A couple of MAD optimizations, some formatting and ensure the shader

works a little bit better.
If the blending_mode macro on gb-pass1 is set to 0, we'll get only the
green background color.
This commit is contained in:
Arzed Five 2016-07-24 03:59:55 +01:00
parent 11f0af188c
commit 70d30ead4b
3 changed files with 15 additions and 13 deletions

View file

@ -59,7 +59,7 @@ layout(location = 3) out vec2 one_texel;
// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
#define video_scale floor(global.OutputSize.y / global.SourceSize.y)
#define video_scale floor(global.OutputSize.y * global.SourceSize.w)
// Size of the scaled video
#define scaled_video_out (global.SourceSize.xy * vec2(video_scale))
@ -130,7 +130,8 @@ void main()
input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0);
input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0);
float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) / 3.0 + (is_on_dot * baseline_alpha);
float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) * 0.333333333
+ (is_on_dot * baseline_alpha);
// Apply foreground color and assign alpha value
// Apply the foreground color to all texels -

View file

@ -14,7 +14,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
// 0 - only the space between dots is blending
// 1 - all texels are blended
#define blending_mode 0
/* TODO/FIXME - When set to zero, frame will be a solid green color */
#define blending_mode 1
// The amount of alpha swapped between neighboring texels
#define adjacent_texel_alpha_blending 0.1755

View file

@ -98,16 +98,16 @@ void main()
0.10164546793794160274995705611009,
0.08167444001912718529866079800870 );
//sample the current fragment and apply its weight
// Sample the current fragment and apply its weight
vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0];
//iterate across the offsets in both directions sampling texels and adding their weighted alpha values to the total
// Iterate across the offsets in both directions sampling texels
// and adding their weighted alpha values to the total
for (int i = 1; i < 5; i++)
{
out_color.a += texture(Source, clamp(vTexCoord + vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i];
out_color.a += texture(Source, clamp(vTexCoord - vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i];
}
//return the new value
FragColor = vec4(out_color.rgb, 1.0);
FragColor = out_color;
}