add Louis' shadowmask

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hizzlekizzle 2022-07-16 16:32:12 -05:00 committed by GitHub
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commit 468cb25f09
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@ -10,7 +10,7 @@ How to use it:
Multiply your image by the vec3 output:
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.
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
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.
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;
}
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;
}
@ -685,5 +703,24 @@ vec3 mask_weights_alpha(vec2 coord, float mask_intensity, int phosphor_layout, o
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;
}