OK, here is my edited slang with curvature and frame removed if someone wants it:
#version 450
// newpixie CRT
// by Mattias Gustavsson
// adapted for slang by hunterk
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OutputSize;
uint FrameCount;
// float use_frame;
// float curvature;
float wiggle_toggle;
float scanroll;
} params;
//#pragma parameter use_frame "Use Frame Image" 0.0 0.0 1.0 1.0
//#define use_frame params.use_frame
//#pragma parameter curvature "Curvature" 2.0 0.0001 4.0 0.25
#pragma parameter wiggle_toggle "Interference" 0.0 0.0 1.0 1.0
#pragma parameter scanroll "Rolling Scanlines" 1.0 0.0 1.0 1.0
#define gl_FragCoord (vTexCoord.xy * params.OutputSize.xy)
#define backbuffer accum1
#define blurbuffer blur2
//#define frametexture frametexture
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
vec4 modpos = vec4(Position.x, 1.-Position.y, Position.z, Position.w);
gl_Position = global.MVP * modpos;
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;
layout(set = 0, binding = 3) uniform sampler2D accum1;
layout(set = 0, binding = 4) uniform sampler2D blur2;
//layout(set = 0, binding = 5) uniform sampler2D frametexture;
vec3 tsample( sampler2D samp, vec2 tc, float offs, vec2 resolution )
{
// tc = tc * vec2(1.025, 0.92) + vec2(-0.0125, 0.04);
vec3 s = pow( abs( texture( samp, vec2( tc.x, 1.0-tc.y ) ).rgb), vec3( 2.2 ) );
return s*vec3(1.25);
}
vec3 filmic( vec3 LinearColor )
{
vec3 x = max( vec3(0.0), LinearColor-vec3(0.004));
return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);
}
vec2 curve( vec2 uv )
{
uv = (uv - 0.5);
uv *= vec2(0.925, 1.095);
// uv *= params.curvature;
uv.x *= 1.0 + pow((abs(uv.y) / 4.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 3.0), 2.0);
// uv /= params.curvature;
uv += 0.5;
uv = uv *0.92 + 0.04;
return uv;
}
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
#define resolution params.OutputSize.xy
void main()
{
float time = mod(params.FrameCount, 849.0) *36.;
vec2 uv = vTexCoord.xy;
/* Curve */
vec2 curved_uv = mix( curve( uv ), uv, 0.4 );
float scale = -0.101;
vec2 scuv = curved_uv*(1.0-scale)+scale/2.0+vec2(0.003, -0.001);
// uv = scuv;
scuv = uv;
/* Main color, Bleed */
vec3 col;
float x = params.wiggle_toggle* sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012;
float o =sin(gl_FragCoord.y*1.5)/resolution.x;
x+=o*0.25;
time = float(mod(params.FrameCount, 640) * 1);
col.r = tsample(backbuffer,vec2(x+scuv.x+0.0009,scuv.y+0.0009),resolution.y/800.0, resolution ).x+0.02;
col.g = tsample(backbuffer,vec2(x+scuv.x+0.0000,scuv.y-0.0011),resolution.y/800.0, resolution ).y+0.02;
col.b = tsample(backbuffer,vec2(x+scuv.x-0.0015,scuv.y+0.0000),resolution.y/800.0, resolution ).z+0.02;
float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 );
i = pow( 1.0 - pow(i,2.0), 1.0 );
i = (1.0-i) * 0.85 + 0.15;
/* Ghosting */
float ghs = 0.15;
vec3 r = tsample(blurbuffer, vec2(x-0.014*1.0, -0.027)*0.85+0.007*vec2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time),
0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+vec2(scuv.x+0.001,scuv.y+0.001),
5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*vec3(0.5,0.25,0.25);
vec3 g = tsample(blurbuffer, vec2(x-0.019*1.0, -0.020)*0.85+0.007*vec2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time),
0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+vec2(scuv.x+0.000,scuv.y-0.002),
5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*vec3(0.25,0.5,0.25);
vec3 b = tsample(blurbuffer, vec2(x-0.017*1.0, -0.003)*0.85+0.007*vec2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time),
0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+vec2(scuv.x-0.002,scuv.y+0.000),
5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*vec3(0.25,0.25,0.5);
col += vec3(ghs*(1.0-0.299))*pow(clamp(vec3(3.0)*r,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
col += vec3(ghs*(1.0-0.587))*pow(clamp(vec3(3.0)*g,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
col += vec3(ghs*(1.0-0.114))*pow(clamp(vec3(3.0)*b,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);
/* Level adjustment (curves) */
col *= vec3(0.95,1.05,0.95);
col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,vec3(0.0),vec3(10.0));
/* Vignette */
float vig = (0.1 + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y));
vig = 1.3*pow(vig,0.5);
col *= vig;
time *= params.scanroll;
/* Scanlines */
float scans = clamp( 0.35+0.18*sin(6.0*time-curved_uv.y*resolution.y*1.5), 0.0, 1.0);
float s = pow(scans,0.9);
col = col * vec3(s);
/* Vertical lines (shadow mask) */
col*=1.0-0.23*(clamp((mod(gl_FragCoord.xy.x, 3.0))/2.0,0.0,1.0));
/* Tone map */
col = filmic( col );
/* Noise */
vec2 seed = curved_uv*resolution.xy;;
col -= 0.015*pow(vec3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), vec3(1.5) );
/* Flicker */
col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5));
uv = curved_uv;
/* Frame */
// vec2 fscale = vec2( 0.026, -0.018);//vec2( -0.018, -0.013 );
// uv = vec2(uv.x, 1.-uv.y);
// vec4 f=texture(frametexture,vTexCoord.xy);//*((1.0)+2.0*fscale)-fscale-vec2(-0.0, 0.005));
// f.xyz = mix( f.xyz, vec3(0.5,0.5,0.5), 0.5 );
// float fvig = clamp( -0.00+512.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.2, 0.8 );
// col = mix( col, mix( max( col, 0.0), pow( abs( f.xyz ), vec3( 1.4 ) ) * fvig, f.w * f.w), vec3( use_frame ) );
FragColor = vec4( col, 1.0 );
}