slang-shaders/handheld/console-border/shader-files/lcd-cgwg/lcd-grid.slang

105 lines
3.5 KiB
Plaintext
Raw Permalink Normal View History

#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float video_scale, PAR, GRID_STRENGTH, gamma;
} global;
#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
#pragma parameter PAR "Pixel Aspect Ratio" 1.0 0.0 20.0 0.01
#pragma parameter GRID_STRENGTH "LCD Grid Strength" 0.05 0.0 1.0 0.01
#pragma parameter gamma "LCD Input Gamma" 2.2 1.0 5.0 0.1
#define round(x) floor( (x) + 0.5 )
#define TEX2D(c) pow(texture(Source, (c)), vec4(global.gamma))
vec2 middle = vec2(0.5, 0.5);
vec2 screen_scale = global.video_scale * vec2(global.PAR, 1.0);
vec2 screen_ratio = global.OutputSize.xy * global.SourceSize.zw / screen_scale;
#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;
vec2 diff = TexCoord.xy - middle;
vTexCoord = (middle + diff * screen_ratio) * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float intsmear_func(float z)
{
float z2 = z*z;
float z4 = z2*z2;
float z8 = z4*z4;
return z - 2.0/3.0*z*z2 - 1.0/5.0*z*z4 + 4.0/7.0*z*z2*z4 - 1.0/9.0*z*z8
- 2.0/11.0*z*z2*z8 + 1.0/13.0*z*z4*z8;
}
float intsmear(float x, float dx)
{
const float d = 1.5;
float zl = clamp((x-dx)/d,-1.0,1.0);
float zh = clamp((x+dx)/d,-1.0,1.0);
return d * ( intsmear_func(zh) - intsmear_func(zl) )/(2.0*dx);
}
void main()
{
if(abs(vTexCoord.x - 0.5) < 0.5 && abs(vTexCoord.y - 0.5) < 0.5)
{
vec2 texelSize = global.SourceSize.zw;
vec2 subtexelSize = texelSize / vec2(3.0,1.0);
vec2 range;
range = global.SourceSize.zw / screen_scale;
float left = vTexCoord.x - texelSize.x*0.5;
float top = vTexCoord.y + range.y;
float right = vTexCoord.x + texelSize.x*0.5;
float bottom = vTexCoord.y - range.y;
vec4 lcol, rcol;
float subpix = mod(vTexCoord.x/subtexelSize.x+1.5,3.0);
float rsubpix = range.x/subtexelSize.x;
lcol = vec4(intsmear(subpix+1.0,rsubpix),intsmear(subpix ,rsubpix),
intsmear(subpix-1.0,rsubpix),0.0);
rcol = vec4(intsmear(subpix-2.0,rsubpix),intsmear(subpix-3.0,rsubpix),
intsmear(subpix-4.0,rsubpix),0.0);
vec4 topLeftColor = TEX2D((floor(vec2(left, top) / texelSize) + 0.5) * texelSize) * lcol;
vec4 bottomRightColor = TEX2D((floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize) * rcol;
vec4 bottomLeftColor = TEX2D((floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize) * lcol;
vec4 topRightColor = TEX2D((floor(vec2(right, top) / texelSize) + 0.5) * texelSize) * rcol;
vec2 border = round(vTexCoord.st/subtexelSize);
vec2 bordert = clamp((border+vec2(0.0,+global.GRID_STRENGTH)) * subtexelSize,
vec2(left, bottom), vec2(right, top));
vec2 borderb = clamp((border+vec2(0.0,-global.GRID_STRENGTH)) * subtexelSize,
vec2(left, bottom), vec2(right, top));
float totalArea = 2.0 * range.y;
vec4 averageColor;
averageColor = ((top - bordert.y) / totalArea) * topLeftColor;
averageColor += ((borderb.y - bottom) / totalArea) * bottomRightColor;
averageColor += ((borderb.y - bottom) / totalArea) * bottomLeftColor;
averageColor += ((top - bordert.y) / totalArea) * topRightColor;
FragColor = pow(averageColor,vec4(1.0/global.gamma));
}
else
{
FragColor = vec4(0.0);
}
}