#version 450 // BigBlur by hunterk // license: public domain layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; float aspect_x; float aspect_y; float border_zoom; float BRIGHTNESS; float integer_scale; float overscale; float scanline_toggle; float interp_toggle; float THICKNESS; float DARKNESS; float OS_MASK_TOP; float OS_MASK_BOTTOM; float OS_MASK_LEFT; float OS_MASK_RIGHT; } params; #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 border_zoom "Border Zoom" 1.5 0.5 10 0.5 #pragma parameter BRIGHTNESS "Border Brightness Mod" 0.0 -1.0 1.0 0.05 #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 scanline_toggle "Scanline Toggle" 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 THICKNESS "Scanline Thickness" 2.0 1.0 12.0 1.0 #pragma parameter DARKNESS "Scanline Darkness" 0.35 0.0 1.0 0.05 #pragma parameter OS_MASK_TOP "OS Mask Top" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_BOTTOM "OS Mask Bottom" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_LEFT "OS Mask Left" 0.0 0.0 1.0 0.005 #pragma parameter OS_MASK_RIGHT "OS Mask Right" 0.0 0.0 1.0 0.005 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 tex_border; 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; vTexCoord = middle + diff * scale; vec2 zoom_coord = (((TexCoord.xy - middle) / params.border_zoom) * vec2(params.OutputSize.x / params.OutputSize.y, 1.0) / vec2(params.aspect_x / params.aspect_y, 1.0)) + middle; tex_border = zoom_coord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 tex_border; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D Reference; vec4 scanlines(vec4 frame, vec2 coord, vec2 texture_size, vec2 video_size, vec2 output_size) { float lines = fract(coord.y * texture_size.y); float scale_factor = floor((output_size.y / video_size.y) + 0.4999); float lightness = 1.0 - params.DARKNESS; return (params.scanline_toggle > 0.5 && (lines < (1.0 / scale_factor * params.THICKNESS))) ? frame * vec4(lightness, lightness, lightness, lightness) : frame; } 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 texture_size, vec2 video_size, vec2 output_size, float frame_count, vec2 tex, sampler2D decal, vec2 tex_border, sampler2D ORIG) { vec4 effect = texture(decal, tex_border); effect += vec4(vec3(params.BRIGHTNESS), effect.w); vec2 coord = (params.interp_toggle < 0.5) ? tex : interp_coord(tex, texture_size); vec4 frame = texture(ORIG, coord); frame = scanlines(frame, tex, texture_size, video_size, output_size); 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 effect; } void main() { FragColor = border(params.SourceSize.xy, params.SourceSize.xy, params.OutputSize.xy, float(params.FrameCount), vTexCoord, Source, tex_border, Reference); }