Adding the effect of one shader to another

I am wondering if it is possible to add the curvature from CRT-Lottes to CRT-Aperture. I love how the curve looks with overlays, yet i also love how bright and vibrant CRT-Aperture is. I did some research on how to do this and I couldn’t come up with much besides just combining the two shaders… which didn’t go so well.

You can, but it gets some pretty nasty moire. Here’s a slang/vulkan shader with it added:[code]#version 450

/* CRT Shader by EasyMode License: GPL */

layout(push_constant) uniform Push { vec4 SourceSize; vec4 OutputSize; uint FrameCount; float SHARPNESS_IMAGE; float SHARPNESS_EDGES; float GLOW_WIDTH; float GLOW_HEIGHT; float GLOW_HALATION; float GLOW_DIFFUSION; float MASK_COLORS; float MASK_STRENGTH; float MASK_SIZE; float SCANLINE_SIZE_MIN; float SCANLINE_SIZE_MAX; float GAMMA_INPUT; float GAMMA_OUTPUT; float BRIGHTNESS; float warp_x; float warp_y; } params;

#pragma parameter SHARPNESS_IMAGE “Sharpness Image” 1.0 1.0 5.0 1.0 #pragma parameter SHARPNESS_EDGES “Sharpness Edges” 3.0 1.0 5.0 1.0 #pragma parameter GLOW_WIDTH “Glow Width” 0.5 0.05 0.65 0.05 #pragma parameter GLOW_HEIGHT “Glow Height” 0.5 0.05 0.65 0.05 #pragma parameter GLOW_HALATION “Glow Halation” 0.1 0.0 1.0 0.01 #pragma parameter GLOW_DIFFUSION “Glow Diffusion” 0.05 0.0 1.0 0.01 #pragma parameter MASK_COLORS “Mask Colors” 2.0 2.0 3.0 1.0 #pragma parameter MASK_STRENGTH “Mask Strength” 0.3 0.0 1.0 0.05 #pragma parameter MASK_SIZE “Mask Size” 1.0 1.0 9.0 1.0 #pragma parameter SCANLINE_SIZE_MIN “Scanline Size Min.” 0.5 0.5 1.5 0.05 #pragma parameter SCANLINE_SIZE_MAX “Scanline Size Max.” 1.5 0.5 1.5 0.05 #pragma parameter GAMMA_INPUT “Gamma Input” 2.4 1.0 5.0 0.1 #pragma parameter GAMMA_OUTPUT “Gamma Output” 2.4 1.0 5.0 0.1 #pragma parameter BRIGHTNESS “Brightness” 1.5 0.0 2.0 0.05 #pragma parameter warp_x “Warp X” 0.031 0.0 0.125 0.01 #pragma parameter warp_y “Warp Y” 0.041 0.0 0.125 0.01

layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global;

#define FIX© max(abs©, 1e-5) #define PI 3.141592653589 #define TEX2D© pow(texture(tex, c).rgb, vec3(params.GAMMA_INPUT)) #define saturate© clamp(c, 0.0, 1.0)

mat3x3 get_color_matrix(sampler2D tex, vec2 co, vec2 dx) { return mat3x3(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx)); }

// Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos){ pos=pos2.0-1.0;
pos
=vec2(1.0+(pos.y*pos.y)params.warp_x,1.0+(pos.xpos.x)params.warp_y); return pos0.5+0.5;}

vec3 blur(mat3x3 m, float dist, float rad) { vec3 x = vec3(dist - 1.0, dist, dist + 1.0) / rad; vec3 w = exp2(x * x * -1.0);

return (m[0] * w.x + m[1] * w.y + m[2] * w.z) / (w.x + w.y + w.z);

}

vec3 filter_gaussian(sampler2D tex, vec2 co, vec2 tex_size) { vec2 dx = vec2(1.0 / tex_size.x, 0.0); vec2 dy = vec2(0.0, 1.0 / tex_size.y); vec2 pix_co = co * tex_size; vec2 tex_co = (floor(pix_co) + 0.5) / tex_size; vec2 dist = (fract(pix_co) - 0.5) * -1.0;

mat3x3 line0 = get_color_matrix(tex, tex_co - dy, dx);
mat3x3 line1 = get_color_matrix(tex, tex_co, dx);
mat3x3 line2 = get_color_matrix(tex, tex_co + dy, dx);
mat3x3 column = mat3x3(blur(line0, dist.x, params.GLOW_WIDTH),
                           blur(line1, dist.x, params.GLOW_WIDTH),
                           blur(line2, dist.x, params.GLOW_WIDTH));

return blur(column, dist.y, params.GLOW_HEIGHT);

}

vec3 filter_lanczos(sampler2D tex, vec2 co, vec2 tex_size, float sharp) { tex_size.x *= sharp;

vec2 dx = vec2(1.0 / tex_size.x, 0.0);
vec2 pix_co = co * tex_size - vec2(0.5, 0.0);
vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.001)) / tex_size;
vec2 dist = fract(pix_co);
vec4 coef = PI * vec4(dist.x + 1.0, dist.x, dist.x - 1.0, dist.x - 2.0);

coef = FIX(coef);
coef = 2.0 * sin(coef) * sin(coef / 2.0) / (coef * coef);
coef /= dot(coef, vec4(1.0));

vec4 col1 = vec4(TEX2D(tex_co), 1.0);
vec4 col2 = vec4(TEX2D(tex_co + dx), 1.0);

return (mat4x4(col1, col1, col2, col2) * coef).rgb;

}

vec3 get_scanline_weight(float x, vec3 col) { vec3 beam = mix(vec3(params.SCANLINE_SIZE_MIN), vec3(params.SCANLINE_SIZE_MAX), col); vec3 x_mul = 2.0 / beam; vec3 x_offset = x_mul * 0.5;

return smoothstep(0.0, 1.0, 1.0 - abs(x * x_mul - x_offset)) * x_offset;

}

vec3 get_mask_weight(float x) { float i = mod(floor(x * params.OutputSize.x * params.SourceSize.x / (params.SourceSize.x * params.MASK_SIZE)), params.MASK_COLORS);

if (i == 0.0) return mix(vec3(1.0, 0.0, 1.0), vec3(1.0, 0.0, 0.0), params.MASK_COLORS - 2.0);
else if (i == 1.0) return vec3(0.0, 1.0, 0.0);
else return vec3(0.0, 0.0, 1.0);

}

#pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord;

void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; }

#pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source;

void main() { vec3 col_glow = filter_gaussian(Source, Warp(vTexCoord), params.SourceSize.xy); vec3 col_soft = filter_lanczos(Source, Warp(vTexCoord), params.SourceSize.xy, params.SHARPNESS_IMAGE); vec3 col_sharp = filter_lanczos(Source, Warp(vTexCoord), params.SourceSize.xy, params.SHARPNESS_EDGES); vec3 col = sqrt(col_sharp * col_soft);

col *= get_scanline_weight(fract(Warp(vTexCoord).y * params.SourceSize.y), col_soft);
col_glow = saturate(col_glow - col);
col += col_glow * col_glow * params.GLOW_HALATION;
col = mix(col, col * get_mask_weight(Warp(vTexCoord).x) * params.MASK_COLORS, params.MASK_STRENGTH);
col += col_glow * params.GLOW_DIFFUSION;
col = pow(col * params.BRIGHTNESS, vec3(1.0 / params.GAMMA_OUTPUT));

FragColor = vec4(col, 1.0); } [/code]

Ooh okay, Thank you for your help hunterk! I’m starting to understand how this stuff works.