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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
add lcd-cgwg and dot shaders to handheld
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2a48c2148c
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762dfe1cb5
98
handheld/dot.slang
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98
handheld/dot.slang
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define gamma 2.4
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#define shine 0.05
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#define blend 0.65
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/*
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Author: Themaister
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License: Public domain
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*/
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#define TEX(coord) texture(Source, vTexCoord).rgb
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float dist(vec2 coord, vec2 source)
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{
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vec2 delta = coord - source;
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return sqrt(dot(delta, delta));
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}
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float color_bloom(vec3 color)
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{
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const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
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float bright = dot(color, gray_coeff);
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return mix(1.0 + shine, 1.0 - shine, bright);
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}
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vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
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{
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vec2 offset = vec2(offset_x, offset_y);
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float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
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return color * exp(-gamma * delta * color_bloom(color));
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 c00_10;
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layout(location = 2) out vec4 c00_01;
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layout(location = 3) out vec4 c20_01;
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layout(location = 4) out vec4 c21_02;
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layout(location = 5) out vec4 c12_22;
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layout(location = 6) out vec2 c11;
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layout(location = 7) out vec2 pixel_no;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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c00_10 = vec4(vTexCoord + vec2(-dx, -dy), vTexCoord + vec2(0, -dy));
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c20_01 = vec4(vTexCoord + vec2(dx, -dy), vTexCoord + vec2(-dx, 0));
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c21_02 = vec4(vTexCoord + vec2(dx, 0), vTexCoord + vec2(-dx, dy));
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c12_22 = vec4(vTexCoord + vec2(0, dy), vTexCoord + vec2(dx, dy));
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c11 = vTexCoord;
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pixel_no = vTexCoord * global.SourceSize.xy;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 c00_10;
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layout(location = 2) in vec4 c00_01;
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layout(location = 3) in vec4 c20_01;
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layout(location = 4) in vec4 c21_02;
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layout(location = 5) in vec4 c12_22;
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layout(location = 6) in vec2 c11;
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layout(location = 7) in vec2 pixel_no;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 mid_color = lookup(pixel_no, 0.0, 0.0, TEX(c11));
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vec3 color = vec3(0.0, 0.0, 0.0);
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color += lookup(pixel_no, -1.0, -1.0, TEX(c00_10.xy));
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color += lookup(pixel_no, 0.0, -1.0, TEX(c00_10.zw));
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color += lookup(pixel_no, 1.0, -1.0, TEX(c20_01.xy));
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color += lookup(pixel_no, -1.0, 0.0, TEX(c20_01.zw));
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color += mid_color;
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color += lookup(pixel_no, 1.0, 0.0, TEX(c21_02.xy));
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color += lookup(pixel_no, -1.0, 1.0, TEX(c21_02.zw));
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color += lookup(pixel_no, 0.0, 1.0, TEX(c12_22.xy));
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color += lookup(pixel_no, 1.0, 1.0, TEX(c12_22.zw));
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vec3 out_color = mix(1.2 * mid_color, color, blend);
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FragColor = vec4(out_color, 1.0);
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}
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114
handheld/lcd-cgwg/lcd-grid-v2.slang
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114
handheld/lcd-cgwg/lcd-grid-v2.slang
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define RSUBPIX_R 1.0
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#define RSUBPIX_G 0.0
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#define RSUBPIX_B 0.0
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#define GSUBPIX_R 0.0
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#define GSUBPIX_G 1.0
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#define GSUBPIX_B 0.0
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#define BSUBPIX_R 0.0
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#define BSUBPIX_G 0.0
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#define BSUBPIX_B 1.0
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#define gain 1.0
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#define gamma 3.0
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#define blacklevel 0.05
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#define ambient 0.0
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#define BGR 0.0
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#define outgamma 2.2
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#define fetch_offset(coord,offset) (pow(vec3(gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(blacklevel), vec3(gamma)) + vec3(ambient))
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// integral of (1 - x^2 - x^4 + x^6)^2
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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);
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// integral of (1 - 2x^4 + x^6)^2
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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);
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float intsmear_func(float z, float coeffs[7])
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{
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float z2 = z*z;
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float zn = z;
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float ret = 0.0;
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for (int i = 0; i < 7; i++) {
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ret += zn*coeffs[i];
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zn *= z2;
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}
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return ret;
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}
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float intsmear(float x, float dx, float d, float coeffs[7])
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{
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float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
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float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
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return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
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}
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void main()
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{
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vec2 texelSize = global.SourceSize.zw;
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vec2 range;
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range = global.SourceSize.xy / (global.OutputSize.xy * global.SourceSize.xy);
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vec3 cred = pow(vec3(RSUBPIX_R, RSUBPIX_G, RSUBPIX_B), vec3(outgamma));
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vec3 cgreen = pow(vec3(GSUBPIX_R, GSUBPIX_G, GSUBPIX_B), vec3(outgamma));
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vec3 cblue = pow(vec3(BSUBPIX_R, BSUBPIX_G, BSUBPIX_B), vec3(outgamma));
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ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999)));
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vec3 lcol, rcol;
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float subpix = (vTexCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
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float rsubpix = range.x/texelSize.x * 3.0;
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lcol = vec3(intsmear(subpix+1.0,rsubpix, 1.5, coeffs_x),
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intsmear(subpix ,rsubpix, 1.5, coeffs_x),
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intsmear(subpix-1.0,rsubpix, 1.5, coeffs_x));
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rcol = vec3(intsmear(subpix-2.0,rsubpix, 1.5, coeffs_x),
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intsmear(subpix-3.0,rsubpix, 1.5, coeffs_x),
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intsmear(subpix-4.0,rsubpix, 1.5, coeffs_x));
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if (BGR > 0.5) {
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lcol.rgb = lcol.bgr;
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rcol.rgb = rcol.bgr;
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}
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float tcol, bcol;
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subpix = vTexCoord.y/texelSize.y - 0.4999 - float(tli.y);
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rsubpix = range.y/texelSize.y;
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tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
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bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
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vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol);
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vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
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vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
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vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
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vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
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averageColor = averageColor * mat3(cred, cgreen, cblue);
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FragColor = vec4(pow(averageColor,vec3(1.0/outgamma)),0.0);
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}
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91
handheld/lcd-cgwg/lcd-grid.slang
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91
handheld/lcd-cgwg/lcd-grid.slang
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#version 450
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define GRID_STRENGTH 0.05
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#define outgamma 2.2
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#define round(x) floor( (x) + 0.5 )
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#define gamma 2.2
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#define TEX2D(c) pow(texture(Source, (c)), vec4(gamma))
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float intsmear_func(float z)
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{
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float z2 = z*z;
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float z4 = z2*z2;
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float z8 = z4*z4;
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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
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- 2.0/11.0*z*z2*z8 + 1.0/13.0*z*z4*z8;
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}
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float intsmear(float x, float dx)
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{
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const float d = 1.5;
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float zl = clamp((x-dx)/d,-1.0,1.0);
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float zh = clamp((x+dx)/d,-1.0,1.0);
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return d * ( intsmear_func(zh) - intsmear_func(zl) )/(2.0*dx);
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}
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void main()
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{
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vec2 texelSize = global.SourceSize.zw;
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vec2 subtexelSize = texelSize / vec2(3.0,1.0);
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vec2 range;
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range = global.SourceSize.xy / (global.OutputSize.xy * global.SourceSize.xy);
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float left = vTexCoord.x - texelSize.x*0.5;
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float top = vTexCoord.y + range.y;
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float right = vTexCoord.x + texelSize.x*0.5;
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float bottom = vTexCoord.y - range.y;
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vec4 lcol, rcol;
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float subpix = mod(vTexCoord.x/subtexelSize.x+1.5,3.0);
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float rsubpix = range.x/subtexelSize.x;
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lcol = vec4(intsmear(subpix+1.0,rsubpix),intsmear(subpix ,rsubpix),
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intsmear(subpix-1.0,rsubpix),0.0);
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rcol = vec4(intsmear(subpix-2.0,rsubpix),intsmear(subpix-3.0,rsubpix),
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intsmear(subpix-4.0,rsubpix),0.0);
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vec4 topLeftColor = TEX2D((floor(vec2(left, top) / texelSize) + 0.5) * texelSize) * lcol;
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vec4 bottomRightColor = TEX2D((floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize) * rcol;
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vec4 bottomLeftColor = TEX2D((floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize) * lcol;
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vec4 topRightColor = TEX2D((floor(vec2(right, top) / texelSize) + 0.5) * texelSize) * rcol;
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vec2 border = round(vTexCoord.st/subtexelSize);
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vec2 bordert = clamp((border+vec2(0.0,+GRID_STRENGTH)) * subtexelSize,
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vec2(left, bottom), vec2(right, top));
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vec2 borderb = clamp((border+vec2(0.0,-GRID_STRENGTH)) * subtexelSize,
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vec2(left, bottom), vec2(right, top));
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float totalArea = 2.0 * range.y;
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vec4 averageColor;
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averageColor = ((top - bordert.y) / totalArea) * topLeftColor;
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averageColor += ((borderb.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((borderb.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((top - bordert.y) / totalArea) * topRightColor;
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FragColor = pow(averageColor,vec4(1.0/gamma));
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}
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