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

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
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} registers;
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#include "params.inc"
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///////////////////////////// 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
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
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#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
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////////////////////////////////// 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 tex_uv;
layout(location = 1) out vec2 src_tex_uv_wrap;
layout(location = 2) out vec2 resize_magnification_scale;
void main()
{
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gl_Position = params.MVP * Position;
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tex_uv = TexCoord;
// First estimate the viewport size (the user will get the wrong number of
// triads if it's wrong and mask_specify_num_triads is 1.0/true).
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const float viewport_y = registers.OutputSize.y / mask_resize_viewport_scale.y;
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const float aspect_ratio = geom_aspect_ratio_x / geom_aspect_ratio_y;
const vec2 estimated_viewport_size =
vec2(viewport_y * aspect_ratio, viewport_y);
// Estimate the output size of MASK_RESIZE (the next pass). The estimated
// x component shouldn't matter, because we're not using the x result, and
// we're not swearing it's correct (if we did, the x result would influence
// the y result to maintain the tile aspect ratio).
const vec2 estimated_mask_resize_output_size =
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vec2(registers.OutputSize.y * aspect_ratio, registers.OutputSize.y);
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// Find the final intended [y] size of our resized phosphor mask tiles,
// then the tile size for the current pass (resize y only):
const vec2 mask_resize_tile_size = get_resized_mask_tile_size(
estimated_viewport_size, estimated_mask_resize_output_size, false);
const vec2 pass_output_tile_size = vec2(min(
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mask_resize_src_lut_size.x, registers.OutputSize.x), mask_resize_tile_size.y);
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// We'll render resized tiles until filling the output FBO or meeting a
// limit, so compute [wrapped] tile uv coords based on the output uv coords
// and the number of tiles that will fit in the FBO.
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const vec2 output_tiles_this_pass = registers.OutputSize.xy / pass_output_tile_size;
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const vec2 output_video_uv = tex_uv;
const vec2 tile_uv_wrap = output_video_uv * output_tiles_this_pass;
// The input LUT is just a single mask tile, so texture uv coords are the
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// same as tile uv coords (save fract() for the fragment shader). The
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// magnification scale is also straightforward:
src_tex_uv_wrap = tile_uv_wrap;
resize_magnification_scale =
pass_output_tile_size / mask_resize_src_lut_size;
}
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec2 src_tex_uv_wrap;
layout(location = 2) in vec2 resize_magnification_scale;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#ifdef PHOSPHOR_MASK_RESIZE_MIPMAPPED_LUT
layout(set = 0, binding = 3) uniform sampler2D mask_grille_texture_large;
layout(set = 0, binding = 4) uniform sampler2D mask_slot_texture_large;
layout(set = 0, binding = 5) uniform sampler2D mask_shadow_texture_large;
void main()
{
// Resize the input phosphor mask tile to the final vertical size it will
// appear on screen. Keep 1x horizontal size if possible (IN.output_size
// >= mask_resize_src_lut_size), and otherwise linearly sample horizontally
// to fit exactly one tile. Lanczos-resizing the phosphor mask achieves
// much sharper results than mipmapping, and vertically resizing first
// minimizes the total number of taps required. We output a number of
// resized tiles >= mask_resize_num_tiles for easier tiled sampling later.
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
// Discard unneeded fragments in case our profile allows real branches.
const vec2 tile_uv_wrap = src_tex_uv_wrap;
if(get_mask_sample_mode() < 0.5 &&
tile_uv_wrap.y <= mask_resize_num_tiles)
{
const float src_dy = 1.0/mask_resize_src_lut_size.y;
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const vec2 src_tex_uv = fract(src_tex_uv_wrap);
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vec3 pixel_color;
// If mask_type is static, this branch will be resolved statically.
if(mask_type < 0.5)
{
pixel_color = downsample_vertical_sinc_tiled(
mask_grille_texture_large, src_tex_uv, mask_resize_src_lut_size,
src_dy, resize_magnification_scale.y, 1.0);
}
else if(mask_type < 1.5)
{
pixel_color = downsample_vertical_sinc_tiled(
mask_slot_texture_large, src_tex_uv, mask_resize_src_lut_size,
src_dy, resize_magnification_scale.y, 1.0);
}
else
{
pixel_color = downsample_vertical_sinc_tiled(
mask_shadow_texture_large, src_tex_uv, mask_resize_src_lut_size,
src_dy, resize_magnification_scale.y, 1.0);
}
// The input LUT was linear RGB, and so is our output:
FragColor = vec4(pixel_color, 1.0);
}
else
{
discard;
}
#else
discard;
FragColor = vec4(1.0);
#endif
}
#else
layout(set = 0, binding = 3) uniform sampler2D mask_grille_texture_small;
layout(set = 0, binding = 4) uniform sampler2D mask_slot_texture_small;
layout(set = 0, binding = 5) uniform sampler2D mask_shadow_texture_small;
void main()
{
// Resize the input phosphor mask tile to the final vertical size it will
// appear on screen. Keep 1x horizontal size if possible (IN.output_size
// >= mask_resize_src_lut_size), and otherwise linearly sample horizontally
// to fit exactly one tile. Lanczos-resizing the phosphor mask achieves
// much sharper results than mipmapping, and vertically resizing first
// minimizes the total number of taps required. We output a number of
// resized tiles >= mask_resize_num_tiles for easier tiled sampling later.
#ifdef PHOSPHOR_MASK_MANUALLY_RESIZE
// Discard unneeded fragments in case our profile allows real branches.
const vec2 tile_uv_wrap = src_tex_uv_wrap;
if(get_mask_sample_mode() < 0.5 &&
tile_uv_wrap.y <= mask_resize_num_tiles)
{
const float src_dy = 1.0/mask_resize_src_lut_size.y;
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const vec2 src_tex_uv = fract(src_tex_uv_wrap);
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vec3 pixel_color;
// If mask_type is static, this branch will be resolved statically.
if(mask_type < 0.5)
{
pixel_color = downsample_vertical_sinc_tiled(
mask_grille_texture_small, src_tex_uv, mask_resize_src_lut_size,
src_dy, resize_magnification_scale.y, 1.0);
}
else if(mask_type < 1.5)
{
pixel_color = downsample_vertical_sinc_tiled(
mask_slot_texture_small, src_tex_uv, mask_resize_src_lut_size,
src_dy, resize_magnification_scale.y, 1.0);
}
else
{
pixel_color = downsample_vertical_sinc_tiled(
mask_shadow_texture_small, src_tex_uv, mask_resize_src_lut_size,
src_dy, resize_magnification_scale.y, 1.0);
}
// The input LUT was linear RGB, and so is our output:
FragColor = vec4(pixel_color, 1.0);
}
else
{
discard;
}
#else
discard;
FragColor = vec4(1.0);
#endif
}
#endif