#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float integer_scale; float overscale; float effect; float scanline_toggle; float SCANLINE_BASE_BRIGHTNESS; float SCANLINE_SINE_COMP_A; float SCANLINE_SINE_COMP_B; float interp_toggle; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; float aspect_x; float aspect_y; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma parameter effect "Glow Brightness" 1.0 0.1 3.0 0.1 #pragma parameter aspect_x "Aspect Ratio Numerator" 64.0 1.0 256. 1.0 #pragma parameter aspect_y "Aspect Ratio Denominator" 49.0 1.0 256. 1.0 #pragma parameter integer_scale "Force Integer Scaling" 1.0 0.0 1.0 1.0 #pragma parameter overscale "Integer Overscale" 0.0 0.0 1.0 1.0 #pragma parameter interp_toggle "Sharpen Linear Scaling" 0.0 0.0 1.0 1.0 #pragma parameter scanline_toggle "Scanline Toggle" 0.0 0.0 1.0 1.0 #pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01 #pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.00 0.0 0.10 0.01 #pragma parameter SCANLINE_SINE_COMP_B "Scanline Intensity" 0.15 0.0 1.0 0.05 #pragma parameter OS_MASK_TOP "Overscan Mask Top" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_BOTTOM "Overscan Mask Bottom" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_LEFT "Overscan Mask Left" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_RIGHT "Overscan Mask Right" 0.0 0.0 1.0 0.005 #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 border_coord; layout(location = 1) out vec2 screen_coord; void main() { gl_Position = global.MVP * Position; vec2 out_res = params.OutputSize.xy; vec2 corrected_size = params.SourceSize.xy * vec2(params.aspect_x / params.aspect_y, 1.0) * vec2(params.SourceSize.y / params.SourceSize.x, 1.0); float full_scale = (params.integer_scale > 0.5) ? floor(params.OutputSize.y / params.SourceSize.y) + params.overscale : params.OutputSize.y / params.SourceSize.y; vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale; vec2 middle = vec2(0.49999, 0.49999); vec2 diff = TexCoord.xy - middle; screen_coord = middle + diff * scale; border_coord = TexCoord.xy; } #pragma stage fragment layout(location = 0) in vec2 border_coord; layout(location = 1) in vec2 screen_coord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D Original; vec4 scanline(vec2 coord, vec4 frame) { vec2 omega = vec2(3.1415 * params.OutputSize.x, 2.0 * 3.1415 * params.SourceSize.y); vec2 sine_comp = vec2(params.SCANLINE_SINE_COMP_A, params.SCANLINE_SINE_COMP_B); vec3 res = frame.xyz; vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(coord * omega), vec2(1.0, 1.0))); return vec4(scanline.x, scanline.y, scanline.z, 1.0); } vec2 interp_coord(vec2 coord, vec2 texture_size) { vec2 p = coord.xy; p = p * texture_size.xy + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; // Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression! f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0)); p = i + f; p = (p - vec2(0.5, 0.5)) * 1.0 / texture_size; return p; } vec4 border(vec2 screen_coord, vec2 border_coord, vec2 texture_size, vec2 video_size, vec2 output_size, float frame_count, sampler2D decal) { vec4 background; vec4 color = texture(Source, border_coord, 10.0) * 1.25 + 0.125; // use mipmapping to get an average of the entire screen background = color * color * params.effect; vec2 coord = (params.interp_toggle < 0.5) ? screen_coord : interp_coord(screen_coord, texture_size); vec4 frame = texture(decal, coord); frame = (params.scanline_toggle > 0.5) ? scanline(coord, frame) : frame; vec2 fragcoord = (coord.xy); if (fragcoord.x < 1.0 - params.OS_MASK_RIGHT && fragcoord.x > 0.0 + params.OS_MASK_LEFT && fragcoord.y < 1.0 - params.OS_MASK_BOTTOM && fragcoord.y > 0.0 + params.OS_MASK_TOP) return frame; else return background; } void main() { FragColor = border(screen_coord, border_coord, params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy, float(params.FrameCount), Original); }