Merge pull request #7 from rz5/patch-1

Update crt-geom.slang
This commit is contained in:
hizzlekizzle 2016-07-18 13:18:57 -05:00 committed by GitHub
commit 454e1ac131

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@ -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();
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);
ilfac = vec2(1.0, 1.0000001);//vec2(1.0,(global.SourceSize.y/200.0));
#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: