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old monochrome crt monitor (apple ii/pravetz) shader
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#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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