2017-11-30 06:40:28 +11:00
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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float crt_gamma;
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float lcd_gamma;
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float levels_contrast;
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float halation_weight;
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float diffusion_weight;
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float bloom_underestimate_levels;
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float bloom_excess;
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float beam_min_sigma;
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float beam_max_sigma;
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float beam_spot_power;
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float beam_min_shape;
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float beam_max_shape;
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float beam_shape_power;
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float beam_horiz_filter;
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float beam_horiz_sigma;
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float beam_horiz_linear_rgb_weight;
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float convergence_offset_x_r;
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float convergence_offset_x_g;
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float convergence_offset_x_b;
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float convergence_offset_y_r;
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float convergence_offset_y_g;
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float convergence_offset_y_b;
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float mask_type;
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float mask_sample_mode_desired;
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float mask_num_triads_desired;
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float mask_triad_size_desired;
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float mask_specify_num_triads;
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float aa_subpixel_r_offset_x_runtime;
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float aa_subpixel_r_offset_y_runtime;
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float aa_cubic_c;
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float aa_gauss_sigma;
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float geom_mode_runtime;
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float geom_radius;
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float geom_view_dist;
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float geom_tilt_angle_x;
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float geom_tilt_angle_y;
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float geom_aspect_ratio_x;
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float geom_aspect_ratio_y;
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float geom_overscan_x;
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float geom_overscan_y;
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float border_size;
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float border_darkness;
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float border_compress;
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float interlace_bff;
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float interlace_1080i;
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vec4 MASKED_SCANLINESSize;
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vec4 HALATION_BLURSize;
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vec4 BRIGHTPASSSize;
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} global;
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///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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#define LAST_PASS
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#define SIMULATE_CRT_ON_LCD
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#include "../../../../include/compat_macros.inc"
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#include "../user-settings.h"
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#include "derived-settings-and-constants.h"
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#include "bind-shader-params.h"
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#ifndef RUNTIME_GEOMETRY_TILT
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// Create a local-to-global rotation matrix for the CRT's coordinate frame
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// and its global-to-local inverse. See the vertex shader for details.
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// It's faster to compute these statically if possible.
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static const float2 sin_tilt = sin(geom_tilt_angle_static);
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static const float2 cos_tilt = cos(geom_tilt_angle_static);
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static const float3x3 geom_local_to_global_static = float3x3(
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cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
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0.0, cos_tilt.y, -sin_tilt.y,
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-sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
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static const float3x3 geom_global_to_local_static = float3x3(
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cos_tilt.x, 0.0, -sin_tilt.x,
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sin_tilt.y*sin_tilt.x, cos_tilt.y, sin_tilt.y*cos_tilt.x,
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cos_tilt.y*sin_tilt.x, -sin_tilt.y, cos_tilt.y*cos_tilt.x);
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#endif
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "../../../../include/gamma-management.h"
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#include "tex2Dantialias.h"
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#include "geometry-functions.h"
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/////////////////////////////////// HELPERS //////////////////////////////////
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float2x2 mul_scale(float2 scale, float2x2 matrix)
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{
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//float2x2 scale_matrix = float2x2(scale.x, 0.0, 0.0, scale.y);
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//return mul(scale_matrix, matrix);
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2019-01-30 09:32:54 +11:00
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vec4 temp_matrix = (vec4(matrix[0][0], matrix[0][1], matrix[1][0], matrix[1][1])* scale . xxyy);
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return mat2x2(temp_matrix.x, temp_matrix.y, temp_matrix.z, temp_matrix.w);
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2017-11-30 06:40:28 +11:00
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 tex_uv;
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layout(location = 1) out vec4 video_and_texture_size_inv;
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layout(location = 2) out vec2 output_size_inv;
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layout(location = 3) out vec3 eye_pos_local;
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layout(location = 4) out vec4 geom_aspect_and_overscan;
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layout(location = 5) out vec3 global_to_local_row0;
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layout(location = 6) out vec3 global_to_local_row1;
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layout(location = 7) out vec3 global_to_local_row2;
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void main()
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{
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gl_Position = global.MVP * Position;
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tex_uv = TexCoord;
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video_and_texture_size_inv =
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float4(1.0, 1.0, 1.0, 1.0) / float4(IN.video_size, IN.texture_size);
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output_size_inv = float2(1.0, 1.0)/IN.output_size;
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// Get aspect/overscan vectors from scalar parameters (likely uniforms):
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const float viewport_aspect_ratio = IN.output_size.x/IN.output_size.y;
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const float2 geom_aspect = get_aspect_vector(viewport_aspect_ratio);
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const float2 geom_overscan = get_geom_overscan_vector();
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geom_aspect_and_overscan = float4(geom_aspect, geom_overscan);
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#ifdef RUNTIME_GEOMETRY_TILT
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// Create a local-to-global rotation matrix for the CRT's coordinate
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// frame and its global-to-local inverse. Rotate around the x axis
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// first (pitch) and then the y axis (yaw) with yucky Euler angles.
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// Positive angles go clockwise around the right-vec and up-vec.
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// Runtime shader parameters prevent us from computing these globally,
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// but we can still combine the pitch/yaw matrices by hand to cut a
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// few instructions. Note that cg matrices fill row1 first, then row2,
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// etc. (row-major order).
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const float2 geom_tilt_angle = get_geom_tilt_angle_vector();
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const float2 sin_tilt = sin(geom_tilt_angle);
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const float2 cos_tilt = cos(geom_tilt_angle);
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// Conceptual breakdown:
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// static const float3x3 rot_x_matrix = float3x3(
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// 1.0, 0.0, 0.0,
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// 0.0, cos_tilt.y, -sin_tilt.y,
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// 0.0, sin_tilt.y, cos_tilt.y);
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// static const float3x3 rot_y_matrix = float3x3(
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// cos_tilt.x, 0.0, sin_tilt.x,
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// 0.0, 1.0, 0.0,
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// -sin_tilt.x, 0.0, cos_tilt.x);
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// static const float3x3 local_to_global =
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// mul(rot_y_matrix, rot_x_matrix);
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// static const float3x3 global_to_local =
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// transpose(local_to_global);
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const float3x3 local_to_global = float3x3(
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cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
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0.0, cos_tilt.y, -sin_tilt.y,
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-sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
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// This is a pure rotation, so transpose = inverse:
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const float3x3 global_to_local = transpose(local_to_global);
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// Decompose the matrix into 3 float3's for output:
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global_to_local_row0 = float3(global_to_local[0][0], global_to_local[0][1], global_to_local[0][2]);//._m00_m01_m02);
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global_to_local_row1 = float3(global_to_local[1][0], global_to_local[1][1], global_to_local[1][2]);//._m10_m11_m12);
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global_to_local_row2 = float3(global_to_local[2][0], global_to_local[2][1], global_to_local[2][2]);//._m20_m21_m22);
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#else
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static const float3x3 global_to_local = geom_global_to_local_static;
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static const float3x3 local_to_global = geom_local_to_global_static;
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#endif
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// Get an optimal eye position based on geom_view_dist, viewport_aspect,
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// and CRT radius/rotation:
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#ifdef RUNTIME_GEOMETRY_MODE
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const float geom_mode = geom_mode_runtime;
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#else
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static const float geom_mode = geom_mode_static;
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#endif
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const float3 eye_pos_global =
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get_ideal_global_eye_pos(local_to_global, geom_aspect, geom_mode);
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eye_pos_local = mul(global_to_local, eye_pos_global);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 tex_uv;
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layout(location = 1) in vec4 video_and_texture_size_inv;
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layout(location = 2) in vec2 output_size_inv;
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layout(location = 3) in vec3 eye_pos_local;
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layout(location = 4) in vec4 geom_aspect_and_overscan;
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layout(location = 5) in vec3 global_to_local_row0;
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layout(location = 6) in vec3 global_to_local_row1;
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layout(location = 7) in vec3 global_to_local_row2;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#define input_texture Source
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void main()
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{
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// Localize some parameters:
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const float2 geom_aspect = geom_aspect_and_overscan.xy;
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const float2 geom_overscan = geom_aspect_and_overscan.zw;
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const float2 video_size_inv = video_and_texture_size_inv.xy;
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const float2 texture_size_inv = video_and_texture_size_inv.zw;
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//const float2 output_size_inv = output_size_inv;
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#ifdef RUNTIME_GEOMETRY_TILT
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const float3x3 global_to_local = float3x3(global_to_local_row0,
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global_to_local_row1, global_to_local_row2);
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#else
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static const float3x3 global_to_local = geom_global_to_local_static;
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#endif
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#ifdef RUNTIME_GEOMETRY_MODE
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const float geom_mode = geom_mode_runtime;
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#else
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static const float geom_mode = geom_mode_static;
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#endif
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// Get flat and curved texture coords for the current fragment point sample
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// and a pixel_to_tangent_video_uv matrix for transforming pixel offsets:
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// video_uv = relative position in video frame, mapped to [0.0, 1.0] range
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// tex_uv = relative position in padded texture, mapped to [0.0, 1.0] range
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const float2 flat_video_uv = tex_uv * (IN.texture_size * video_size_inv);
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float2x2 pixel_to_video_uv;
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float2 video_uv_no_geom_overscan;
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if(geom_mode > 0.5)
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{
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video_uv_no_geom_overscan =
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get_curved_video_uv_coords_and_tangent_matrix(flat_video_uv,
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eye_pos_local, output_size_inv, geom_aspect,
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geom_mode, global_to_local, pixel_to_video_uv);
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}
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else
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{
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video_uv_no_geom_overscan = flat_video_uv;
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pixel_to_video_uv = float2x2(
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output_size_inv.x, 0.0, 0.0, output_size_inv.y);
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}
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// Correct for overscan here (not in curvature code):
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const float2 video_uv =
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(video_uv_no_geom_overscan - float2(0.5, 0.5))/geom_overscan + float2(0.5, 0.5);
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const float2 tex_uv = video_uv * (IN.video_size * texture_size_inv);
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// Get a matrix transforming pixel vectors to tex_uv vectors:
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const float2x2 pixel_to_tex_uv =
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mul_scale(IN.video_size * texture_size_inv /
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geom_aspect_and_overscan.zw, pixel_to_video_uv);
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// Sample! Skip antialiasing if aa_level < 0.5 or both of these hold:
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// 1.) Geometry/curvature isn't used
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// 2.) Overscan == float2(1.0, 1.0)
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// Skipping AA is sharper, but it's only faster with dynamic branches.
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const float2 abs_aa_r_offset = abs(get_aa_subpixel_r_offset());
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const bool need_subpixel_aa = abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
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float3 color;
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/* //TODO/FIXME: This block is what causes the black screen when geom_mode >= 1.0
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if(aa_level > 0.5 && (geom_mode > 0.5 || any(bool2((geom_overscan.x != 1.0), (geom_overscan.y != 1.0)))))
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{
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// Sample the input with antialiasing (due to sharp phosphors, etc.):
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color = tex2Daa(input_texture, tex_uv, pixel_to_tex_uv, float(IN.frame_count));
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}
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else */if(aa_level > 0.5 && need_subpixel_aa)
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{
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// Sample at each subpixel location:
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color = tex2Daa_subpixel_weights_only(
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input_texture, tex_uv, pixel_to_tex_uv);
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}
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else
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{
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color = tex2D_linearize(input_texture, tex_uv).rgb;
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}
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// Dim borders and output the final result:
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const float border_dim_factor = get_border_dim_factor(video_uv, geom_aspect);
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const float3 final_color = color * border_dim_factor;
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FragColor = encode_output(float4(final_color, 1.0));
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2017-12-29 13:34:39 +11:00
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}
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