord.x < -1.0 || monitorcoord.y < -1.0 || monitorcoord.x > 1.0 || monitorcoord.y > 1.0) {
		gl_FragColor = vec4(0.0);
		return;
	}

	vec2 texco = monitorcoord * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0);

	// mask
	float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0);
	float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0);
	float mask = clamp(maskx * masky, 0.0, 1.0);

	// sharp texcoord
	vec2 texco_sharp0 = sharp_coord(texco, vec2(512.0, 512.0), vec2(4.0, 8.0));
	vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 1.0 / 1024.0), vec2(512.0, 512.0), vec2(4.0, 8.0));

	vec4 src0 = texture2D(textures[0], texco_sharp0);
	vec4 src1 = texture2D(textures[1], texco_sharp1);

	// interlace mix
	float interlace = cos((texco.y * 1024.0) * M_PI);
	vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5);

	// blur
	vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5);

#ifdef NO_SCANLINE

	gl_FragColor = (src_mix * 0.95 + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask;

#else
	// multisample scanline with grain
	// TODO: offset grain with time (needs a "frame" uniform)
	float cosy;
	cosy  = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 1.0)) * 0.25) + 0.3333));
	cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 2.0)) * 0.25) + 0.25));
	cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 3.0)) * 0.25) + 0.6666));
	cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 4.0)) * 0.25) + 0.75));
	cosy *= 0.25;

	// final scanline + burn
	gl_FragColor = ((src_mix * ((1.0 - yforce) + cosy * yforce)) + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask;

#endif
}