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#version 330 core

in vec2 UV;
in vec3 normIn;
in vec3 camDirIn;
in vec3 lightDirIn;
//in vec3 vertPos;

out vec3 color;

uniform sampler2D rendertex;
uniform sampler2D scanlinestex;

const vec2 UVScalar = vec2(1.0, 1.0);
const vec2 UVOffset = vec2(0.0, 0.0);
const vec2 CRTMask_Scale = vec2(85.0, 153.6)*4.0;
const vec2 CRTMask_Offset = vec2(0.0, 0.0);
const float Tuning_Overscan = 1.08;
const float Tuning_Dimming = 0.0;
const float Tuning_Satur = 1.0;
const float Tuning_ReflScalar = 0.3;
const float Tuning_Barrel = 0; //0.12;
const float Tuning_Scanline_Brightness = 0.45;
const float Tuning_Scanline_Opacity = 0.5;
const float Tuning_Diff_Brightness = 0.75;
const float Tuning_Spec_Brightness = 0.35;
const float Tuning_Spec_Power = 50.0;
const float Tuning_Fres_Brightness = 1.0;

vec4 sampleCRT(vec2 uv)
{
  vec2 ScaledUV = uv;
  ScaledUV *= UVScalar;
  ScaledUV += UVOffset;
  
  vec2 scanuv = ScaledUV * CRTMask_Scale;
  vec3 scantex = texture(scanlinestex, scanuv).rgb;
  scantex += Tuning_Scanline_Brightness;
  scantex = mix(vec3(1,1,1), scantex, Tuning_Scanline_Opacity);
  
  vec2 overscanuv = (ScaledUV * Tuning_Overscan) - ((Tuning_Overscan - 1.0f) * 0.5f);
  overscanuv = overscanuv - vec2(0.5, 0.5);
  float rsq = (overscanuv.x*overscanuv.x) + (overscanuv.y*overscanuv.y);
  overscanuv = overscanuv + (overscanuv * (Tuning_Barrel * rsq)) + vec2(0.5,0.5);
  
  vec3 comptex = texture(rendertex, overscanuv).rgb;
  
  vec4 emissive = vec4(comptex * scantex, 1);
  float desat = dot(vec4(0.299, 0.587, 0.114, 0.0), emissive);
  emissive = mix(vec4(desat, desat, desat, 1), emissive, Tuning_Satur);
  
  return emissive;
}

void main()
{
  vec3 norm = normalize(normIn);
  vec3 camDir = normalize(camDirIn);
  vec3 lightDir = normalize(lightDirIn);
  //vec3 refl = reflect(camDir, normIn);
  
  float diffuse = clamp(dot(norm, lightDir), 0.0f, 1.0f);
  vec4 colordiff = vec4(0.175, 0.15, 0.2, 1) * diffuse * Tuning_Diff_Brightness;
  
  vec3 halfVec = normalize(lightDir + camDir);
  float spec = clamp(dot(norm, halfVec), 0.0f, 1.0f);
  spec = pow(spec, Tuning_Spec_Power);
  vec4 colorspec = vec4(0.25, 0.25, 0.25, 1) * spec * Tuning_Spec_Brightness;
  
  float fres = 1.0f - dot(camDir, norm);
  fres = (fres*fres) * Tuning_Fres_Brightness;
  vec4 colorfres = vec4(0.45, 0.4, 0.5, 1) * fres;/*
  
  float lambertian = max(dot(camDirNorm,norm),0.0);
  vec4 colorspec = vec4(0.0);
  vec4 colorfres = vec4(0.0);
  vec4 colordiff = vec4(0.175,0.15,0.2,1) * lambertian * Tuning_Diff_Brightness;
  if (lambertian > 0.0)
  {
    vec3 viewDir = normalize(-vertPos);
    vec3 halfDir = normalize(camDirNorm + viewDir);
    float specAngle = max(dot(halfDir, normnorm), 0.0);
    colorspec = vec4(0.25,0.25,0.25,1) * pow(specAngle, Tuning_Spec_Power) * Tuning_Spec_Brightness;
  }*/
  
  vec4 emissive = sampleCRT(UV);
  
  vec4 nearfinal = colorfres + colordiff + colorspec + emissive;
  //vec4 final = nearfinal * mix(vec4(1,1,1,1), vec4(0,0,0, 0), Tuning_Dimming);
  
  color = nearfinal.rgb;
}