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| author | Peter Fors <peter.fors@mindkiller.com> | 2025-10-09 22:07:52 +0200 |
|---|---|---|
| committer | Peter Fors <peter.fors@mindkiller.com> | 2025-10-09 22:07:52 +0200 |
| commit | 030724a9aea346e4a9843d5842fb28c6d6c4cf1a (patch) | |
| tree | f06fb84aaef64b2f4e2d81b3d2d3eef71bad83ec /shaders/gl_bloom_composite_fragment.glsl | |
| parent | 412b2ef851516c1de8ba5006ddd284192cbcaf9b (diff) | |
Rearrangement and refactoring and optimizations and more accuracy
Diffstat (limited to 'shaders/gl_bloom_composite_fragment.glsl')
| -rw-r--r-- | shaders/gl_bloom_composite_fragment.glsl | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/shaders/gl_bloom_composite_fragment.glsl b/shaders/gl_bloom_composite_fragment.glsl new file mode 100644 index 0000000..5977e91 --- /dev/null +++ b/shaders/gl_bloom_composite_fragment.glsl @@ -0,0 +1,38 @@ +out vec4 outcolor; +in vec2 frag_texture_coord; + +uniform sampler2D crt_texture; +uniform sampler2D bloom_texture; +uniform float bloom_strength; +uniform vec2 bloom_size; +uniform vec2 src_image_size; +uniform vec2 viewport_size; + +void main() { + vec3 crt_color = texture(crt_texture, frag_texture_coord).rgb; + vec3 bloom_color = texture(bloom_texture, frag_texture_coord).rgb; + + // Calculate warp boundary mask to clip bloom outside CRT area + vec2 ipos = frag_texture_coord * viewport_size; + // Convert to normalized device coordinates [-1, 1] + vec2 pos = ipos * (2.0 / viewport_size) - vec2(1.0); + // Apply barrel distortion + vec2 warp = vec2(1.0 / 24.0, 1.0 / 16.0); + pos *= vec2(1.0 + (pos.y * pos.y) * warp.x, 1.0 + (pos.x * pos.x) * warp.y); + // Convert back to UV + vec2 uv = (pos + vec2(1.0)) * 0.5; + + // Rounded corner cutoff (CRT bezel effect) - only clips the corners + float corner_radius = 0.05; // Radius of corner rounding (0.0 = sharp corners, 0.2 = very rounded) + vec2 edge_distance = abs(pos) - vec2(1.0 - corner_radius); + float dist = length(max(edge_distance, 0.0)); + + // Antialiased edge using smoothstep (creates soft 1-2 pixel transition) + float edge_softness = 0.003; // Controls antialiasing width (smaller = sharper) + float mask = smoothstep(corner_radius + edge_softness, corner_radius - edge_softness, dist); + + // Also check bounds + mask *= (uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0) ? 1.0 : 0.0; + + outcolor = vec4((crt_color + bloom_color * bloom_strength) * mask, 1.0); +} |
