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-rw-r--r--.config/hypr/shaders/crt.frag511
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1#version 100
2precision highp float;
3varying highp vec2 v_texcoord;
4varying highp vec3 v_pos;
5uniform highp sampler2D tex;
6uniform lowp float time;
7
8#define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border
9#define BORDER_RADIUS 1.0 // larger vignette radius
10#define BORDER_SIZE 0.01 // small border size
11#define CHROMATIC_ABERRATION_STRENGTH 0.00
12#define DENOISE_INTENSITY 0.0001 //
13#define DISTORTION_AMOUNT 0.00 // moderate distortion amount
14#define HDR_BLOOM 0.75 // bloom intensity
15#define HDR_BRIGHTNESS 0.011 // brightness
16#define HDR_CONTRAST 0.011 // contrast
17#define HDR_SATURATION 1.0// saturation
18#define LENS_DISTORTION_AMOUNT 0.0
19#define NOISE_THRESHOLD 0.0001
20#define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow
21#define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow
22#define SAMPLING_RADIUS 0.0001
23#define SCANLINE_FREQUENCY 540.0
24#define SCANLINE_THICKNESS 0.0507
25#define SCANLINE_TIME time * 471.24
26#define SHARPNESS 0.25
27#define SUPERSAMPLING_SAMPLES 16.0
28#define VIGNETTE_RADIUS 0.0 // larger vignette radius
29#define PI 3.14159265359
30#define TWOPI 6.28318530718
31
32vec2 applyBarrelDistortion(vec2 coord, float amt) {
33 vec2 p = coord.xy / vec2(1.0);
34 vec2 v = p * 2.0 - vec2(1.0);
35 float r = dot(v, v);
36 float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0);
37 vec2 result = v * k;
38 return vec2(0.5, 0.5) + 0.5 * result.xy;
39}
40
41vec4 applyColorCorrection(vec4 color) {
42 color.rgb *= vec3(1.0, 0.79, 0.89);
43 return vec4(color.rgb, 1.0);
44}
45
46vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) {
47 float dist_x = min(tc.x, 1.0 - tc.x);
48 float dist_y = min(tc.y, 1.0 - tc.y);
49 float dist = min(dist_x, dist_y) * -1.0;
50 float border = smoothstep(borderSize, 0.0, dist);
51 border += smoothstep(borderSize, 0.0, dist);
52 return mix(color, borderColor, border);
53}
54
55vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) {
56 color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5);
57 vec3 crtfactor = vec3(1.05, 0.92, 1.0);
58 color.rgb = pow(color.rgb, crtfactor);
59 // // NTSC
60 // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
61
62 // // BT.709
63 // vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
64
65 // BT.2020
66 vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
67
68 // // Warm NTSC
69 // vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
70
71 float luminance = dot(color.rgb, lumCoeff);
72 luminance = pow(luminance, 2.2);
73 color.rgb = mix(vec3(luminance), color.rgb, saturation);
74 color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0));
75 return color;
76}
77
78vec4 applyVignette(vec4 color) {
79 vec2 center = vec2(0.5, 0.5); // center of screen
80 float radius = VIGNETTE_RADIUS; // radius of vignette effect
81 float softness = 1.0; // softness of vignette effect
82 float intensity = 0.7; // intensity of vignette effect
83 vec2 offset = v_texcoord - center; // offset from center of screen
84 float distance = length(offset); // distance from center of screen
85 float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect
86 return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value
87}
88
89vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) {
90 // Calculate average color value of the texture
91 vec4 texelColor = color;
92 float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0;
93
94 // Determine brightness-dependent color factor
95 float factor = mix(
96 mix(0.09,
97 mix(0.005, 0.0075, (averageColor - 0.1) / 0.1),
98 step(0.01, averageColor)), 0.0005,
99 step(0.02, averageColor));
100 // Apply phosphor glow effect
101 vec4 sum = vec4(0.0);
102 vec4 pixels[9];
103 pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001));
104 pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0));
105 pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001));
106 pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001));
107 pixels[4] = texture2D(tex, tc);
108 pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001));
109 pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0));
110 pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001));
111 pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001));
112
113// Perform operations on input pixels in parallel
114 sum = pixels[0]
115 + pixels[1]
116 + pixels[2]
117 + pixels[3]
118 + pixels[4]
119 + pixels[5]
120 + pixels[6]
121 + pixels[7]
122 + pixels[8];
123 sum /= 9.0;
124 sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001;
125 sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001;
126 sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001;
127 sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001;
128 sum += color * PHOSPHOR_BLUR_AMOUNT;
129 sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001;
130 sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001;
131 sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001;
132 sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001;
133 sum *= PHOSPHOR_GLOW_AMOUNT;
134
135 // Initialize sum_sum_factor to zero
136 vec4 sum_sum_factor = vec4(0.0);
137 // Compute sum_j for i = -1
138 vec4 sum_j = vec4(0.0);
139 sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01);
140 sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01);
141 sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01);
142 sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
143 sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
144 sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
145 sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
146 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
147 sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
148 sum_sum_factor += sum_j * vec4(0.011);
149
150 // Compute sum_j for i = 0
151 sum_j = vec4(0.0);
152 sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
153 sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01);
154 sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
155 sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
156 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
157 sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
158 sum_sum_factor += sum_j * vec4(0.011);
159
160 // Compute sum_j for i = 1
161 sum_j = vec4(0.0);
162 sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01);
163 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
164 sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01);
165 sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01);
166 sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01);
167 sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01);
168 sum_sum_factor += sum_j * vec4(0.011);
169 color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5);
170 return color;
171}
172
173vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) {
174 vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0);
175 vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0);
176 vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0);
177 vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0);
178 float sharpness = SHARPNESS;
179 vec3 color_no_alpha = color.rgb;
180 vec3 color_tl_no_alpha = color_tl.rgb;
181 vec3 color_tr_no_alpha = color_tr.rgb;
182 vec3 color_bl_no_alpha = color_bl.rgb;
183 vec3 color_br_no_alpha = color_br.rgb;
184 float delta = (dot(color_no_alpha, vec3(0.333333)) + dot(color_tl_no_alpha, vec3(0.333333)) + dot(color_tr_no_alpha, vec3(0.333333)) + dot(color_bl_no_alpha, vec3(0.333333)) + dot(color_br_no_alpha, vec3(0.333333))) * 0.2 - dot(color_no_alpha, vec3(0.333333));
185 vec3 sharp_color_no_alpha = color_no_alpha + min(vec3(0.0), vec3(delta * sharpness));
186 vec4 sharp_color = vec4(sharp_color_no_alpha, color.a);
187 return sharp_color;
188}
189
190vec4 applyScanlines(vec2 tc, vec4 color) {
191 float scanline = (cos(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME) *
192 sin(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME)) * SCANLINE_THICKNESS;
193 float alpha = clamp(1.0 - abs(scanline), 0.0, 1.0);
194 return vec4(color.rgb * alpha, color.a);
195}
196
197vec4 applyChromaticAberration(vec2 uv, vec4 color) {
198 vec2 center = vec2(0.5, 0.5); // center of the screen
199 vec2 offset = (uv - center) * CHROMATIC_ABERRATION_STRENGTH; // calculate the offset from the center
200
201 // apply lens distortion
202 float rSquared = dot(offset, offset);
203 float distortion = 1.0 + LENS_DISTORTION_AMOUNT * rSquared;
204 vec2 distortedOffset = offset * distortion;
205
206 // apply chromatic aberration
207 vec2 redOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
208 vec2 blueOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00);
209
210 vec4 redColor = texture2D(tex, uv + redOffset);
211 vec4 blueColor = texture2D(tex, uv + blueOffset);
212
213 vec4 result = vec4(redColor.r, color.g, blueColor.b, color.a);
214
215 return result;
216}
217
218vec4 reduceGlare(vec4 color) {
219 // Calculate the intensity of the color by taking the average of the RGB components
220 float intensity = (color.r + color.g + color.b) / 3.0;
221 // Set the maximum intensity that can be considered for glare
222 float maxIntensity = 0.98;
223 // Use smoothstep to create a smooth transition from no glare to full glare
224 // based on the intensity of the color and the maximum intensity
225 float glareIntensity = smoothstep(maxIntensity - 0.02, maxIntensity, intensity);
226 // Set the amount of glare to apply to the color
227 float glareAmount = 0.02;
228 // Mix the original color with the reduced color that has glare applied to it
229 vec3 reducedColor = mix(color.rgb, vec3(glareIntensity), glareAmount);
230 // Return the reduced color with the original alpha value
231 return vec4(reducedColor, color.a);
232}
233
234// Apply a fake HDR effect to the input color.
235// Parameters:
236// - inputColor: the color to apply the effect to.
237// - brightness: the brightness of the image. Should be a value between 0 and 1.
238// - contrast: the contrast of the image. Should be a value between 0 and 1.
239// - saturation: the saturation of the image. Should be a value between 0 and 2.
240// - bloom: the intensity of the bloom effect. Should be a value between 0 and 1.
241vec4 applyFakeHDREffect(vec4 inputColor, float brightness, float contrast, float saturation, float bloom) {
242 const float minBrightness = 0.0;
243 const float maxBrightness = 1.0;
244 const float minContrast = 0.0;
245 const float maxContrast = 1.0;
246 const float minSaturation = 0.0;
247 const float maxSaturation = 2.0;
248 const float minBloom = 0.0;
249 const float maxBloom = 1.0;
250
251 // Check input parameters for validity
252 if (brightness < minBrightness || brightness > maxBrightness) {
253 return vec4(0.0, 0.0, 0.0, 1.0); // Return black with alpha of 1.0 to indicate error
254 }
255 if (contrast < minContrast || contrast > maxContrast) {
256 return vec4(0.0, 0.0, 0.0, 1.0);
257 }
258 if (saturation < minSaturation || saturation > maxSaturation) {
259 return vec4(0.0, 0.0, 0.0, 1.0);
260 }
261 if (bloom < minBloom || bloom > maxBloom) {
262 return vec4(0.0, 0.0, 0.0, 1.0);
263 }
264
265 // Apply brightness and contrast
266 vec3 color = inputColor.rgb;
267 color = (color - vec3(0.5)) * exp2(brightness * 10.0) + vec3(0.5);
268 color = mix(vec3(0.5), color, pow(contrast * 4.0 + 1.0, 2.0));
269
270 // // NTSC
271 // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721);
272
273 // // BT.709
274 // vec3 lumCoeff = vec3(0.299, 0.587, 0.114);
275
276 // // BT.2020
277 // vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593);
278
279 // Warm NTSC
280 vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865);
281
282 // Apply saturation
283 float luminance = dot(color, lumCoeff);
284 vec3 grey = vec3(luminance);
285 color = mix(grey, color, saturation);
286
287 // Apply bloom effect
288 float threshold = 1.0 - bloom;
289 vec3 bloomColor = max(color - threshold, vec3(0.0));
290 bloomColor = pow(bloomColor, vec3(2.0));
291 bloomColor = mix(vec3(0.0), bloomColor, pow(min(luminance, threshold), 4.0));
292 color += bloomColor;
293
294 return vec4(color, inputColor.a);
295}
296
297vec4 bilateralFilter(sampler2D tex, vec2 uv, vec4 color, float sampleRadius, float noiseThreshold, float intensity) {
298 vec4 filteredColor = vec4(0.0);
299 float totalWeight = 0.0;
300
301 // Top-left pixel
302 vec4 sample = texture2D(tex, uv + vec2(-1.0, -1.0));
303 float dist = length(vec2(-1.0, -1.0));
304 float colorDist = length(sample - color);
305 float weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
306 filteredColor += sample * weight;
307 totalWeight += weight;
308
309 // Top pixel
310 sample = texture2D(tex, uv + vec2(0.0, -1.0));
311 dist = length(vec2(0.0, -1.0));
312 colorDist = length(sample - color);
313 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
314 filteredColor += sample * weight;
315 totalWeight += weight;
316
317 // Top-right pixel
318 sample = texture2D(tex, uv + vec2(1.0, -1.0));
319 dist = length(vec2(1.0, -1.0));
320 colorDist = length(sample - color);
321 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
322 filteredColor += sample * weight;
323 totalWeight += weight;
324
325 // Left pixel
326 sample = texture2D(tex, uv + vec2(-1.0, 0.0));
327 dist = length(vec2(-1.0, 0.0));
328 colorDist = length(sample - color);
329 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
330 filteredColor += sample * weight;
331 totalWeight += weight;
332
333 // Center pixel
334 sample = texture2D(tex, uv);
335 dist = 0.0;
336 colorDist = length(sample - color);
337 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
338 filteredColor += sample * weight;
339 totalWeight += weight;
340
341 // Right pixel
342 sample = texture2D(tex, uv + vec2(1.0, 0.0));
343 dist = length(vec2(1.0, 0.0));
344 colorDist = length(sample - color);
345 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
346 filteredColor += sample * weight;
347 totalWeight += weight;
348
349 // Bottom-left pixel
350 sample = texture2D(tex, uv + vec2(-1.0, 1.0));
351 dist = length(vec2(-1.0, 1.0));
352 colorDist = length(sample - color);
353 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
354 filteredColor += sample * weight;
355 totalWeight += weight;
356
357// Bottom pixel
358 sample = texture2D(tex, uv + vec2(0.0, sampleRadius));
359 dist = length(vec2(0.0, sampleRadius));
360 colorDist = length(sample - color);
361 weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius));
362 filteredColor += sample * weight;
363 totalWeight += weight;
364
365 filteredColor /= totalWeight;
366 return mix(color, filteredColor, step(noiseThreshold, length(filteredColor - color)));
367}
368
369vec4 supersample(sampler2D tex, vec2 uv, float sampleRadius, float noiseThreshold, float intensity) {
370 float radiusSq = sampleRadius * sampleRadius;
371 vec2 poissonDisk;
372 vec4 color = vec4(0.0);
373
374 float r1_0 = sqrt(0.0 / 16.0);
375 float r2_0 = fract(1.0 / 3.0);
376 float theta_0 = TWOPI * r2_0;
377 poissonDisk = vec2(r1_0 * cos(theta_0), r1_0 * sin(theta_0));
378 color += texture2D(tex, uv + poissonDisk * sampleRadius);
379
380 float r1_1 = sqrt(1.0 / 16.0);
381 float r2_1 = fract(2.0 / 3.0);
382 float theta_1 = TWOPI * r2_1;
383 poissonDisk = vec2(r1_1 * cos(theta_1), r1_1 * sin(theta_1));
384 color += texture2D(tex, uv + poissonDisk * sampleRadius);
385
386 float r1_2 = sqrt(2.0 / 16.0);
387 float r2_2 = fract(3.0 / 3.0);
388 float theta_2 = TWOPI * r2_2;
389 poissonDisk = vec2(r1_2 * cos(theta_2), r1_2 * sin(theta_2));
390 color += texture2D(tex, uv + poissonDisk * sampleRadius);
391
392 float r1_3 = sqrt(3.0 / 16.0);
393 float r2_3 = fract(4.0 / 3.0);
394 float theta_3 = TWOPI * r2_3;
395 poissonDisk = vec2(r1_3 * cos(theta_3), r1_3 * sin(theta_3));
396 color += texture2D(tex, uv + poissonDisk * sampleRadius);
397
398 float r1_4 = sqrt(4.0 / 16.0);
399 float r2_4 = fract(5.0 / 3.0);
400 float theta_4 = TWOPI * r2_4;
401 poissonDisk = vec2(r1_4 * cos(theta_4), r1_4 * sin(theta_4));
402 color += texture2D(tex, uv + poissonDisk * sampleRadius);
403
404 float r1_5 = sqrt(5.0 / 16.0);
405 float r2_5 = fract(6.0 / 3.0);
406 float theta_5 = TWOPI * r2_5;
407 poissonDisk = vec2(r1_5 * cos(theta_5), r1_5 * sin(theta_5));
408 color += texture2D(tex, uv + poissonDisk * sampleRadius);
409
410 float r1_6 = sqrt(6.0 / 16.0);
411 float r2_6 = fract(7.0 / 3.0);
412 float theta_6 = TWOPI * r2_6;
413 poissonDisk = vec2(r1_6 * cos(theta_6), r1_6 * sin(theta_6));
414 color += texture2D(tex, uv + poissonDisk * sampleRadius);
415
416 float r1_7 = sqrt(7.0 / 16.0);
417 float r2_7 = fract(8.0 / 3.0);
418 float theta_7 = TWOPI * r2_7;
419 poissonDisk = vec2(r1_7 * cos(theta_7), r1_7 * sin(theta_7));
420 color += texture2D(tex, uv + poissonDisk * sampleRadius);
421
422 float r1_8 = sqrt(8.0 / 16.0);
423 float r2_8 = fract(9.0 / 3.0);
424 float theta_8 = TWOPI * r2_8;
425 poissonDisk = vec2(r1_8 * cos(theta_8), r1_8 * sin(theta_8));
426 color += texture2D(tex, uv + poissonDisk * sampleRadius);
427
428 float r1_9 = sqrt(9.0 / 16.0);
429 float r2_9 = fract(10.0 / 3.0);
430 float theta_9 = TWOPI * r2_9;
431 poissonDisk = vec2(r1_9 * cos(theta_9), r1_9 * sin(theta_9));
432 color += texture2D(tex, uv + poissonDisk * sampleRadius);
433
434 float r1_10 = sqrt(10.0 / 16.0);
435 float r2_10 = fract(11.0 / 3.0);
436 float theta_10 = TWOPI * r2_10;
437 poissonDisk = vec2(r1_10 * cos(theta_10), r1_10 * sin(theta_10));
438 color += texture2D(tex, uv + poissonDisk * sampleRadius);
439
440 float r1_11 = sqrt(11.0 / 16.0);
441 float r2_11 = fract(12.0 / 3.0);
442 float theta_11 = TWOPI * r2_11;
443 poissonDisk = vec2(r1_11 * cos(theta_11), r1_11 * sin(theta_11));
444 color += texture2D(tex, uv + poissonDisk * sampleRadius);
445
446 float r1_12 = sqrt(12.0 / 16.0);
447 float r2_12 = fract(13.0 / 3.0);
448 float theta_12 = TWOPI * r2_12;
449 poissonDisk = vec2(r1_12 * cos(theta_12), r1_12 * sin(theta_12));
450 color += texture2D(tex, uv + poissonDisk * sampleRadius);
451
452 float r1_13 = sqrt(13.0 / 16.0);
453 float r2_13 = fract(14.0 / 3.0);
454 float theta_13 = TWOPI * r2_13;
455 poissonDisk = vec2(r1_13 * cos(theta_13), r1_13 * sin(theta_13));
456 color += texture2D(tex, uv + poissonDisk * sampleRadius);
457
458 float r1_14 = sqrt(14.0 / 16.0);
459 float r2_14 = fract(15.0 / 3.0);
460 float theta_14 = TWOPI * r2_14;
461 poissonDisk = vec2(r1_14 * cos(theta_14), r1_14 * sin(theta_14));
462 color += texture2D(tex, uv + poissonDisk * sampleRadius);
463
464 float r1_15 = sqrt(15.0 / 16.0);
465 float r2_15 = fract(16.0 / 3.0);
466 float theta_15 = TWOPI * r2_15;
467 poissonDisk = vec2(r1_15 * cos(theta_15), r1_15 * sin(theta_15));
468 color += texture2D(tex, uv + poissonDisk * sampleRadius);
469
470 return bilateralFilter(tex, uv, color, sampleRadius, noiseThreshold, intensity);
471}
472void main() {
473 vec2 tc_no_dist = v_texcoord;
474
475 vec2 tc = applyBarrelDistortion(tc_no_dist, DISTORTION_AMOUNT);
476
477 // [-1, 1]
478 vec2 tc_no_dist_symmetric = tc_no_dist * 2.0 - 1.0;
479
480 // [0,1]
481 vec2 tc_no_dist_normalized = (tc_no_dist_symmetric + 1.0) / 2.0;
482
483 // vec4 color = texture2D(tex, tc);
484 vec4 color = supersample(tex, tc, SAMPLING_RADIUS, NOISE_THRESHOLD, DENOISE_INTENSITY);
485
486 color = applyAdaptiveSharpen(tc, color, tex);
487
488 color = applyPhosphorGlow(tc, color, tex);
489
490 color = reduceGlare(color);
491
492 color = mix(applyFakeHDREffect(color, HDR_BRIGHTNESS, HDR_CONTRAST, HDR_SATURATION, HDR_BLOOM), color, 0.5);
493
494 color = applyColorCorrection(color);
495
496 color /= SUPERSAMPLING_SAMPLES;
497
498 color = mix(applyChromaticAberration(tc, color), color, 0.25);
499
500 color = mix(color, applyVignette(color), 0.37);
501
502 color = applyBorder(tc_no_dist_normalized, color, 1.0 - BORDER_SIZE * BORDER_RADIUS, BORDER_COLOR);
503
504 color = mix(applyBorder(tc, color, BORDER_SIZE, BORDER_COLOR), color, 0.05);
505
506 color = applyScanlines(tc, color);
507
508 gl_FragColor = color;
509 gl_FragColor.a = 1.0;
510}
511