slang-shaders/handheld/lcd-cgwg/lcd-grid-v2.slang

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#version 450
layout(push_constant) uniform Push
{
float RSUBPIX_R;
float RSUBPIX_G;
float RSUBPIX_B;
float GSUBPIX_R;
float GSUBPIX_G;
float GSUBPIX_B;
float BSUBPIX_R;
float BSUBPIX_G;
float BSUBPIX_B;
float gain;
float gamma;
float blacklevel;
float ambient;
float BGR;
} param;
#pragma parameter RSUBPIX_R "Colour of R subpixel: R" 1.0 0.0 1.0 0.01
#pragma parameter RSUBPIX_G "Colour of R subpixel: G" 0.0 0.0 1.0 0.01
#pragma parameter RSUBPIX_B "Colour of R subpixel: B" 0.0 0.0 1.0 0.01
#pragma parameter GSUBPIX_R "Colour of G subpixel: R" 0.0 0.0 1.0 0.01
#pragma parameter GSUBPIX_G "Colour of G subpixel: G" 1.0 0.0 1.0 0.01
#pragma parameter GSUBPIX_B "Colour of G subpixel: B" 0.0 0.0 1.0 0.01
#pragma parameter BSUBPIX_R "Colour of B subpixel: R" 0.0 0.0 1.0 0.01
#pragma parameter BSUBPIX_G "Colour of B subpixel: G" 0.0 0.0 1.0 0.01
#pragma parameter BSUBPIX_B "Colour of B subpixel: B" 1.0 0.0 1.0 0.01
#pragma parameter gain "Gain" 1.0 0.5 2.0 0.05
#pragma parameter gamma "LCD Gamma" 3.0 0.5 5.0 0.1
#pragma parameter blacklevel "Black level" 0.05 0.0 0.5 0.01
#pragma parameter ambient "Ambient" 0.0 0.0 0.5 0.01
#pragma parameter BGR "BGR" 0 0 1 1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#define outgamma 2.2
#define fetch_offset(coord, offset) (pow(vec3(param.gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(param.blacklevel), vec3(param.gamma)) + vec3(param.ambient))
#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;
// 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()
{
vec2 texelSize = global.SourceSize.zw;
/* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */
vec2 range = global.OutputSize.zw;
vec3 cred = pow(vec3(param.RSUBPIX_R, param.RSUBPIX_G, param.RSUBPIX_B), vec3(outgamma));
vec3 cgreen = pow(vec3(param.GSUBPIX_R, param.GSUBPIX_G, param.GSUBPIX_B), vec3(outgamma));
vec3 cblue = pow(vec3(param.BSUBPIX_R, param.BSUBPIX_G, param.BSUBPIX_B), vec3(outgamma));
ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999)));
vec3 lcol, rcol;
float subpix = (vTexCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
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.BGR > 0.5) {
lcol.rgb = lcol.bgr;
rcol.rgb = rcol.bgr;
}
float tcol, bcol;
subpix = vTexCoord.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(tli, ivec2(0,0)) * lcol * vec3(tcol);
vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
averageColor = mat3(cred, cgreen, cblue) * averageColor;
FragColor = vec4(pow(averageColor, vec3(1.0/outgamma)),0.0);
}