slang-shaders/bezel/Mega_Bezel/shaders/lcd-cgwg/hsm-lcd-grid-v2.inc

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layout(push_constant) uniform Push
{
float LCD_RSUBPIX_R;
float LCD_RSUBPIX_G;
float LCD_RSUBPIX_B;
float LCD_GSUBPIX_R;
float LCD_GSUBPIX_G;
float LCD_GSUBPIX_B;
float LCD_BSUBPIX_R;
float LCD_BSUBPIX_G;
float LCD_BSUBPIX_B;
float LCD_GAIN;
float LCD_GAMMA;
float LCD_BLACK_LEVEL;
float LCD_AMBIENT;
float LCD_BGR;
} param;
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#pragma parameter LCDGRID_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter LCD_TITLE "[ --- LCD GRID V2 --- ]:" 0 0 0.01 0.01
#pragma parameter LCD_SUBPIX_TITLE "[ SUBPIXEL COLORS ]:" 0 0 0.01 0.01
#pragma parameter LCD_RSUBPIX_R " Colour of R subpixel: R" 0.75 0.0 1.0 0.01
#pragma parameter LCD_RSUBPIX_G " Colour of R subpixel: G" 0.0 0.0 1.0 0.01
#pragma parameter LCD_RSUBPIX_B " Colour of R subpixel: B" 0.0 0.0 1.0 0.01
#pragma parameter LCD_GSUBPIX_R " Colour of G subpixel: R" 0.0 0.0 1.0 0.01
#pragma parameter LCD_GSUBPIX_G " Colour of G subpixel: G" 0.75 0.0 1.0 0.01
#pragma parameter LCD_GSUBPIX_B " Colour of G subpixel: B" 0.0 0.0 1.0 0.01
#pragma parameter LCD_BSUBPIX_R " Colour of B subpixel: R" 0.0 0.0 1.0 0.01
#pragma parameter LCD_BSUBPIX_G " Colour of B subpixel: G" 0.0 0.0 1.0 0.01
#pragma parameter LCD_BSUBPIX_B " Colour of B subpixel: B" 0.75 0.0 1.0 0.01
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#pragma parameter LCDGRID_BRIGHTNESS_EMPTY_LINE " " 0 0 0.001 0.001
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#pragma parameter LCD_BRIGHT_TITLE "[ BRIGHTNESS & GAMMA ]:" 0 0 0.01 0.01
#pragma parameter LCD_GAIN " Gain" 1.75 0.5 2.0 0.05
#pragma parameter LCD_GAMMA " LCD Gamma" 2.5 0.5 5.0 0.1
#pragma parameter LCD_AMBIENT " Ambient" 0.0 0.0 25 0.1
#pragma parameter LCD_BGR " BGR LCD Sub Pixel Order" 0 0 1 1
#define outgamma 2.2
#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(set = 0, binding = 1) uniform sampler2D IntroPass;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D InfoCachePass;
layout(location = 0) out vec4 FragColor;
vec3 fetch_offset(sampler2D in_sampler, vec2 coord, vec2 offset)
{
offset = vec2(0);
vec2 texel_size = 1 / CROPPED_ROTATED_SIZE;
vec2 pixel_coord = SAMPLE_AREA_START_PIXEL_COORD + coord * CROPPED_ROTATED_SIZE + offset;
vec3 out_rgb = HSM_GetCroppedTexSample(in_sampler, coord + offset * texel_size).rgb;
out_rgb = pow(vec3(param.LCD_GAIN) * out_rgb, vec3(param.LCD_GAMMA));
out_rgb += vec3(param.LCD_AMBIENT / 100);
return out_rgb;
}
// integral of (1 - x^2 - x^4 + x^6)^2
float coeffs_x[7] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
// integral of (1 - 2x^4 + x^6)^2
float coeffs_y[7] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
float intsmear_func(float z, float coeffs[7])
{
float z2 = z*z;
float zn = z;
float ret = 0.0;
for (int i = 0; i < 7; i++) {
ret += zn*coeffs[i];
zn *= z2;
}
return ret;
}
float intsmear(float x, float dx, float d, float coeffs[7])
{
float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
}
void main()
{
// HSM Added
vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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vec2 cache_bounds_coord = SCREEN_COORD;
// If it's the potato preset render the whole frame
#ifndef IS_POTATO_PRESET
#ifndef IS_NO_REFLECT_PRESET
// Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
TUBE_DIFFUSE_SCALE,
TUBE_SCALE,
SCREEN_ASPECT,
false,
BEZEL_OUTSIDE_SCALE,
BEZEL_OUTSIDE_COORD,
BEZEL_OUTSIDE_CURVED_COORD,
FRAME_OUTSIDE_CURVED_COORD);
cache_bounds_coord = (BEZEL_OUTSIDE_COORD - 0.5) * 0.9 + 0.5;
#endif
#endif
if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
{
FragColor = vec4(0);
return;
}
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vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD);
// HSM Added
float screen_mask = HSM_GetCornerMask((screen_curved_coord - 0.5) * 1.00 + 0.5, SCREEN_ASPECT, HSM_GLOBAL_CORNER_RADIUS * HSM_SCREEN_CORNER_RADIUS_SCALE, 0.9);
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vec2 curved_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord);
vec2 texelSize = 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT;
// End Addition
vec2 range = global.OutputSize.zw / SCREEN_SCALE;
vec3 cred = pow(vec3(param.LCD_RSUBPIX_R, param.LCD_RSUBPIX_G, param.LCD_RSUBPIX_B), vec3(outgamma));
vec3 cgreen = pow(vec3(param.LCD_GSUBPIX_R, param.LCD_GSUBPIX_G, param.LCD_GSUBPIX_B), vec3(outgamma));
vec3 cblue = pow(vec3(param.LCD_BSUBPIX_R, param.LCD_BSUBPIX_G, param.LCD_BSUBPIX_B), vec3(outgamma));
ivec2 tli = ivec2(floor(curved_coord/texelSize-vec2(0.4999)));
vec3 lcol, rcol;
float subpix = (curved_coord.x/texelSize.x - 0.4999 - float(tli.x))*3.0 - 0.33;
float rsubpix = range.x/texelSize.x * 3.0;
lcol = vec3(intsmear(subpix+1.0, rsubpix, 1.5, coeffs_x),
intsmear(subpix , rsubpix, 1.5, coeffs_x),
intsmear(subpix-1.0, rsubpix, 1.5, coeffs_x));
rcol = vec3(intsmear(subpix-2.0, rsubpix, 1.5, coeffs_x),
intsmear(subpix-3.0, rsubpix, 1.5, coeffs_x),
intsmear(subpix-4.0, rsubpix, 1.5, coeffs_x));
if (param.LCD_BGR > 0.5) {
lcol.rgb = lcol.bgr;
rcol.rgb = rcol.bgr;
}
float tcol, bcol;
subpix = curved_coord.y/texelSize.y - 0.4999 - float(tli.y);
rsubpix = range.y/texelSize.y;
tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
vec3 topLeftColor = fetch_offset(Source, curved_coord, ivec2(-1, -1)) * lcol * vec3(tcol);
vec3 bottomRightColor = fetch_offset(Source, curved_coord, ivec2( 1, 1)) * rcol * vec3(bcol);
vec3 bottomLeftColor = fetch_offset(Source, curved_coord, ivec2(-1, 1)) * lcol * vec3(bcol);
vec3 topRightColor = fetch_offset(Source, curved_coord, ivec2( 1, -1)) * rcol * vec3(tcol);
vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
// HSM Added
vec3 source_color = texture(Source, curved_coord).rgb;
vec3 averageColorOutsideScreen = mix(mat3(cred, cgreen, cblue) * source_color, source_color, 0.75);
averageColor = mix(averageColorOutsideScreen, averageColor, screen_mask);
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FragColor = vec4(averageColor, 1);
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FragColor = pow(FragColor, vec4(1 / (HSM_GAMMA_OUT_CRT / DEFAULT_SRGB_GAMMA)));
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}