diff options
Diffstat (limited to 'shaders/final.fragment')
| -rw-r--r-- | shaders/final.fragment | 56 |
1 files changed, 56 insertions, 0 deletions
| diff --git a/shaders/final.fragment b/shaders/final.fragment new file mode 100644 index 0000000..c900973 --- /dev/null +++ b/shaders/final.fragment | |||
| @@ -0,0 +1,56 @@ | |||
| 1 | #version 330 core | ||
| 2 | |||
| 3 | in vec2 UV; | ||
| 4 | in vec3 norm; | ||
| 5 | |||
| 6 | out vec3 color; | ||
| 7 | |||
| 8 | uniform sampler2D rendertex; | ||
| 9 | uniform sampler2D scanlinestex; | ||
| 10 | |||
| 11 | const vec2 UVScalar = vec2(1.0, 1.0); | ||
| 12 | const vec2 UVOffset = vec2(0.0, 0.0); | ||
| 13 | const vec2 CRTMask_Scale = vec2(85.0, 153.6); | ||
| 14 | const vec2 CRTMask_Offset = vec2(0.0, 0.0); | ||
| 15 | const float Tuning_Overscan = 1.0; | ||
| 16 | const float Tuning_Dimming = 0.5; | ||
| 17 | const float Tuning_Satur = 1.35; | ||
| 18 | const float Tuning_ReflScalar = 0.3; | ||
| 19 | const float Tuning_Barrel = 0.12; | ||
| 20 | const float Tuning_Scanline_Brightness = 0.25; | ||
| 21 | const float Tuning_Scanline_Opacity = 0.5; | ||
| 22 | const float Tuning_Diff_Brightness = 0.5; | ||
| 23 | const float Tuning_Spec_Brightness = 0.35; | ||
| 24 | const float Tuning_Spec_Power = 50.0; | ||
| 25 | const float Tuning_Fres_Brightness = 1.0; | ||
| 26 | const vec3 Tuning_LightPos = vec3(5.0, -10.0, 0.0); | ||
| 27 | |||
| 28 | vec4 sampleCRT(vec2 uv) | ||
| 29 | { | ||
| 30 | vec2 ScaledUV = uv; | ||
| 31 | ScaledUV *= UVScalar; | ||
| 32 | ScaledUV += UVOffset; | ||
| 33 | |||
| 34 | vec2 scanuv = ScaledUV * CRTMask_Scale; | ||
| 35 | vec3 scantex = texture(scanlinestex, scanuv).rgb; | ||
| 36 | scantex += Tuning_Scanline_Brightness; | ||
| 37 | scantex = mix(vec3(1,1,1), scantex, Tuning_Scanline_Opacity); | ||
| 38 | |||
| 39 | vec2 overscanuv = (ScaledUV * Tuning_Overscan) - ((Tuning_Overscan - 1.0f) * 0.5f); | ||
| 40 | overscanuv = overscanuv - vec2(0.5, 0.5); | ||
| 41 | float rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y); | ||
| 42 | overscanuv = overscanuv + (overscanuv * (Tuning_Barrel * rsq)) + vec2(0.5,0.5); | ||
| 43 | |||
| 44 | vec3 comptex = texture(rendertex, overscanuv).rgb; | ||
| 45 | |||
| 46 | vec4 emissive = vec4(comptex * scantex, 1); | ||
| 47 | float desat = dot(vec4(0.299, 0.587, 0.114, 0.0), emissive); | ||
| 48 | emissive = mix(vec4(desat, desat, desat, 1), emissive, Tuning_Satur); | ||
| 49 | |||
| 50 | return emissive; | ||
| 51 | } | ||
| 52 | |||
| 53 | void main() | ||
| 54 | { | ||
| 55 | color = sampleCRT(UV).rgb; | ||
| 56 | } | ||
