slang-shaders/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.h

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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
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;
vec4 MASKED_SCANLINESSize;
vec4 HALATION_BLURSize;
vec4 BRIGHTPASSSize;
} global;
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#define LAST_PASS
#define SIMULATE_CRT_ON_LCD
#include "../../../../include/compat_macros.inc"
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
#ifndef RUNTIME_GEOMETRY_TILT
// Create a local-to-global rotation matrix for the CRT's coordinate frame
// and its global-to-local inverse. See the vertex shader for details.
// It's faster to compute these statically if possible.
static const float2 sin_tilt = sin(geom_tilt_angle_static);
static const float2 cos_tilt = cos(geom_tilt_angle_static);
static const float3x3 geom_local_to_global_static = float3x3(
cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
0.0, cos_tilt.y, -sin_tilt.y,
-sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
static const float3x3 geom_global_to_local_static = float3x3(
cos_tilt.x, 0.0, -sin_tilt.x,
sin_tilt.y*sin_tilt.x, cos_tilt.y, sin_tilt.y*cos_tilt.x,
cos_tilt.y*sin_tilt.x, -sin_tilt.y, cos_tilt.y*cos_tilt.x);
#endif
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../../../../include/gamma-management.h"
#include "tex2Dantialias.h"
#include "geometry-functions.h"
/////////////////////////////////// HELPERS //////////////////////////////////
float2x2 mul_scale(float2 scale, float2x2 matrix)
{
//float2x2 scale_matrix = float2x2(scale.x, 0.0, 0.0, scale.y);
//return mul(scale_matrix, matrix);
2019-01-30 09:32:54 +11:00
vec4 temp_matrix = (vec4(matrix[0][0], matrix[0][1], matrix[1][0], matrix[1][1])* scale . xxyy);
return mat2x2(temp_matrix.x, temp_matrix.y, temp_matrix.z, temp_matrix.w);
}
#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 vec4 video_and_texture_size_inv;
layout(location = 2) out vec2 output_size_inv;
layout(location = 3) out vec3 eye_pos_local;
layout(location = 4) out vec4 geom_aspect_and_overscan;
layout(location = 5) out vec3 global_to_local_row0;
layout(location = 6) out vec3 global_to_local_row1;
layout(location = 7) out vec3 global_to_local_row2;
void main()
{
gl_Position = global.MVP * Position;
tex_uv = TexCoord;
video_and_texture_size_inv =
float4(1.0, 1.0, 1.0, 1.0) / float4(IN.video_size, IN.texture_size);
output_size_inv = float2(1.0, 1.0)/IN.output_size;
// Get aspect/overscan vectors from scalar parameters (likely uniforms):
const float viewport_aspect_ratio = IN.output_size.x/IN.output_size.y;
const float2 geom_aspect = get_aspect_vector(viewport_aspect_ratio);
const float2 geom_overscan = get_geom_overscan_vector();
geom_aspect_and_overscan = float4(geom_aspect, geom_overscan);
#ifdef RUNTIME_GEOMETRY_TILT
// Create a local-to-global rotation matrix for the CRT's coordinate
// frame and its global-to-local inverse. Rotate around the x axis
// first (pitch) and then the y axis (yaw) with yucky Euler angles.
// Positive angles go clockwise around the right-vec and up-vec.
// Runtime shader parameters prevent us from computing these globally,
// but we can still combine the pitch/yaw matrices by hand to cut a
// few instructions. Note that cg matrices fill row1 first, then row2,
// etc. (row-major order).
const float2 geom_tilt_angle = get_geom_tilt_angle_vector();
const float2 sin_tilt = sin(geom_tilt_angle);
const float2 cos_tilt = cos(geom_tilt_angle);
// Conceptual breakdown:
// static const float3x3 rot_x_matrix = float3x3(
// 1.0, 0.0, 0.0,
// 0.0, cos_tilt.y, -sin_tilt.y,
// 0.0, sin_tilt.y, cos_tilt.y);
// static const float3x3 rot_y_matrix = float3x3(
// cos_tilt.x, 0.0, sin_tilt.x,
// 0.0, 1.0, 0.0,
// -sin_tilt.x, 0.0, cos_tilt.x);
// static const float3x3 local_to_global =
// mul(rot_y_matrix, rot_x_matrix);
// static const float3x3 global_to_local =
// transpose(local_to_global);
const float3x3 local_to_global = float3x3(
cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
0.0, cos_tilt.y, sin_tilt.y,
sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
// This is a pure rotation, so transpose = inverse:
const float3x3 global_to_local = transpose(local_to_global);
// Decompose the matrix into 3 float3's for output:
global_to_local_row0 = float3(global_to_local[0][0], global_to_local[0][1], global_to_local[0][2]);//._m00_m01_m02);
global_to_local_row1 = float3(global_to_local[1][0], global_to_local[1][1], global_to_local[1][2]);//._m10_m11_m12);
global_to_local_row2 = float3(global_to_local[2][0], global_to_local[2][1], global_to_local[2][2]);//._m20_m21_m22);
#else
static const float3x3 global_to_local = geom_global_to_local_static;
static const float3x3 local_to_global = geom_local_to_global_static;
#endif
// Get an optimal eye position based on geom_view_dist, viewport_aspect,
// and CRT radius/rotation:
#ifdef RUNTIME_GEOMETRY_MODE
const float geom_mode = geom_mode_runtime;
#else
static const float geom_mode = geom_mode_static;
#endif
const float3 eye_pos_global =
get_ideal_global_eye_pos(local_to_global, geom_aspect, geom_mode);
eye_pos_local = mul(global_to_local, eye_pos_global);
}
#pragma stage fragment
layout(location = 0) in vec2 tex_uv;
layout(location = 1) in vec4 video_and_texture_size_inv;
layout(location = 2) in vec2 output_size_inv;
layout(location = 3) in vec3 eye_pos_local;
layout(location = 4) in vec4 geom_aspect_and_overscan;
layout(location = 5) in vec3 global_to_local_row0;
layout(location = 6) in vec3 global_to_local_row1;
layout(location = 7) in vec3 global_to_local_row2;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#define input_texture Source
void main()
{
// Localize some parameters:
const float2 geom_aspect = geom_aspect_and_overscan.xy;
const float2 geom_overscan = geom_aspect_and_overscan.zw;
const float2 video_size_inv = video_and_texture_size_inv.xy;
const float2 texture_size_inv = video_and_texture_size_inv.zw;
//const float2 output_size_inv = output_size_inv;
#ifdef RUNTIME_GEOMETRY_TILT
const float3x3 global_to_local = float3x3(global_to_local_row0,
global_to_local_row1, global_to_local_row2);
#else
static const float3x3 global_to_local = geom_global_to_local_static;
#endif
#ifdef RUNTIME_GEOMETRY_MODE
const float geom_mode = geom_mode_runtime;
#else
static const float geom_mode = geom_mode_static;
#endif
// Get flat and curved texture coords for the current fragment point sample
// and a pixel_to_tangent_video_uv matrix for transforming pixel offsets:
// video_uv = relative position in video frame, mapped to [0.0, 1.0] range
// tex_uv = relative position in padded texture, mapped to [0.0, 1.0] range
const float2 flat_video_uv = tex_uv * (IN.texture_size * video_size_inv);
float2x2 pixel_to_video_uv;
float2 video_uv_no_geom_overscan;
if(geom_mode > 0.5)
{
video_uv_no_geom_overscan =
get_curved_video_uv_coords_and_tangent_matrix(flat_video_uv,
eye_pos_local, output_size_inv, geom_aspect,
geom_mode, global_to_local, pixel_to_video_uv);
}
else
{
video_uv_no_geom_overscan = flat_video_uv;
pixel_to_video_uv = float2x2(
output_size_inv.x, 0.0, 0.0, output_size_inv.y);
}
// Correct for overscan here (not in curvature code):
const float2 video_uv =
(video_uv_no_geom_overscan - float2(0.5, 0.5))/geom_overscan + float2(0.5, 0.5);
const float2 tex_uv = video_uv * (IN.video_size * texture_size_inv);
// Get a matrix transforming pixel vectors to tex_uv vectors:
const float2x2 pixel_to_tex_uv =
mul_scale(IN.video_size * texture_size_inv /
geom_aspect_and_overscan.zw, pixel_to_video_uv);
// Sample! Skip antialiasing if aa_level < 0.5 or both of these hold:
// 1.) Geometry/curvature isn't used
// 2.) Overscan == float2(1.0, 1.0)
// Skipping AA is sharper, but it's only faster with dynamic branches.
const float2 abs_aa_r_offset = abs(get_aa_subpixel_r_offset());
const bool need_subpixel_aa = abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
float3 color;
if(aa_level > 0.5 && (geom_mode > 0.5 || any(bool2((geom_overscan.x != 1.0), (geom_overscan.y != 1.0)))))
{
// Sample the input with antialiasing (due to sharp phosphors, etc.):
color = tex2Daa(input_texture, tex_uv, pixel_to_tex_uv, float(IN.frame_count));
}
else if(aa_level > 0.5 && need_subpixel_aa)
{
// Sample at each subpixel location:
color = tex2Daa_subpixel_weights_only(
input_texture, tex_uv, pixel_to_tex_uv);
}
else
{
color = tex2D_linearize(input_texture, tex_uv).rgb;
}
// Dim borders and output the final result:
const float border_dim_factor = get_border_dim_factor(video_uv, geom_aspect);
const float3 final_color = color * border_dim_factor;
FragColor = encode_output(float4(final_color, 1.0));
}