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@zloedi
Last active August 2, 2022 19:19
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old monochrome crt monitor (apple ii/pravetz) shader
#if defined(VERTEX)
varying vec4 v_color;
varying vec2 v_texCoord;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v_color = gl_Color;
v_texCoord = vec2(gl_MultiTexCoord0);
}
#elif defined(FRAGMENT)
//
// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
//
// by Timothy Lottes
//
// This is more along the style of a really good CGA arcade monitor.
// With RGB inputs instead of NTSC.
// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
//
// Left it unoptimized to show the theory behind the algorithm.
//
// It is an example what I personally would want as a display option for pixel art games.
// Please take and use, change, or whatever.
//
#define PRAVETZ
varying vec4 v_color;
varying vec2 v_texCoord;
uniform sampler2D tex0;
// Hardness of scanline.
// -8.0 = soft
// -16.0 = medium
#if defined(PRAVETZ)
float hardScan=-8.0;
#else
float hardScan=-8.0;
#endif
// Hardness of pixels in scanline.
// -2.0 = soft
// -4.0 = hard
#if defined(PRAVETZ)
float hardPix=-0.0;
#else
float hardPix=-2.0;
#endif
// Display warp.
// 0.0 = none
// 1.0/8.0 = extreme
vec2 warp=vec2(20.0/640,20.0/480);
// Amount of shadow mask.
#if defined(PRAVETZ)
float maskDark=1.0;
float maskLight=1.0;
#else
float maskDark=1.0;
float maskLight=1.5;
#endif
vec2 res = vec2(640.0/2,480.0/2); // /3.0
//------------------------------------------------------------------------
// sRGB to Linear.
// Assuing using sRGB typed textures this should not be needed.
float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
// Linear to sRGB.
// Assuing using sRGB typed textures this should not be needed.
float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
// Nearest emulated sample given floating point position and texel offset.
// Also zero's off screen.
vec3 Fetch(vec2 pos,vec2 off){
#if defined(PRAVETZ)
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
// really bright
//return texture2D(tex0,pos.xy,-16.0).rgb;
// closer to the real thing?
return ToLinear(texture2D(tex0,pos.xy,-16.0).rgb);
#else
pos=floor(pos*res+off)/res;
if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0);
return ToLinear(texture2D(tex0,pos.xy,-16.0).rgb);
#endif
}
// Distance in emulated pixels to nearest texel.
vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
// 1D Gaussian.
float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
// 3-tap Gaussian filter along horz line.
vec3 Horz3(vec2 pos,float off){
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
// Return filtered sample.
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
// 5-tap Gaussian filter along horz line.
vec3 Horz5(vec2 pos,float off){
vec3 a=Fetch(pos,vec2(-2.0,off));
vec3 b=Fetch(pos,vec2(-1.0,off));
vec3 c=Fetch(pos,vec2( 0.0,off));
vec3 d=Fetch(pos,vec2( 1.0,off));
vec3 e=Fetch(pos,vec2( 2.0,off));
float dst=Dist(pos).x;
// Convert distance to weight.
float scale=hardPix;
float wa=Gaus(dst-2.0,scale);
float wb=Gaus(dst-1.0,scale);
float wc=Gaus(dst+0.0,scale);
float wd=Gaus(dst+1.0,scale);
float we=Gaus(dst+2.0,scale);
// Return filtered sample.
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
// Return scanline weight.
float Scan(vec2 pos,float off){
float dst=Dist(pos).y;
return Gaus(dst+off,hardScan);}
// Allow nearest three lines to effect pixel.
vec3 Tri(vec2 pos){
vec3 a=Horz3(pos,-1.0);
vec3 b=Horz5(pos, 0.0);
vec3 c=Horz3(pos, 1.0);
float wa=Scan(pos,-1.0);
float wb=Scan(pos, 0.0);
float wc=Scan(pos, 1.0);
return a*wa+b*wb+c*wc;}
// Distortion of scanlines, and end of screen alpha.
vec2 Warp(vec2 pos){
pos=pos*2.0-1.0;
pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
return pos*0.5+0.5;}
// Shadow mask.
vec3 Mask(vec2 pos){
pos.x+=pos.y*3.0;
vec3 mask=vec3(maskDark,maskDark,maskDark);
pos.x=fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
return mask;}
// Entry.
void main(){
// Unmodified.
vec2 pos=Warp(v_texCoord);
vec4 fragColor;
fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
#if defined(PRAVETZ)
float k = ( fragColor.rgb.r + fragColor.rgb.g + fragColor.rgb.b ) / 3.;
vec3 c = vec3(0.20, 1.00, 0.35);
gl_FragColor=v_color * vec4( sqrt( k ) * c, 1.0 );
#else
gl_FragColor=v_color * vec4(fragColor.rgb, 1.0);
#endif
}
#endif
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