add Louis' shadowmask

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hizzlekizzle 2022-07-16 16:32:12 -05:00 committed by GitHub
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@ -10,7 +10,7 @@ How to use it:
Multiply your image by the vec3 output: Multiply your image by the vec3 output:
FragColor.rgb *= mask_weights(gl_FragCoord.xy, 1.0, 1); FragColor.rgb *= mask_weights(gl_FragCoord.xy, 1.0, 1);
In the vec3 version, the alpha channel stores the number of lit subpixels per pixel for use in brightness-loss compensation efforts. In the "alpha" version, the alpha channel stores the number of lit subpixels per pixel for use in brightness-loss compensation efforts.
The function needs to be tiled across the screen using the physical pixels, e.g. The function needs to be tiled across the screen using the physical pixels, e.g.
gl_FragCoord (the "vec2 coord" input). In the case of slang shaders, we use gl_FragCoord (the "vec2 coord" input). In the case of slang shaders, we use
@ -21,7 +21,7 @@ effect should be. Full-strength red, green and blue subpixels on a white pixel
are the ideal, and are achieved with an intensity of 1.0, though this darkens are the ideal, and are achieved with an intensity of 1.0, though this darkens
the image significantly and may not always be desirable. the image significantly and may not always be desirable.
The "phosphor_layout" (int value between 0 and 19) determines which phophor The "phosphor_layout" (int value between 0 and 24) determines which phophor
layout to apply. 0 is no mask/passthru. layout to apply. 0 is no mask/passthru.
Many of these mask arrays are adapted from cgwg's crt-geom-deluxe LUTs, and Many of these mask arrays are adapted from cgwg's crt-geom-deluxe LUTs, and
@ -343,6 +343,24 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
return weights; return weights;
} }
else if(phosphor_layout == 24){
// shadowmask courtesy of Louis. Suitable for lower TVL on high-res 4K+ screens
vec3 shadow[6][10] = {
{green, cyan, blue, blue, blue, red, red, red, yellow, green},
{green, cyan, blue, blue, blue, red, red, red, yellow, green},
{green, cyan, blue, blue, blue, red, red, red, yellow, green},
{red, red, red, yellow, green, green, cyan, blue, blue, blue},
{red, red, red, yellow, green, green, cyan, blue, blue, blue},
{red, red, red, yellow, green, green, cyan, blue, blue, blue},
};
w = int(floor(mod(coord.y, 6.0)));
z = int(floor(mod(coord.x, 10.0)));
weights = shadow[w][z];
return weights;
}
else return weights; else return weights;
} }
@ -685,5 +703,24 @@ vec3 mask_weights_alpha(vec2 coord, float mask_intensity, int phosphor_layout, o
return weights; return weights;
} }
else if(phosphor_layout == 24){
// shadowmask courtesy of Louis. Suitable for lower TVL on high-res 4K+ screens
vec3 shadow[6][10] = {
{green, cyan, blue, blue, blue, red, red, red, yellow, green},
{green, cyan, blue, blue, blue, red, red, red, yellow, green},
{green, cyan, blue, blue, blue, red, red, red, yellow, green},
{red, red, red, yellow, green, green, cyan, blue, blue, blue},
{red, red, red, yellow, green, green, cyan, blue, blue, blue},
{red, red, red, yellow, green, green, cyan, blue, blue, blue},
};
w = int(floor(mod(coord.y, 6.0)));
z = int(floor(mod(coord.x, 10.0)));
weights = shadow[w][z];
alpha = 72./180.;
return weights;
}
else return weights; else return weights;
} }