add lcd-cgwg and dot shaders to handheld

This commit is contained in:
hunterk 2016-07-21 08:39:08 -05:00
parent 2a48c2148c
commit 762dfe1cb5
3 changed files with 303 additions and 0 deletions

98
handheld/dot.slang Normal file
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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#define gamma 2.4
#define shine 0.05
#define blend 0.65
/*
Author: Themaister
License: Public domain
*/
#define TEX(coord) texture(Source, vTexCoord).rgb
float dist(vec2 coord, vec2 source)
{
vec2 delta = coord - source;
return sqrt(dot(delta, delta));
}
float color_bloom(vec3 color)
{
const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
float bright = dot(color, gray_coeff);
return mix(1.0 + shine, 1.0 - shine, bright);
}
vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
{
vec2 offset = vec2(offset_x, offset_y);
float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
return color * exp(-gamma * delta * color_bloom(color));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 c00_10;
layout(location = 2) out vec4 c00_01;
layout(location = 3) out vec4 c20_01;
layout(location = 4) out vec4 c21_02;
layout(location = 5) out vec4 c12_22;
layout(location = 6) out vec2 c11;
layout(location = 7) out vec2 pixel_no;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
c00_10 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0, -dy));
c20_01 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0));
c21_02 = vec4(vTexCoord + vec2(dx, 0), vTexCoord + vec2(-dx, dy));
c12_22 = vec4(vTexCoord + vec2(0, dy), vTexCoord + vec2(dx, dy));
c11 = vTexCoord;
pixel_no = vTexCoord * global.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 c00_10;
layout(location = 2) in vec4 c00_01;
layout(location = 3) in vec4 c20_01;
layout(location = 4) in vec4 c21_02;
layout(location = 5) in vec4 c12_22;
layout(location = 6) in vec2 c11;
layout(location = 7) in vec2 pixel_no;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 mid_color = lookup(pixel_no, 0.0, 0.0, TEX(c11));
vec3 color = vec3(0.0, 0.0, 0.0);
color += lookup(pixel_no, -1.0, -1.0, TEX(c00_10.xy));
color += lookup(pixel_no, 0.0, -1.0, TEX(c00_10.zw));
color += lookup(pixel_no, 1.0, -1.0, TEX(c20_01.xy));
color += lookup(pixel_no, -1.0, 0.0, TEX(c20_01.zw));
color += mid_color;
color += lookup(pixel_no, 1.0, 0.0, TEX(c21_02.xy));
color += lookup(pixel_no, -1.0, 1.0, TEX(c21_02.zw));
color += lookup(pixel_no, 0.0, 1.0, TEX(c12_22.xy));
color += lookup(pixel_no, 1.0, 1.0, TEX(c12_22.zw));
vec3 out_color = mix(1.2 * mid_color, color, blend);
FragColor = vec4(out_color, 1.0);
}

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#define RSUBPIX_R 1.0
#define RSUBPIX_G 0.0
#define RSUBPIX_B 0.0
#define GSUBPIX_R 0.0
#define GSUBPIX_G 1.0
#define GSUBPIX_B 0.0
#define BSUBPIX_R 0.0
#define BSUBPIX_G 0.0
#define BSUBPIX_B 1.0
#define gain 1.0
#define gamma 3.0
#define blacklevel 0.05
#define ambient 0.0
#define BGR 0.0
#define outgamma 2.2
#define fetch_offset(coord,offset) (pow(vec3(gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(blacklevel), vec3(gamma)) + vec3(ambient))
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
// integral of (1 - x^2 - x^4 + x^6)^2
float coeffs_x[] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
// integral of (1 - 2x^4 + x^6)^2
float coeffs_y[] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
float intsmear_func(float z, float coeffs[7])
{
float z2 = z*z;
float zn = z;
float ret = 0.0;
for (int i = 0; i < 7; i++) {
ret += zn*coeffs[i];
zn *= z2;
}
return ret;
}
float intsmear(float x, float dx, float d, float coeffs[7])
{
float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
}
void main()
{
vec2 texelSize = global.SourceSize.zw;
vec2 range;
range = global.SourceSize.xy / (global.OutputSize.xy * global.SourceSize.xy);
vec3 cred = pow(vec3(RSUBPIX_R, RSUBPIX_G, RSUBPIX_B), vec3(outgamma));
vec3 cgreen = pow(vec3(GSUBPIX_R, GSUBPIX_G, GSUBPIX_B), vec3(outgamma));
vec3 cblue = pow(vec3(BSUBPIX_R, BSUBPIX_G, BSUBPIX_B), vec3(outgamma));
ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999)));
vec3 lcol, rcol;
float subpix = (vTexCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
float rsubpix = range.x/texelSize.x * 3.0;
lcol = vec3(intsmear(subpix+1.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix ,rsubpix, 1.5, coeffs_x),
intsmear(subpix-1.0,rsubpix, 1.5, coeffs_x));
rcol = vec3(intsmear(subpix-2.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix-3.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix-4.0,rsubpix, 1.5, coeffs_x));
if (BGR > 0.5) {
lcol.rgb = lcol.bgr;
rcol.rgb = rcol.bgr;
}
float tcol, bcol;
subpix = vTexCoord.y/texelSize.y - 0.4999 - float(tli.y);
rsubpix = range.y/texelSize.y;
tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol);
vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
averageColor = averageColor * mat3(cred, cgreen, cblue);
FragColor = vec4(pow(averageColor,vec3(1.0/outgamma)),0.0);
}

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#define GRID_STRENGTH 0.05
#define outgamma 2.2
#define round(x) floor( (x) + 0.5 )
#define gamma 2.2
#define TEX2D(c) pow(texture(Source, (c)), vec4(gamma))
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float intsmear_func(float z)
{
float z2 = z*z;
float z4 = z2*z2;
float z8 = z4*z4;
return z - 2.0/3.0*z*z2 - 1.0/5.0*z*z4 + 4.0/7.0*z*z2*z4 - 1.0/9.0*z*z8
- 2.0/11.0*z*z2*z8 + 1.0/13.0*z*z4*z8;
}
float intsmear(float x, float dx)
{
const float d = 1.5;
float zl = clamp((x-dx)/d,-1.0,1.0);
float zh = clamp((x+dx)/d,-1.0,1.0);
return d * ( intsmear_func(zh) - intsmear_func(zl) )/(2.0*dx);
}
void main()
{
vec2 texelSize = global.SourceSize.zw;
vec2 subtexelSize = texelSize / vec2(3.0,1.0);
vec2 range;
range = global.SourceSize.xy / (global.OutputSize.xy * global.SourceSize.xy);
float left = vTexCoord.x - texelSize.x*0.5;
float top = vTexCoord.y + range.y;
float right = vTexCoord.x + texelSize.x*0.5;
float bottom = vTexCoord.y - range.y;
vec4 lcol, rcol;
float subpix = mod(vTexCoord.x/subtexelSize.x+1.5,3.0);
float rsubpix = range.x/subtexelSize.x;
lcol = vec4(intsmear(subpix+1.0,rsubpix),intsmear(subpix ,rsubpix),
intsmear(subpix-1.0,rsubpix),0.0);
rcol = vec4(intsmear(subpix-2.0,rsubpix),intsmear(subpix-3.0,rsubpix),
intsmear(subpix-4.0,rsubpix),0.0);
vec4 topLeftColor = TEX2D((floor(vec2(left, top) / texelSize) + 0.5) * texelSize) * lcol;
vec4 bottomRightColor = TEX2D((floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize) * rcol;
vec4 bottomLeftColor = TEX2D((floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize) * lcol;
vec4 topRightColor = TEX2D((floor(vec2(right, top) / texelSize) + 0.5) * texelSize) * rcol;
vec2 border = round(vTexCoord.st/subtexelSize);
vec2 bordert = clamp((border+vec2(0.0,+GRID_STRENGTH)) * subtexelSize,
vec2(left, bottom), vec2(right, top));
vec2 borderb = clamp((border+vec2(0.0,-GRID_STRENGTH)) * subtexelSize,
vec2(left, bottom), vec2(right, top));
float totalArea = 2.0 * range.y;
vec4 averageColor;
averageColor = ((top - bordert.y) / totalArea) * topLeftColor;
averageColor += ((borderb.y - bottom) / totalArea) * bottomRightColor;
averageColor += ((borderb.y - bottom) / totalArea) * bottomLeftColor;
averageColor += ((top - bordert.y) / totalArea) * topRightColor;
FragColor = pow(averageColor,vec4(1.0/gamma));
}