diff --git a/crt/crt-geom.slang b/crt/crt-geom.slang index b29c798..d55a844 100644 --- a/crt/crt-geom.slang +++ b/crt/crt-geom.slang @@ -12,7 +12,7 @@ layout(std140, set = 0, binding = 0) uniform UBO #define CRTgamma 2.4 #define monitorgamma 2.2 #define d 1.5 -//#define CURVATURE 1.0 +#define CURVATURE 1.0 #define R 2.0 #define cornersize 0.03 #define cornersmooth 1000.0 @@ -71,7 +71,6 @@ layout(std140, set = 0, binding = 0) uniform UBO // aspect ratio vec2 aspect = vec2(1.0, 0.75); -vec2 angle = vec2(0.0, 0.0); vec2 overscan = vec2(1.01, 1.01); #pragma stage vertex @@ -84,6 +83,7 @@ layout(location = 3) out vec3 stretch; layout(location = 4) out vec2 ilfac; layout(location = 5) out vec2 one; layout(location = 6) out float mod_factor; +layout(location = 7) out vec2 TextureSize; float intersect(vec2 xy) { @@ -96,20 +96,18 @@ float intersect(vec2 xy) vec2 bkwtrans(vec2 xy) { - float c = intersect(xy); - vec2 point = vec2(c)*xy; - point -= vec2(-R)*sinangle; - point /= vec2(R); - vec2 tang = sinangle/cosangle; - vec2 poc = point/cosangle; + float c = intersect(xy); + vec2 point = (vec2(c, c)*xy - vec2(-R, -R)*sinangle) / vec2(R, R); + vec2 poc = point/cosangle; - float A = dot(tang,tang)+1.0; - float B = -2.0*dot(poc,tang); - float C = dot(poc,poc)-1.0; + vec2 tang = sinangle/cosangle; + float A = dot(tang, tang) + 1.0; + float B = -2.0*dot(poc, tang); + float C = dot(poc, poc) - 1.0; - float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); - vec2 uv = (point-a*sinangle)/cosangle; - float r = R*acos(a); + float a = (-B + sqrt(B*B - 4.0*A*C))/(2.0*A); + vec2 uv = (point - a*sinangle)/cosangle; + float r = R*acos(a); return uv*r/sin(r/R); } @@ -128,10 +126,12 @@ vec3 maxscale() { vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); vec2 a = vec2(0.5,0.5)*aspect; - vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x, - fwtrans(vec2(c.x,-a.y)).y)/aspect; - vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, - fwtrans(vec2(c.x,+a.y)).y)/aspect; + + vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x, + fwtrans(vec2( c.x, -a.y)).y)/aspect; + + vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x, + fwtrans(vec2( c.x, +a.y)).y)/aspect; return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y)); } @@ -174,14 +174,19 @@ void main() // Precalculate a bunch of useful values we'll need in the fragment // shader. - sinangle = sin(angle); - cosangle = cos(angle); - stretch = maxscale(); - - ilfac = vec2(1.0, 1.0000001);//vec2(1.0,(global.SourceSize.y/200.0)); + sinangle = sin(vec2(x_tilt, y_tilt)); + cosangle = cos(vec2(x_tilt, y_tilt)); + stretch = maxscale(); + TextureSize = vec2(SHARPER * global.SourceSize.x, global.SourceSize.y); + +#ifdef INTERLACED + ilfac = vec2(1.0, clamp(floor(global.SourceSize.y/200.0), 1.0, 2.0)); +#else + ilfac = vec2(1.0, clamp(floor(global.SourceSize.y/1000.0), 1.0, 2.0)); +#endif // The size of one texel, in texture-coordinates. - one = ilfac / global.SourceSize.xy; + one = ilfac / TextureSize; // Resulting X pixel-coordinate of the pixel we're drawing. mod_factor = vTexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x; @@ -195,13 +200,14 @@ layout(location = 3) in vec3 stretch; layout(location = 4) in vec2 ilfac; layout(location = 5) in vec2 one; layout(location = 6) in float mod_factor; +layout(location = 7) in vec2 TextureSize; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; float intersect(vec2 xy) { float A = dot(xy,xy) + d*d; - float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y) - d*d); + float B = 2.0*(R*(dot(xy,sinangle) - d*cosangle.x*cosangle.y) - d*d); float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A); @@ -209,45 +215,41 @@ float intersect(vec2 xy) vec2 bkwtrans(vec2 xy) { - float c = intersect(xy); - vec2 point = vec2(c)*xy; + float c = intersect(xy); + vec2 point = (vec2(c, c)*xy - vec2(-R, -R)*sinangle) / vec2(R, R); + vec2 poc = point/cosangle; + vec2 tang = sinangle/cosangle; - point -= vec2(-R)*sinangle; - point /= vec2(R); + float A = dot(tang, tang) + 1.0; + float B = -2.0*dot(poc, tang); + float C = dot(poc, poc) - 1.0; - vec2 tang = sinangle/cosangle; - vec2 poc = point/cosangle; - - float A = dot(tang,tang)+1.0; - float B = -2.0*dot(poc,tang); - float C = dot(poc,poc)-1.0; - - float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); - vec2 uv = (point-a*sinangle)/cosangle; - float r = R*acos(a); + float a = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A); + vec2 uv = (point - a*sinangle) / cosangle; + float r = R*acos(a); return uv*r/sin(r/R); } vec2 fwtrans(vec2 uv) { - float r = FIX(sqrt(dot(uv,uv))); + float r = FIX(sqrt(dot(uv, uv))); uv *= sin(r/R)/r; - float x = 1.0-cos(r/R); + float x = 1.0 - cos(r/R); float D = d/R + x*cosangle.x*cosangle.y + dot(uv,sinangle); - return d*(uv*cosangle-x*sinangle)/D; + return d*(uv*cosangle - x*sinangle)/D; } vec3 maxscale() { vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); - vec2 a = vec2(0.5,0.5)*aspect; + vec2 a = vec2(0.5, 0.5)*aspect; - vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x, - fwtrans(vec2(c.x, -a.y)).y)/aspect; - vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, - fwtrans(vec2(c.x, +a.y)).y)/aspect; + vec2 lo = vec2(fwtrans(vec2(-a.x, c.y)).x, + fwtrans(vec2( c.x, -a.y)).y)/aspect; + vec2 hi = vec2(fwtrans(vec2(+a.x, c.y)).x, + fwtrans(vec2( c.x, +a.y)).y)/aspect; return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y)); } @@ -283,22 +285,21 @@ vec4 scanlineWeights(float distance, vec4 color) vec2 transform(vec2 coord) { - coord *= global.SourceSize.xy; - coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy; + coord = (coord - vec2(0.5, 0.5))*aspect*stretch.z + stretch.xy; - return (bkwtrans(coord)/vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect+vec2(0.5)) * global.SourceSize.xy; + return (bkwtrans(coord) / + vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect + vec2(0.5, 0.5)); } float corner(vec2 coord) { -// coord *= global.SourceSize.xy / global.SourceSize.zw; - coord = (coord - vec2(0.5)) * vec2(overscan_x / 100.0, overscan_y / 100.0) + vec2(0.5); + coord = (coord - vec2(0.5)) * vec2(overscan_x / 100.0, overscan_y / 100.0) + vec2(0.5, 0.5); coord = min(coord, vec2(1.0) - coord) * aspect; vec2 cdist = vec2(cornersize); coord = (cdist - min(coord, cdist)); float dist = sqrt(dot(coord, coord)); - return clamp((cdist.x-dist)*cornersmooth, 0.0, 1.0); + return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0); } void main() @@ -330,6 +331,7 @@ void main() #else vec2 xy = vTexCoord; #endif + float cval = corner(xy); // Of all the pixels that are mapped onto the texel we are @@ -339,14 +341,12 @@ void main() #else vec2 ilvec = vec2(0.0, ilfac.y); #endif - vec2 ratio_scale = (xy * global.SourceSize.xy - vec2(0.5, 0.5) + ilvec)/ilfac; -#ifdef OVERSAMPLE - float filter_ = fwidth(ratio_scale.y);//global.SourceSize.y / global.OutputSize.y; -#endif + + vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac; vec2 uv_ratio = fract(ratio_scale); // Snap to the center of the underlying texel. - xy = (floor(ratio_scale)*ilfac + vec2(0.5, 0.5) - ilvec) / global.SourceSize.xy; + xy = (floor(ratio_scale)*ilfac + vec2(0.5, 0.5) - ilvec) / TextureSize; // Calculate Lanczos scaling coefficients describing the effect // of various neighbour texels in a scanline on the current @@ -393,14 +393,17 @@ void main() // the current pixel. vec4 weights = scanlineWeights(uv_ratio.y, col); vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2); + #ifdef OVERSAMPLE - uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_; - weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0; - weights2 = (weights2 + scanlineWeights(abs(1.0-uv_ratio.y), col2))/3.0; - uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_; - weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0; - weights2 = weights2 + scanlineWeights(abs(1.0-uv_ratio.y), col2)/3.0; + float filter_ = fwidth(ratio_scale.y); + uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_; + weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0; + weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0; + uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_; + weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0; + weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0; #endif + vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval); // dot-mask emulation: