mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add subpixel masks and customize metacrt
This commit is contained in:
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commit
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@ -6,11 +6,17 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 OutputSize;
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uint FrameCount;
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uint FrameCount;
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float cam_spot, noise_intensity;
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float cam_spot, noise_intensity, cam_loc_y, cam_loc_x, cam_zoom, cam_angle_y, cam_angle_x, cam_fov;
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} params;
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} params;
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#pragma parameter cam_spot "Camera Location" 2.0 0.0 9.0 1.0
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#pragma parameter cam_spot "Cam Loc (0 = Custom, -1 = cycle)" 0.0 -1.0 9.0 1.0
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#pragma parameter noise_intensity "Noise Intensity" 0.1 0.0 0.5 0.01
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#pragma parameter noise_intensity "Noise Intensity" 0.03 0.0 0.5 0.01
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#pragma parameter cam_angle_y "Tilt Cam Y" 0.24 -0.5 0.5 0.01
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#pragma parameter cam_angle_x "Turn Cam X" 0.0 -0.5 0.5 0.01
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#pragma parameter cam_zoom "Custom Cam Zoom" -0.915 -2.0 2.0 0.05
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#pragma parameter cam_loc_y "Rotate World Y Axis" 0.25 0.0001 1.0 0.01
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#pragma parameter cam_loc_x "Rotate World X Axis" 0.0 -0.5 0.5 0.01
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#pragma parameter cam_fov "Custom Cam FOV" 10.0 0.0 100.0 1.0
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#define vFragCoord vTexCoord.xy * params.OutputSize.xy
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#define vFragCoord vTexCoord.xy * params.OutputSize.xy
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#define iResolution params.OutputSize.xy
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#define iResolution params.OutputSize.xy
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@ -688,10 +694,10 @@ Interference GetInterference( vec2 vUV )
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vec3 SampleScreen( vec3 vUVW )
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vec3 SampleScreen( vec3 vUVW )
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{
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{
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vec3 vAmbientEmissive = vec3(0.1);
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vec3 vAmbientEmissive = vec3(0.01);
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vec3 vBlackEmissive = vec3(0.02);
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vec3 vBlackEmissive = vec3(0.02);
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float fBrightness = 1.75;
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float fBrightness = 1.75;
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vec2 vResolution = vec2(480.0f, 576.0f);
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vec2 vResolution = 2.4999 * params.SourceSize.xy;
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vec2 vPixelCoord = vUVW.xy * vResolution;
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vec2 vPixelCoord = vUVW.xy * vResolution;
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vec3 vPixelMatrix = GetPixelMatrix( vPixelCoord );
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vec3 vPixelMatrix = GetPixelMatrix( vPixelCoord );
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@ -918,7 +924,7 @@ SceneResult Scene_GetDistance( vec3 vPos )
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resultSet.fDist = length(vPos - vec3(0.35,0.075,-0.1)) - 0.075;
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resultSet.fDist = length(vPos - vec3(0.35,0.075,-0.1)) - 0.075;
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resultSet.iObjectId = MAT_CHROME;
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resultSet.iObjectId = MAT_CHROME;
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Scene_Union( result, resultSet );
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Scene_Union( result, resultSet );
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return result;
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return result;
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}
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}
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@ -955,7 +961,7 @@ vec4 Env_GetSkyColor( const vec3 vViewPos, const vec3 vViewDir )
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vec4 vResult = vec4( 0.0, 0.0, 0.0, kFarDist );
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vec4 vResult = vec4( 0.0, 0.0, 0.0, kFarDist );
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//#if 1
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//#if 1
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vec3 vEnvMap = textureLod( iChannel1, vViewDir.xy, 0.0 ).rgb;
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vec3 vEnvMap = textureLod( iChannel1, (vViewDir.xy - vec2(0.0, 1.0)) / 2., 0.0 ).rgb;
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vResult.rgb = vEnvMap;
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vResult.rgb = vEnvMap;
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//#endif
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//#endif
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@ -1036,17 +1042,17 @@ CameraState GetCameraPosition( int index )
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//index=2;
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//index=2;
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if ( index == 0 )
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if ( index == 1 )
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{
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{
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cam.vPos = vec3(-0.1,0.2,-0.08);
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cam.vPos = vec3(-0.1,0.2,-0.08);
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cam.vTarget = vec3(0,0.25,0.1);
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cam.vTarget = vec3(0,0.25,0.1);
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cam.fFov = 10.0;
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cam.fFov = 10.0;
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}
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}
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if ( index == 1 )
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if ( index == 0 )
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{
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{
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cam.vPos = vec3(0.0,0.25,-0.915);
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cam.vPos = vec3(params.cam_loc_x,params.cam_loc_y,params.cam_zoom);
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cam.vTarget = vec3(0.0,0.24,0.25);
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cam.vTarget = vec3(params.cam_angle_x,params.cam_angle_y,0.0);
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cam.fFov = 10.0;
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cam.fFov = params.cam_fov;
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}
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}
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if ( index == 2 )
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if ( index == 2 )
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{
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{
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@ -1115,11 +1121,19 @@ void main()
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CameraState camA;
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CameraState camA;
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CameraState camB;
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CameraState camB;
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float fSeqTime = 1.0;//iTime;
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if(params.cam_spot > -0.5){
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camA = GetCameraPosition(int(params.cam_spot));
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cam.vPos = camA.vPos;
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cam.vTarget = camA.vTarget;
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cam.fFov = camA.fFov;
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cam.fPlaneInFocus = camA.fPlaneInFocus;
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}
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else{
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float fSeqTime = iTime;
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float fSequenceSegLength = 5.0;
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float fSequenceSegLength = 5.0;
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float fSeqIndex = floor(fSeqTime / fSequenceSegLength);
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float fSeqIndex = floor(fSeqTime / fSequenceSegLength);
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float fSeqPos = fract(fSeqTime / fSequenceSegLength);
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float fSeqPos = fract(fSeqTime / fSequenceSegLength);
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int iIndex = int(params.cam_spot);
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int iIndex = int(fSeqIndex);
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int iIndexNext = int(fSeqIndex) + 1;
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int iIndexNext = int(fSeqIndex) + 1;
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camA = GetCameraPosition(iIndex);
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camA = GetCameraPosition(iIndex);
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camB = GetCameraPosition(iIndexNext);
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camB = GetCameraPosition(iIndexNext);
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@ -1129,8 +1143,10 @@ void main()
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cam.vTarget = mix(camA.vTarget, camB.vTarget, t );
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cam.vTarget = mix(camA.vTarget, camB.vTarget, t );
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cam.fFov = mix(camA.fFov, camB.fFov, t );
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cam.fFov = mix(camA.fFov, camB.fFov, t );
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cam.fPlaneInFocus = mix(camA.fPlaneInFocus, camB.fPlaneInFocus, t );
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cam.fPlaneInFocus = mix(camA.fPlaneInFocus, camB.fPlaneInFocus, t );
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}
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}
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}
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#if 0
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if ( iMouse.z > 0.0 )
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if ( iMouse.z > 0.0 )
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{
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{
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float fDist = 0.01 + 3.0 * (iMouse.y / iResolution.y);
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float fDist = 0.01 + 3.0 * (iMouse.y / iResolution.y);
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@ -1146,7 +1162,8 @@ void main()
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vec3 vFocus = vec3(0,0.25,-0.012);
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vec3 vFocus = vec3(0,0.25,-0.012);
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cam.fPlaneInFocus = length( vFocus - cam.vPos );
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cam.fPlaneInFocus = length( vFocus - cam.vPos );
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}
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}
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#endif
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#ifdef ENABLE_TAA_JITTER
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#ifdef ENABLE_TAA_JITTER
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cam.vJitter = hash21( fract( iTime ) ) - 0.5f;
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cam.vJitter = hash21( fract( iTime ) ) - 0.5f;
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#else
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#else
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247
include/subpixel_masks.h
Normal file
247
include/subpixel_masks.h
Normal file
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@ -0,0 +1,247 @@
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vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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vec3 weights = vec3(0.,0.,0.);
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float intens = 1.;
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float inv = 1.-mask_intensity;
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vec3 green = vec3(inv, intens, inv);
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vec3 magenta = vec3(intens,inv,intens);
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vec3 black = vec3(inv,inv,inv);
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vec3 red = vec3(intens,inv,inv);
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vec3 yellow = vec3(intens,inv,intens);
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vec3 cyan = vec3(inv,intens,intens);
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vec3 blue = vec3(inv,inv,intens);
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int w, z = 0;
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vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
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if(phosphor_layout == 1){
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// classic aperture for RGB panels; good for 1080p, too small for 4K+
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// aka aperture_1_2_bgr
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weights = aperture_weights;
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}
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else if(phosphor_layout == 2){
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// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
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// aka delta_1_2x1_bgr
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vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
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weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
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}
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else if(phosphor_layout == 3){
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// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
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vec3 slotmask[3][4] = {
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{magenta, green, black, black},
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{magenta, green, magenta, green},
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{black, black, magenta, green}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 4.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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}
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if(phosphor_layout == 4){
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// classic aperture for RBG panels; good for 1080p, too small for 4K+
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weights = mix(yellow, blue, floor(mod(coord.x, 2.0)));
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}
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else if(phosphor_layout == 5){
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// 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
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vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0)));
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weights = mix(mix(yellow, blue, floor(mod(coord.x, 2.0))), inverse_aperture, floor(mod(coord.y, 2.0)));
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}
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else if(phosphor_layout == 6){
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// aperture_1_4_rgb; good for simulating lower
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vec3 ap4[4] = vec3[](red, green, blue, black);
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z = int(floor(mod(coord.x, 4.0)));
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weights = ap4[z];
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}
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else if(phosphor_layout == 7){
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// aperture_2_5_bgr
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vec3 ap3[5] = vec3[](red, magenta, blue, green, green);
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z = int(floor(mod(coord.x, 5.0)));
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weights = ap3[z];
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}
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else if(phosphor_layout == 8){
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// aperture_3_6_rgb
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vec3 big_ap[7] = vec3[](red, red, yellow, green, cyan, blue, blue);
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w = int(floor(mod(coord.x, 7.)));
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weights = big_ap[w];
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}
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else if(phosphor_layout == 9){
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// reduced TVL aperture for RGB panels
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// aperture_2_4_rgb
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vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rgb[w];
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}
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else if(phosphor_layout == 10){
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// reduced TVL aperture for RBG panels
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vec3 big_ap_rbg[4] = vec3[](red, magenta, cyan, green);
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rbg[w];
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}
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else if(phosphor_layout == 11){
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// delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
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vec3 delta1[2][4] = {
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{red, green, blue, black},
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{blue, black, red, green}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta1[w][z];
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}
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else if(phosphor_layout == 12){
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// delta_2_4x1_rgb
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vec3 delta[2][4] = {
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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}
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else if(phosphor_layout == 13){
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// delta_2_4x2_rgb
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vec3 delta[4][4] = {
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{red, yellow, cyan, blue},
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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}
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else if(phosphor_layout == 14){
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// slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
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vec3 slotmask[3][6] = {
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{magenta, green, black, black, black, black},
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{magenta, green, black, magenta, green, black},
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{black, black, black, magenta, green, black}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 6.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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}
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else if(phosphor_layout == 15){
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// slot_2_4x4_rgb
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vec3 slot2[4][8] = {
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{red, yellow, cyan, blue, red, yellow, cyan, blue },
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{red, yellow, cyan, blue, black, black, black, black},
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{red, yellow, cyan, blue, red, yellow, cyan, blue },
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{black, black, black, black, red, yellow, cyan, blue }
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 8.0)));
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weights = slot2[w][z];
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}
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else if(phosphor_layout == 16){
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// slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
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vec3 slotmask[3][4] = {
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{yellow, blue, black, black},
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{yellow, blue, yellow, blue},
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{black, black, yellow, blue}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 4.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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}
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else if(phosphor_layout == 17){
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// slot_2_5x4_bgr
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vec3 slot2[4][10] = {
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{red, magenta, blue, green, green, red, magenta, blue, green, green},
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{black, blue, blue, green, green, red, red, black, black, black},
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{red, magenta, blue, green, green, red, magenta, blue, green, green},
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{red, red, black, black, black, black, blue, blue, green, green}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 10.0)));
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weights = slot2[w][z];
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}
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else if(phosphor_layout == 18){
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// same as above but for RBG panels
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vec3 slot2[4][10] = {
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{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
|
||||||
|
{black, green, green, blue, blue, red, red, black, black, black},
|
||||||
|
{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
|
||||||
|
{red, red, black, black, black, black, green, green, blue, blue }
|
||||||
|
};
|
||||||
|
|
||||||
|
w = int(floor(mod(coord.y, 4.0)));
|
||||||
|
z = int(floor(mod(coord.x, 10.0)));
|
||||||
|
|
||||||
|
weights = slot2[w][z];
|
||||||
|
}
|
||||||
|
|
||||||
|
else if(phosphor_layout == 19){
|
||||||
|
// slot_3_7x6_rgb
|
||||||
|
vec3 slot[6][14] = {
|
||||||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||||||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||||||
|
{red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black},
|
||||||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||||||
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
||||||
|
{black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue}
|
||||||
|
};
|
||||||
|
|
||||||
|
w = int(floor(mod(coord.y, 6.0)));
|
||||||
|
z = int(floor(mod(coord.x, 14.0)));
|
||||||
|
|
||||||
|
weights = slot[w][z];
|
||||||
|
}
|
||||||
|
|
||||||
|
return weights;
|
||||||
|
}
|
Loading…
Reference in a new issue