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@anael-seghezzi
Last active June 9, 2017 09:15
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Blastem CRT shader
#version 110
/* Subtle CRT shader usable in fullscreen - Anaël 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
}
#version 110
attribute vec2 pos;
varying vec2 texcoord;
varying vec2 screencoord;
uniform float width, height;
void main()
{
gl_Position = vec4(pos, 0.0, 1.0);
texcoord = sign(pos) * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0);
screencoord = sign(pos);
}
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