#version 100 precision highp float; varying highp vec2 v_texcoord; varying highp vec3 v_pos; uniform highp sampler2D tex; uniform lowp float time; #define BORDER_COLOR vec4(vec3(0.0, 0.0, 0.0), 1.0) // black border #define BORDER_RADIUS 1.0 // larger vignette radius #define BORDER_SIZE 0.01 // small border size #define CHROMATIC_ABERRATION_STRENGTH 0.00 #define DENOISE_INTENSITY 0.0001 // #define DISTORTION_AMOUNT 0.00 // moderate distortion amount #define HDR_BLOOM 0.75 // bloom intensity #define HDR_BRIGHTNESS 0.011 // brightness #define HDR_CONTRAST 0.011 // contrast #define HDR_SATURATION 1.0// saturation #define LENS_DISTORTION_AMOUNT 0.0 #define NOISE_THRESHOLD 0.0001 #define PHOSPHOR_BLUR_AMOUNT 0.77 // Amount of blur for phosphor glow #define PHOSPHOR_GLOW_AMOUNT 0.77 // Amount of phosphor glow #define SAMPLING_RADIUS 0.0001 #define SCANLINE_FREQUENCY 540.0 #define SCANLINE_THICKNESS 0.0507 #define SCANLINE_TIME time * 471.24 #define SHARPNESS 0.25 #define SUPERSAMPLING_SAMPLES 16.0 #define VIGNETTE_RADIUS 0.0 // larger vignette radius #define PI 3.14159265359 #define TWOPI 6.28318530718 vec2 applyBarrelDistortion(vec2 coord, float amt) { vec2 p = coord.xy / vec2(1.0); vec2 v = p * 2.0 - vec2(1.0); float r = dot(v, v); float k = 1.0 + pow(r, 2.0) * pow(amt, 2.0); vec2 result = v * k; return vec2(0.5, 0.5) + 0.5 * result.xy; } vec4 applyColorCorrection(vec4 color) { color.rgb *= vec3(1.0, 0.79, 0.89); return vec4(color.rgb, 1.0); } vec4 applyBorder(vec2 tc, vec4 color, float borderSize, vec4 borderColor) { float dist_x = min(tc.x, 1.0 - tc.x); float dist_y = min(tc.y, 1.0 - tc.y); float dist = min(dist_x, dist_y) * -1.0; float border = smoothstep(borderSize, 0.0, dist); border += smoothstep(borderSize, 0.0, dist); return mix(color, borderColor, border); } vec4 applyFakeHDR(vec4 color, float brightness, float contrast, float saturation, float bloom) { color.rgb = (color.rgb - vec3(0.5)) * exp2(brightness) + vec3(0.5); vec3 crtfactor = vec3(1.05, 0.92, 1.0); color.rgb = pow(color.rgb, crtfactor); // // NTSC // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); // // BT.709 // vec3 lumCoeff = vec3(0.299, 0.587, 0.114); // BT.2020 vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593); // // Warm NTSC // vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865); float luminance = dot(color.rgb, lumCoeff); luminance = pow(luminance, 2.2); color.rgb = mix(vec3(luminance), color.rgb, saturation); color.rgb = mix(color.rgb, vec3(1.0), pow(max(0.0, luminance - 1.0 + bloom), 4.0)); return color; } vec4 applyVignette(vec4 color) { vec2 center = vec2(0.5, 0.5); // center of screen float radius = VIGNETTE_RADIUS; // radius of vignette effect float softness = 1.0; // softness of vignette effect float intensity = 0.7; // intensity of vignette effect vec2 offset = v_texcoord - center; // offset from center of screen float distance = length(offset); // distance from center of screen float alpha = smoothstep(radius, radius - radius * softness, distance) * intensity; // calculate alpha value for vignette effect return mix(vec4(0.0, 0.0, 0.0, alpha), color, alpha); // mix black with color using calculated alpha value } vec4 applyPhosphorGlow(vec2 tc, vec4 color, sampler2D tex) { // Calculate average color value of the texture vec4 texelColor = color; float averageColor = (texelColor.r + texelColor.g + texelColor.b) / 3.0; // Determine brightness-dependent color factor float factor = mix( mix(0.09, mix(0.005, 0.0075, (averageColor - 0.1) / 0.1), step(0.01, averageColor)), 0.0005, step(0.02, averageColor)); // Apply phosphor glow effect vec4 sum = vec4(0.0); vec4 pixels[9]; pixels[0] = texture2D(tex, tc - vec2(0.001, 0.001)); pixels[1] = texture2D(tex, tc - vec2(0.001, 0.0)); pixels[2] = texture2D(tex, tc - vec2(0.001, -0.001)); pixels[3] = texture2D(tex, tc - vec2(0.0, 0.001)); pixels[4] = texture2D(tex, tc); pixels[5] = texture2D(tex, tc + vec2(0.001, 0.001)); pixels[6] = texture2D(tex, tc + vec2(0.001, 0.0)); pixels[7] = texture2D(tex, tc + vec2(0.001, -0.001)); pixels[8] = texture2D(tex, tc + vec2(0.0, 0.001)); // Perform operations on input pixels in parallel sum = pixels[0] + pixels[1] + pixels[2] + pixels[3] + pixels[4] + pixels[5] + pixels[6] + pixels[7] + pixels[8]; sum /= 9.0; sum += texture2D(tex, tc - vec2(0.01, 0.01)) * 0.001; sum += texture2D(tex, tc - vec2(0.0, 0.01)) * 0.001; sum += texture2D(tex, tc - vec2(-0.01, 0.01)) * 0.001; sum += texture2D(tex, tc - vec2(0.01, 0.0)) * 0.001; sum += color * PHOSPHOR_BLUR_AMOUNT; sum += texture2D(tex, tc - vec2(-0.01, 0.0)) * 0.001; sum += texture2D(tex, tc - vec2(0.01, -0.01)) * 0.001; sum += texture2D(tex, tc - vec2(0.0, -0.01)) * 0.001; sum += texture2D(tex, tc - vec2(-0.01, -0.01)) * 0.001; sum *= PHOSPHOR_GLOW_AMOUNT; // Initialize sum_sum_factor to zero vec4 sum_sum_factor = vec4(0.0); // Compute sum_j for i = -1 vec4 sum_j = vec4(0.0); sum_j += texture2D(tex, tc + vec2(-1, -1) * 0.01); sum_j += texture2D(tex, tc + vec2(0, -1) * 0.01); sum_j += texture2D(tex, tc + vec2(1, -1) * 0.01); sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01); sum_sum_factor += sum_j * vec4(0.011); // Compute sum_j for i = 0 sum_j = vec4(0.0); sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(0, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01); sum_sum_factor += sum_j * vec4(0.011); // Compute sum_j for i = 1 sum_j = vec4(0.0); sum_j += texture2D(tex, tc + vec2(-1, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(1, 0) * 0.01); sum_j += texture2D(tex, tc + vec2(-1, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(0, 1) * 0.01); sum_j += texture2D(tex, tc + vec2(1, 1) * 0.01); sum_sum_factor += sum_j * vec4(0.011); color += mix(sum_sum_factor * sum_sum_factor * vec4(factor), sum, 0.5); return color; } vec4 applyAdaptiveSharpen(vec2 tc, vec4 color, sampler2D tex) { vec4 color_tl = texture2D(tex, tc + vec2(-1.0, -1.0) * 0.5 / 2160.0); vec4 color_tr = texture2D(tex, tc + vec2(1.0, -1.0) * 0.5 / 2160.0); vec4 color_bl = texture2D(tex, tc + vec2(-1.0, 1.0) * 0.5 / 2160.0); vec4 color_br = texture2D(tex, tc + vec2(1.0, 1.0) * 0.5 / 2160.0); float sharpness = SHARPNESS; vec3 color_no_alpha = color.rgb; vec3 color_tl_no_alpha = color_tl.rgb; vec3 color_tr_no_alpha = color_tr.rgb; vec3 color_bl_no_alpha = color_bl.rgb; vec3 color_br_no_alpha = color_br.rgb; 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)); vec3 sharp_color_no_alpha = color_no_alpha + min(vec3(0.0), vec3(delta * sharpness)); vec4 sharp_color = vec4(sharp_color_no_alpha, color.a); return sharp_color; } vec4 applyScanlines(vec2 tc, vec4 color) { float scanline = (cos(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME) * sin(tc.y * SCANLINE_FREQUENCY + SCANLINE_TIME)) * SCANLINE_THICKNESS; float alpha = clamp(1.0 - abs(scanline), 0.0, 1.0); return vec4(color.rgb * alpha, color.a); } vec4 applyChromaticAberration(vec2 uv, vec4 color) { vec2 center = vec2(0.5, 0.5); // center of the screen vec2 offset = (uv - center) * CHROMATIC_ABERRATION_STRENGTH; // calculate the offset from the center // apply lens distortion float rSquared = dot(offset, offset); float distortion = 1.0 + LENS_DISTORTION_AMOUNT * rSquared; vec2 distortedOffset = offset * distortion; // apply chromatic aberration vec2 redOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00); vec2 blueOffset = vec2(distortedOffset.x * 1.00, distortedOffset.y * 1.00); vec4 redColor = texture2D(tex, uv + redOffset); vec4 blueColor = texture2D(tex, uv + blueOffset); vec4 result = vec4(redColor.r, color.g, blueColor.b, color.a); return result; } vec4 reduceGlare(vec4 color) { // Calculate the intensity of the color by taking the average of the RGB components float intensity = (color.r + color.g + color.b) / 3.0; // Set the maximum intensity that can be considered for glare float maxIntensity = 0.98; // Use smoothstep to create a smooth transition from no glare to full glare // based on the intensity of the color and the maximum intensity float glareIntensity = smoothstep(maxIntensity - 0.02, maxIntensity, intensity); // Set the amount of glare to apply to the color float glareAmount = 0.02; // Mix the original color with the reduced color that has glare applied to it vec3 reducedColor = mix(color.rgb, vec3(glareIntensity), glareAmount); // Return the reduced color with the original alpha value return vec4(reducedColor, color.a); } // Apply a fake HDR effect to the input color. // Parameters: // - inputColor: the color to apply the effect to. // - brightness: the brightness of the image. Should be a value between 0 and 1. // - contrast: the contrast of the image. Should be a value between 0 and 1. // - saturation: the saturation of the image. Should be a value between 0 and 2. // - bloom: the intensity of the bloom effect. Should be a value between 0 and 1. vec4 applyFakeHDREffect(vec4 inputColor, float brightness, float contrast, float saturation, float bloom) { const float minBrightness = 0.0; const float maxBrightness = 1.0; const float minContrast = 0.0; const float maxContrast = 1.0; const float minSaturation = 0.0; const float maxSaturation = 2.0; const float minBloom = 0.0; const float maxBloom = 1.0; // Check input parameters for validity if (brightness < minBrightness || brightness > maxBrightness) { return vec4(0.0, 0.0, 0.0, 1.0); // Return black with alpha of 1.0 to indicate error } if (contrast < minContrast || contrast > maxContrast) { return vec4(0.0, 0.0, 0.0, 1.0); } if (saturation < minSaturation || saturation > maxSaturation) { return vec4(0.0, 0.0, 0.0, 1.0); } if (bloom < minBloom || bloom > maxBloom) { return vec4(0.0, 0.0, 0.0, 1.0); } // Apply brightness and contrast vec3 color = inputColor.rgb; color = (color - vec3(0.5)) * exp2(brightness * 10.0) + vec3(0.5); color = mix(vec3(0.5), color, pow(contrast * 4.0 + 1.0, 2.0)); // // NTSC // vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); // // BT.709 // vec3 lumCoeff = vec3(0.299, 0.587, 0.114); // // BT.2020 // vec3 lumCoeff = vec3(0.2627, 0.6780, 0.0593); // Warm NTSC vec3 lumCoeff = vec3(0.2125, 0.7010, 0.0865); // Apply saturation float luminance = dot(color, lumCoeff); vec3 grey = vec3(luminance); color = mix(grey, color, saturation); // Apply bloom effect float threshold = 1.0 - bloom; vec3 bloomColor = max(color - threshold, vec3(0.0)); bloomColor = pow(bloomColor, vec3(2.0)); bloomColor = mix(vec3(0.0), bloomColor, pow(min(luminance, threshold), 4.0)); color += bloomColor; return vec4(color, inputColor.a); } vec4 bilateralFilter(sampler2D tex, vec2 uv, vec4 color, float sampleRadius, float noiseThreshold, float intensity) { vec4 filteredColor = vec4(0.0); float totalWeight = 0.0; // Top-left pixel vec4 sample = texture2D(tex, uv + vec2(-1.0, -1.0)); float dist = length(vec2(-1.0, -1.0)); float colorDist = length(sample - color); float weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Top pixel sample = texture2D(tex, uv + vec2(0.0, -1.0)); dist = length(vec2(0.0, -1.0)); colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Top-right pixel sample = texture2D(tex, uv + vec2(1.0, -1.0)); dist = length(vec2(1.0, -1.0)); colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Left pixel sample = texture2D(tex, uv + vec2(-1.0, 0.0)); dist = length(vec2(-1.0, 0.0)); colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Center pixel sample = texture2D(tex, uv); dist = 0.0; colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Right pixel sample = texture2D(tex, uv + vec2(1.0, 0.0)); dist = length(vec2(1.0, 0.0)); colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Bottom-left pixel sample = texture2D(tex, uv + vec2(-1.0, 1.0)); dist = length(vec2(-1.0, 1.0)); colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; // Bottom pixel sample = texture2D(tex, uv + vec2(0.0, sampleRadius)); dist = length(vec2(0.0, sampleRadius)); colorDist = length(sample - color); weight = exp(-0.5 * (dist * dist + colorDist * colorDist * intensity) / (sampleRadius * sampleRadius)); filteredColor += sample * weight; totalWeight += weight; filteredColor /= totalWeight; return mix(color, filteredColor, step(noiseThreshold, length(filteredColor - color))); } vec4 supersample(sampler2D tex, vec2 uv, float sampleRadius, float noiseThreshold, float intensity) { float radiusSq = sampleRadius * sampleRadius; vec2 poissonDisk; vec4 color = vec4(0.0); float r1_0 = sqrt(0.0 / 16.0); float r2_0 = fract(1.0 / 3.0); float theta_0 = TWOPI * r2_0; poissonDisk = vec2(r1_0 * cos(theta_0), r1_0 * sin(theta_0)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_1 = sqrt(1.0 / 16.0); float r2_1 = fract(2.0 / 3.0); float theta_1 = TWOPI * r2_1; poissonDisk = vec2(r1_1 * cos(theta_1), r1_1 * sin(theta_1)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_2 = sqrt(2.0 / 16.0); float r2_2 = fract(3.0 / 3.0); float theta_2 = TWOPI * r2_2; poissonDisk = vec2(r1_2 * cos(theta_2), r1_2 * sin(theta_2)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_3 = sqrt(3.0 / 16.0); float r2_3 = fract(4.0 / 3.0); float theta_3 = TWOPI * r2_3; poissonDisk = vec2(r1_3 * cos(theta_3), r1_3 * sin(theta_3)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_4 = sqrt(4.0 / 16.0); float r2_4 = fract(5.0 / 3.0); float theta_4 = TWOPI * r2_4; poissonDisk = vec2(r1_4 * cos(theta_4), r1_4 * sin(theta_4)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_5 = sqrt(5.0 / 16.0); float r2_5 = fract(6.0 / 3.0); float theta_5 = TWOPI * r2_5; poissonDisk = vec2(r1_5 * cos(theta_5), r1_5 * sin(theta_5)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_6 = sqrt(6.0 / 16.0); float r2_6 = fract(7.0 / 3.0); float theta_6 = TWOPI * r2_6; poissonDisk = vec2(r1_6 * cos(theta_6), r1_6 * sin(theta_6)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_7 = sqrt(7.0 / 16.0); float r2_7 = fract(8.0 / 3.0); float theta_7 = TWOPI * r2_7; poissonDisk = vec2(r1_7 * cos(theta_7), r1_7 * sin(theta_7)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_8 = sqrt(8.0 / 16.0); float r2_8 = fract(9.0 / 3.0); float theta_8 = TWOPI * r2_8; poissonDisk = vec2(r1_8 * cos(theta_8), r1_8 * sin(theta_8)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_9 = sqrt(9.0 / 16.0); float r2_9 = fract(10.0 / 3.0); float theta_9 = TWOPI * r2_9; poissonDisk = vec2(r1_9 * cos(theta_9), r1_9 * sin(theta_9)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_10 = sqrt(10.0 / 16.0); float r2_10 = fract(11.0 / 3.0); float theta_10 = TWOPI * r2_10; poissonDisk = vec2(r1_10 * cos(theta_10), r1_10 * sin(theta_10)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_11 = sqrt(11.0 / 16.0); float r2_11 = fract(12.0 / 3.0); float theta_11 = TWOPI * r2_11; poissonDisk = vec2(r1_11 * cos(theta_11), r1_11 * sin(theta_11)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_12 = sqrt(12.0 / 16.0); float r2_12 = fract(13.0 / 3.0); float theta_12 = TWOPI * r2_12; poissonDisk = vec2(r1_12 * cos(theta_12), r1_12 * sin(theta_12)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_13 = sqrt(13.0 / 16.0); float r2_13 = fract(14.0 / 3.0); float theta_13 = TWOPI * r2_13; poissonDisk = vec2(r1_13 * cos(theta_13), r1_13 * sin(theta_13)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_14 = sqrt(14.0 / 16.0); float r2_14 = fract(15.0 / 3.0); float theta_14 = TWOPI * r2_14; poissonDisk = vec2(r1_14 * cos(theta_14), r1_14 * sin(theta_14)); color += texture2D(tex, uv + poissonDisk * sampleRadius); float r1_15 = sqrt(15.0 / 16.0); float r2_15 = fract(16.0 / 3.0); float theta_15 = TWOPI * r2_15; poissonDisk = vec2(r1_15 * cos(theta_15), r1_15 * sin(theta_15)); color += texture2D(tex, uv + poissonDisk * sampleRadius); return bilateralFilter(tex, uv, color, sampleRadius, noiseThreshold, intensity); } void main() { vec2 tc_no_dist = v_texcoord; vec2 tc = applyBarrelDistortion(tc_no_dist, DISTORTION_AMOUNT); // [-1, 1] vec2 tc_no_dist_symmetric = tc_no_dist * 2.0 - 1.0; // [0,1] vec2 tc_no_dist_normalized = (tc_no_dist_symmetric + 1.0) / 2.0; // vec4 color = texture2D(tex, tc); vec4 color = supersample(tex, tc, SAMPLING_RADIUS, NOISE_THRESHOLD, DENOISE_INTENSITY); color = applyAdaptiveSharpen(tc, color, tex); color = applyPhosphorGlow(tc, color, tex); color = reduceGlare(color); color = mix(applyFakeHDREffect(color, HDR_BRIGHTNESS, HDR_CONTRAST, HDR_SATURATION, HDR_BLOOM), color, 0.5); color = applyColorCorrection(color); color /= SUPERSAMPLING_SAMPLES; color = mix(applyChromaticAberration(tc, color), color, 0.25); color = mix(color, applyVignette(color), 0.37); color = applyBorder(tc_no_dist_normalized, color, 1.0 - BORDER_SIZE * BORDER_RADIUS, BORDER_COLOR); color = mix(applyBorder(tc, color, BORDER_SIZE, BORDER_COLOR), color, 0.05); color = applyScanlines(tc, color); gl_FragColor = color; gl_FragColor.a = 1.0; }