slang-shaders/crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang

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#version 450
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float crt_gamma;
float lcd_gamma;
float levels_contrast;
float halation_weight;
float diffusion_weight;
float bloom_underestimate_levels;
float bloom_excess;
float beam_min_sigma;
float beam_max_sigma;
float beam_spot_power;
float beam_min_shape;
float beam_max_shape;
float beam_shape_power;
float beam_horiz_filter;
float beam_horiz_sigma;
float beam_horiz_linear_rgb_weight;
float convergence_offset_x_r;
float convergence_offset_x_g;
float convergence_offset_x_b;
float convergence_offset_y_r;
float convergence_offset_y_g;
float convergence_offset_y_b;
float mask_type;
float mask_sample_mode_desired;
float mask_num_triads_desired;
float mask_triad_size_desired;
float mask_specify_num_triads;
float aa_subpixel_r_offset_x_runtime;
float aa_subpixel_r_offset_y_runtime;
float aa_cubic_c;
float aa_gauss_sigma;
float geom_mode_runtime;
float geom_radius;
float geom_view_dist;
float geom_tilt_angle_x;
float geom_tilt_angle_y;
float geom_aspect_ratio_x;
float geom_aspect_ratio_y;
float geom_overscan_x;
float geom_overscan_y;
float border_size;
float border_darkness;
float border_compress;
float interlace_bff;
float interlace_1080i;
} global;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
////////////////////////////////// INCLUDES //////////////////////////////////
#include "phosphor-mask-resizing.h"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 src_tex_uv_wrap;
layout(location = 1) out vec2 tile_uv_wrap;
layout(location = 2) out vec2 resize_magnification_scale;
layout(location = 3) out vec2 src_dxdy;
layout(location = 4) out vec2 tile_size_uv;
layout(location = 5) out vec2 input_tiles_per_texture;
void main()
{
gl_Position = global.MVP * Position;
float2 tex_uv = TexCoord.xy;
// First estimate the viewport size (the user will get the wrong number of
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// triads if it's wrong and mask_specify_num_triads is 1.0/true).
const float2 estimated_viewport_size =
IN.output_size / mask_resize_viewport_scale;
// Find the final size of our resized phosphor mask tiles. We probably
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// estimated the viewport size and MASK_RESIZE output size differently last
// pass, so do not swear they were the same. ;)
const float2 mask_resize_tile_size = get_resized_mask_tile_size(
estimated_viewport_size, IN.output_size, false);
// We'll render resized tiles until filling the output FBO or meeting a
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// limit, so compute [wrapped] tile uv coords based on the output uv coords
// and the number of tiles that will fit in the FBO.
const float2 output_tiles_this_pass = IN.output_size / mask_resize_tile_size;
const float2 output_video_uv = tex_uv * IN.texture_size / IN.video_size;
const float2 tile_uv_wrap = output_video_uv * output_tiles_this_pass;
// Get the texel size of an input tile and related values:
const float2 input_tile_size = float2(min(
mask_resize_src_lut_size.x, IN.video_size.x), mask_resize_tile_size.y);
tile_size_uv = input_tile_size / IN.texture_size;
input_tiles_per_texture = IN.texture_size / input_tile_size;
// Derive [wrapped] texture uv coords from [wrapped] tile uv coords and
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// the tile size in uv coords, and save frac() for the fragment shader.
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src_tex_uv_wrap = tile_uv_wrap * tile_size_uv;
// Output the values we need, including the magnification scale and step:
//tile_uv_wrap = tile_uv_wrap;
//src_tex_uv_wrap = src_tex_uv_wrap;
resize_magnification_scale = mask_resize_tile_size / input_tile_size;
src_dxdy = float2(1.0/IN.texture_size.x, 0.0);
//tile_size_uv = tile_size_uv;
//input_tiles_per_texture = input_tiles_per_texture;
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}
#pragma stage fragment
layout(location = 0) in vec2 src_tex_uv_wrap;
layout(location = 1) in vec2 tile_uv_wrap;
layout(location = 2) in vec2 resize_magnification_scale;
layout(location = 3) in vec2 src_dxdy;
layout(location = 4) in vec2 tile_size_uv;
layout(location = 5) in vec2 input_tiles_per_texture;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define input_texture Source
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void main()
{
// The input contains one mask tile horizontally and a number vertically.
// Resize the tile horizontally to its final screen size and repeat it
// until drawing at least mask_resize_num_tiles, leaving it unchanged
// vertically. Lanczos-resizing the phosphor mask achieves much sharper
// results than mipmapping, outputting >= mask_resize_num_tiles makes for
// easier tiled sampling later.
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
// Discard unneeded fragments in case our profile allows real branches.
const float2 tile_uv_wrap = tile_uv_wrap;
if(get_mask_sample_mode() < 0.5 &&
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max(tile_uv_wrap.x, tile_uv_wrap.y) <= mask_resize_num_tiles)
{
const float src_dx = src_dxdy.x;
const float2 src_tex_uv = frac(src_tex_uv_wrap);
const float3 pixel_color = downsample_horizontal_sinc_tiled(input_texture,
src_tex_uv, IN.texture_size, src_dxdy.x,
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resize_magnification_scale.x, tile_size_uv.x);
// The input LUT was linear RGB, and so is our output:
FragColor = float4(pixel_color, 1.0);
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}
else
{
discard;
}
#else
discard;
FragColor = float4(1.0);
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#endif
}