diff --git a/handheld/lcd-shader.slangp b/handheld/lcd-shader.slangp new file mode 100644 index 0000000..08581bd --- /dev/null +++ b/handheld/lcd-shader.slangp @@ -0,0 +1,31 @@ +shaders = 4 + +shader0 = shaders/lcd-shader/lcd-pass-0.slang +alias0 = PASS1 + +shader1 = shaders/lcd-shader/lcd-pass-1.slang + +shader2 = shaders/lcd-shader/lcd-pass-2.slang + +shader3 = shaders/lcd-shader/lcd-pass-3.slang + +scale_type0 = viewport +scale0 = 1 + +scale_type1 = source +scale1 = 1 + +scale_type2 = source +scale2 = 1 + +scale_type3 = source +scale3 = 1 + +filter_linear0 = false +filter_linear1 = false +filter_linear2 = false +filter_linear3 = false + +textures = "BACKGROUND" +BACKGROUND = shaders/lcd-shader/background.png +BACKGROUND_linear = true diff --git a/handheld/shaders/lcd-shader/background.png b/handheld/shaders/lcd-shader/background.png new file mode 100644 index 0000000..dd6fd76 Binary files /dev/null and b/handheld/shaders/lcd-shader/background.png differ diff --git a/handheld/shaders/lcd-shader/lcd-pass-0.slang b/handheld/shaders/lcd-shader/lcd-pass-0.slang new file mode 100644 index 0000000..264cb92 --- /dev/null +++ b/handheld/shaders/lcd-shader/lcd-pass-0.slang @@ -0,0 +1,128 @@ +#version 450 + +/////////////////////////////////////////////////////////////////////////// +// // +// LCD Shader v0.0.1 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; float response_time; +} params; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +// Simulate response time +// Higher values result in longer color transition periods - [0, 1] +#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111 +#define response_time params.response_time + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define video_scale floor(params.OutputSize.y * params.SourceSize.w) //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) +#define scaled_video_out (params.SourceSize.xy * video_scale) //size of the scaled video +#define half_pixel (0.5 * params.OutputSize.zw) //it's... half a pixel + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out float cell_height; +layout(location = 2) out float texel_height; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + cell_height = params.SourceSize.w; + texel_height = 1.0 / (params.SourceSize.y * video_scale); +} + +#pragma stage fragment + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define curr_rgb texture(Source, vTexCoord).rgb +#define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb +#define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb +#define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb +#define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb +#define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb +#define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb +#define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb + +#define line_alpha 0.5 //arbitrary 0 texel_height); + FragColor = vec4( (out_color.rgb * float(is_on_line)), (out_color.a - (line_alpha * float(!is_on_line))) ); +} diff --git a/handheld/shaders/lcd-shader/lcd-pass-1.slang b/handheld/shaders/lcd-shader/lcd-pass-1.slang new file mode 100644 index 0000000..d067155 --- /dev/null +++ b/handheld/shaders/lcd-shader/lcd-pass-1.slang @@ -0,0 +1,138 @@ +#version 450 + +/////////////////////////////////////////////////////////////////////////// +// // +// LCD Shader v0.0.1 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float cell_scale, triad_color_0_r, triad_color_0_g, triad_color_0_b, + triad_color_1_r, triad_color_1_g, triad_color_1_b, triad_color_2_r, + triad_color_2_g, triad_color_2_b; +} params; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +#pragma parameter cell_scale "LCD Cell Scale" 1.0 1.0 5.0 1.0 +#pragma parameter triad_color_0_r "LCD Red Triad Color R" 1.0 0.0 1.0 0.1 +#pragma parameter triad_color_0_g "LCD Red Triad Color G" 0.0 0.0 1.0 0.1 +#pragma parameter triad_color_0_b "LCD Red Triad Color B" 1.0 0.0 1.0 0.1 +#pragma parameter triad_color_1_r "LCD Green Triad Color R" 1.0 0.0 1.0 0.1 +#pragma parameter triad_color_1_g "LCD Green Triad Color G" 1.0 0.0 1.0 0.1 +#pragma parameter triad_color_1_b "LCD Green Triad Color B" 0.0 0.0 1.0 0.1 +#pragma parameter triad_color_2_r "LCD Blue Triad Color R" 0.0 0.0 1.0 0.1 +#pragma parameter triad_color_2_g "LCD Blue Triad Color G" 1.0 0.0 1.0 0.1 +#pragma parameter triad_color_2_b "LCD Blue Triad Color B" 1.0 0.0 1.0 0.1 + +#define cell_scale params.cell_scale +#define triad_color_0_r params.triad_color_0_r +#define triad_color_0_g params.triad_color_0_g +#define triad_color_0_b params.triad_color_0_b +#define triad_color_1_r params.triad_color_1_r +#define triad_color_1_g params.triad_color_1_g +#define triad_color_1_b params.triad_color_1_b +#define triad_color_2_r params.triad_color_2_r +#define triad_color_2_g params.triad_color_2_g +#define triad_color_2_b params.triad_color_2_b + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out float dX; +layout(location = 2) out float two_dX; +layout(location = 3) out float three_dX; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + float texel_width = params.SourceSize.z; + dX = texel_width; + two_dX = 2.0 * texel_width; + three_dX = 3.0 * texel_width; +} + +#pragma stage fragment + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +#define triad_color_0 vec3(triad_color_0_r, triad_color_0_g, triad_color_0_b) //magenta +#define triad_color_1 vec3(triad_color_1_r, triad_color_1_g, triad_color_1_b) //yellow +#define triad_color_2 vec3(triad_color_2_r, triad_color_2_g, triad_color_2_b) //cyan + +//#define triad_color_0 vec3(0.0, 0.0, 1.0) //blue +//#define triad_color_1 vec3(1.0, 0.0, 0.0) //red +//#define triad_color_2 vec3(0.0, 1.0, 0.0) //green + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + + +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in float dX; +layout(location = 2) in float two_dX; +layout(location = 3) in float three_dX; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + //use modulo to deterimine the current subcell location and apply proper color + + float modX = mod(vTexCoord.x, cell_scale * three_dX); + + vec3 subpixel_color = (modX < cell_scale * dX) ? triad_color_0 : + (modX < cell_scale * two_dX) ? triad_color_1 : triad_color_2; + + + //use color darkening with input texture to determine the final color of the subpixel + //color darkening: the minimum value for each color component between the LCD cell and the input image is selected + //ex. LCD cell subpixel is magenta (1.0, 1.0, 0.0) and the current video texel is red (1.0, 0.0, 0.0)... + //...the result will be the minimum of each component: result.rgb = min(1.0, 1.0), min(1.0, 0.0), min(0.0, 0.0) = (1.0, 0.0, 0.0) = red + + vec4 out_color = texture(Source, vTexCoord); + + out_color.rgb = vec3( min(out_color.r, subpixel_color.r), + min(out_color.g, subpixel_color.g), + min(out_color.b, subpixel_color.b) ); + + FragColor = out_color; +} diff --git a/handheld/shaders/lcd-shader/lcd-pass-2.slang b/handheld/shaders/lcd-shader/lcd-pass-2.slang new file mode 100644 index 0000000..191f038 --- /dev/null +++ b/handheld/shaders/lcd-shader/lcd-pass-2.slang @@ -0,0 +1,111 @@ +#version 450 + +/////////////////////////////////////////////////////////////////////////// +// // +// LCD Shader v0.0.1 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float LCD_to_input_ratio, bg_tint_r, bg_tint_g, bg_tint_b; +} params; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +#pragma parameter LCD_to_input_ratio "LCD to Input Ratio" 0.9 0.0 1.0 0.01 +//the ratio of blending between the LCD pixels and the input image, higher values result in stronger LCD magenta/yellow/cyan bands - [0, 1] +#pragma parameter bg_tint_r "LCD Background Tint (Red)" 0.0 0.0 1.0 0.01 +#pragma parameter bg_tint_g "LCD Background Tint (Green)" 0.0 0.0 1.0 0.01 +#pragma parameter bg_tint_b "LCD Background Tint (Blue)" 0.0 0.0 1.0 0.01 + +#define LCD_to_input_ratio params.LCD_to_input_ratio +#define bg_tint_r params.bg_tint_r +#define bg_tint_g params.bg_tint_g +#define bg_tint_b params.bg_tint_b + +vec3 bg_tint = vec3(bg_tint_r, bg_tint_g, bg_tint_b); //color to tint the background image in RGB format - each color component ranges from 0.0 (none) to 1.0 (fully saturated) + +#define saturate(c) clamp(c, 0., 1.) + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +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 + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define is_border_texel bool(out_color.a == 0.0) + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D PASS1; +layout(set = 0, binding = 4) uniform sampler2D BACKGROUND; + +void main() +{ + //sample all relevant textures + + vec4 lcd_color = texture(Source, vTexCoord); //color darkened pixels from the previous pass + vec4 input_color = texture(PASS1, vTexCoord); //scaled input video with vertical lines from first pass + vec4 bg_color = texture(BACKGROUND, vTexCoord); //background image + + //overlay the LCD image onto the input image to brighten the output and dampen the LCD cell colors + + vec4 out_color = vec4( (lcd_color.rgb * LCD_to_input_ratio) + (input_color.rgb * (1.0 - LCD_to_input_ratio)), input_color.a); + + //tint the background image and apply it to the output color if the current fragment is located in the border region + + bg_color.rgb = saturate( vec3( //allows for highlights, bg_color = bg_tint when the background image color is 0.5 gray + bg_tint.r + mix(-1.0, 1.0, bg_color.r), + bg_tint.g + mix(-1.0, 1.0, bg_color.g), + bg_tint.b + mix(-1.0, 1.0, bg_color.b) ) ); + + out_color.rgb = (bg_color.rgb * float(is_border_texel)) + (out_color.rgb * float(!is_border_texel)); + FragColor = out_color; +} diff --git a/handheld/shaders/lcd-shader/lcd-pass-3.slang b/handheld/shaders/lcd-shader/lcd-pass-3.slang new file mode 100644 index 0000000..8866474 --- /dev/null +++ b/handheld/shaders/lcd-shader/lcd-pass-3.slang @@ -0,0 +1,155 @@ +#version 450 + +/////////////////////////////////////////////////////////////////////////// +// // +// LCD Shader v0.0.1 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float LCD_blending, original_blending; +} params; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//values related to color blending on the darkened vertical lines of the output image + +//contribution of LCD colors to the blended output, higher values apply more color - [0.0, 0.5] +#pragma parameter LCD_blending "LCD Blending" 0.2 0.0 0.5 0.01 +//contribution of the original input colors to the blended output, higher values apply more color - [0.0, 0.5] +#pragma parameter original_blending "Original Blending" 0.2 0.0 0.5 0.01 + +#define LCD_blending params.LCD_blending +#define original_blending params.original_blending + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 tex_coord_1; +layout(location = 2) out vec2 tex_coord_2; +layout(location = 3) out vec2 lower_bound; +layout(location = 4) out vec2 upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + vec2 texel = params.SourceSize.zw; //size of one texel + + tex_coord_1 = vTexCoord + vec2(0.0, texel.y); //down + tex_coord_2 = vTexCoord + vec2(0.0, -texel.y); //up + lower_bound = vec2(0.0); //lower texture bounds + upper_bound = texel * (params.OutputSize.xy - 2.0); //upper texture bounds +} + +#pragma stage fragment + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define epsilon 0.1 +#define line_alpha 0.5 //arbitrary 0