Allow LCD-grid handheld-border shaders to scale by parameter

This commit is contained in:
Nuno Pereira 2022-12-15 22:58:21 +00:00
parent feb1fcaee0
commit 210034a507
9 changed files with 275 additions and 45 deletions

View file

@ -1,11 +1,10 @@
shaders = 4
shader0 = ../../motionblur/shaders/response-time.slang
shader1 = ../shaders/lcd-cgwg/lcd-grid-v2.slang
shader1 = shader-files/lcd-cgwg/lcd-grid-v2.slang
shader2 = ../shaders/color/gba-color.slang
shader3 = shader-files/border-auto-scale.slang
shader3 = shader-files/gb-pass-5.slang
scale_type1 = source
scale1 = 4
scale_type1 = viewport
filter_linear0 = false
filter_linear1 = false
@ -17,7 +16,8 @@ textures = BORDER
BORDER = resources/gba-border-square-4x.png
BORDER_linear = true
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
parameters = "video_scale;RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
video_scale = 4.0
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"

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@ -6,17 +6,15 @@ filter_linear0 = false
shader1 = "../shaders/color/gba-color.slang"
filter_linear1 = false
shader2 = "../shaders/lcd-cgwg/lcd-grid.slang"
shader2 = "shader-files/lcd-cgwg/lcd-grid.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
scale_type2 = "source"
scale2 = "4.0"
scale_type2 = "viewport"
shader3 = "shader-files/border-auto-scale.slang"
shader3 = "shader-files/gb-pass-5.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
parameters = "GRID_STRENGTH;mixfactor"
parameters = "video_scale;GRID_STRENGTH;mixfactor"
video_scale = 4.0
GRID_STRENGTH = "0.150000"
mixfactor = "0.50"

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@ -1,11 +1,10 @@
shaders = 4
shader0 = ../../motionblur/shaders/response-time.slang
shader1 = ../shaders/lcd-cgwg/lcd-grid-v2.slang
shader1 = shader-files/lcd-cgwg/lcd-grid-v2.slang
shader2 = ../shaders/color/gbc-color.slang
shader3 = shader-files/border-auto-scale.slang
shader3 = shader-files/gb-pass-5.slang
scale_type1 = source
scale1 = 4
scale_type1 = viewport
filter_linear0 = false
filter_linear1 = false
@ -17,7 +16,8 @@ textures = BORDER
BORDER = resources/color-border-square-4x.png
BORDER_linear = true
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
parameters = "video_scale;RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
video_scale = 4.0
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"

View file

@ -1,14 +1,14 @@
shaders = "2"
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
shader0 = "shader-files/lcd-cgwg/lcd-grid.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
scale_type0 = "source"
scale0 = "4.0"
scale_type0 = "viewport"
shader1 = "shader-files/border-auto-scale.slang"
shader1 = "shader-files/gb-pass-5.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
parameters = "video_scale"
video_scale = 4.0
textures = "BORDER"
BORDER = "resources/color-border-square-4x.png"

View file

@ -1,18 +1,15 @@
shaders = "2"
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
shader0 = "shader-files/lcd-cgwg/lcd-grid.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
scale_type_x0 = "source"
scale_x0 = "4.800000"
scale_type_y0 = "source"
scale_y0 = "4.000000"
scale_type0 = viewport
shader1 = "shader-files/border-auto-scale.slang"
shader1 = "shader-files/gb-pass-5.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
parameters = "GRID_STRENGTH"
parameters = "video_scale;PAR;GRID_STRENGTH"
video_scale = 4.0
PAR = 1.2
GRID_STRENGTH = "0.050000"
textures = "BORDER"

View file

@ -1,14 +1,14 @@
shaders = "2"
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
shader0 = "shader-files/lcd-cgwg/lcd-grid.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
scale_type0 = "source"
scale0 = "4.0"
scale_type0 = "viewport"
shader1 = "shader-files/border-auto-scale.slang"
shader1 = "shader-files/gb-pass-5.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
parameters = "video_scale"
video_scale = 4.0
textures = "BORDER"
BORDER = "resources/ngpc-border-square-4x.png"

View file

@ -1,16 +1,14 @@
shaders = "2"
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
shader0 = "shader-files/lcd-cgwg/lcd-grid.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
scale_type0 = "source"
scale0 = "4.0"
scale_type0 = "viewport"
shader1 = "shader-files/border-auto-scale.slang"
shader1 = "shader-files/gb-pass-5.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
parameters = "border_texture_scale;GRID_STRENGTH"
parameters = "video_scale;border_texture_scale;GRID_STRENGTH"
video_scale = 4.0
border_texture_scale = 2.4
GRID_STRENGTH = 0.15

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@ -0,0 +1,140 @@
#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;
float video_scale, PAR;
} params;
#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
#pragma parameter PAR "Pixel Aspect Ratio" 1.0 0.0 20.0 0.01
#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(params.gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(params.blacklevel), vec3(params.gamma)) + vec3(params.ambient))
vec2 middle = vec2(0.5, 0.5);
vec2 screen_scale = params.video_scale * vec2(params.PAR, 1.0);
vec2 screen_ratio = global.OutputSize.xy * global.SourceSize.zw / screen_scale;
#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;
vec2 diff = TexCoord.xy - middle;
vTexCoord = middle + diff * screen_ratio;
}
#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.SourceSize.zw / screen_scale;
vec3 cred = pow(vec3(params.RSUBPIX_R, params.RSUBPIX_G, params.RSUBPIX_B), vec3(outgamma));
vec3 cgreen = pow(vec3(params.GSUBPIX_R, params.GSUBPIX_G, params.GSUBPIX_B), vec3(outgamma));
vec3 cblue = pow(vec3(params.BSUBPIX_R, params.BSUBPIX_G, params.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 (params.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);
}

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@ -0,0 +1,97 @@
#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
float video_scale, PAR, GRID_STRENGTH, gamma;
} global;
#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
#pragma parameter PAR "Pixel Aspect Ratio" 1.0 0.0 20.0 0.01
#pragma parameter GRID_STRENGTH "LCD Grid Strength" 0.05 0.0 1.0 0.01
#pragma parameter gamma "LCD Input Gamma" 2.2 1.0 5.0 0.1
#define round(x) floor( (x) + 0.5 )
#define TEX2D(c) pow(texture(Source, (c)), vec4(global.gamma))
vec2 middle = vec2(0.5, 0.5);
vec2 screen_scale = global.video_scale * vec2(global.PAR, 1.0);
vec2 screen_ratio = global.OutputSize.xy * global.SourceSize.zw / screen_scale;
#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;
vec2 diff = TexCoord.xy - middle;
vTexCoord = (middle + diff * screen_ratio) * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float intsmear_func(float z)
{
float z2 = z*z;
float z4 = z2*z2;
float z8 = z4*z4;
return z - 2.0/3.0*z*z2 - 1.0/5.0*z*z4 + 4.0/7.0*z*z2*z4 - 1.0/9.0*z*z8
- 2.0/11.0*z*z2*z8 + 1.0/13.0*z*z4*z8;
}
float intsmear(float x, float dx)
{
const float d = 1.5;
float zl = clamp((x-dx)/d,-1.0,1.0);
float zh = clamp((x+dx)/d,-1.0,1.0);
return d * ( intsmear_func(zh) - intsmear_func(zl) )/(2.0*dx);
}
void main()
{
vec2 texelSize = global.SourceSize.zw;
vec2 subtexelSize = texelSize / vec2(3.0,1.0);
vec2 range;
range = global.SourceSize.zw / screen_scale;
float left = vTexCoord.x - texelSize.x*0.5;
float top = vTexCoord.y + range.y;
float right = vTexCoord.x + texelSize.x*0.5;
float bottom = vTexCoord.y - range.y;
vec4 lcol, rcol;
float subpix = mod(vTexCoord.x/subtexelSize.x+1.5,3.0);
float rsubpix = range.x/subtexelSize.x;
lcol = vec4(intsmear(subpix+1.0,rsubpix),intsmear(subpix ,rsubpix),
intsmear(subpix-1.0,rsubpix),0.0);
rcol = vec4(intsmear(subpix-2.0,rsubpix),intsmear(subpix-3.0,rsubpix),
intsmear(subpix-4.0,rsubpix),0.0);
vec4 topLeftColor = TEX2D((floor(vec2(left, top) / texelSize) + 0.5) * texelSize) * lcol;
vec4 bottomRightColor = TEX2D((floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize) * rcol;
vec4 bottomLeftColor = TEX2D((floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize) * lcol;
vec4 topRightColor = TEX2D((floor(vec2(right, top) / texelSize) + 0.5) * texelSize) * rcol;
vec2 border = round(vTexCoord.st/subtexelSize);
vec2 bordert = clamp((border+vec2(0.0,+global.GRID_STRENGTH)) * subtexelSize,
vec2(left, bottom), vec2(right, top));
vec2 borderb = clamp((border+vec2(0.0,-global.GRID_STRENGTH)) * subtexelSize,
vec2(left, bottom), vec2(right, top));
float totalArea = 2.0 * range.y;
vec4 averageColor;
averageColor = ((top - bordert.y) / totalArea) * topLeftColor;
averageColor += ((borderb.y - bottom) / totalArea) * bottomRightColor;
averageColor += ((borderb.y - bottom) / totalArea) * bottomLeftColor;
averageColor += ((top - bordert.y) / totalArea) * topRightColor;
FragColor = pow(averageColor,vec4(1.0/global.gamma));
}