Update crt-geom.slang

Changed the formatting, tab size is 4 spaces.
Based on the discussion in IRC, I carefully deleted every instance of global.SourceSize.zw, because z = 1/x and w = 1/y and zw is NOT the same as IN.video_size.
This commit is contained in:
rz5 2016-07-16 00:01:38 +01:00 committed by GitHub
parent f14ba96715
commit c864dbb2d4

View file

@ -90,6 +90,7 @@ float intersect(vec2 xy)
float A = dot(xy,xy) + d*d; float A = dot(xy,xy) + d*d;
float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d); float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
} }
@ -101,12 +102,15 @@ vec2 bkwtrans(vec2 xy)
point /= vec2(R); point /= vec2(R);
vec2 tang = sinangle/cosangle; vec2 tang = sinangle/cosangle;
vec2 poc = point/cosangle; vec2 poc = point/cosangle;
float A = dot(tang,tang)+1.0; float A = dot(tang,tang)+1.0;
float B = -2.0*dot(poc,tang); float B = -2.0*dot(poc,tang);
float C = dot(poc,poc)-1.0; float C = dot(poc,poc)-1.0;
float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
vec2 uv = (point-a*sinangle)/cosangle; vec2 uv = (point-a*sinangle)/cosangle;
float r = R*acos(a); float r = R*acos(a);
return uv*r/sin(r/R); return uv*r/sin(r/R);
} }
@ -116,6 +120,7 @@ vec2 fwtrans(vec2 uv)
uv *= sin(r/R)/r; uv *= sin(r/R)/r;
float x = 1.0-cos(r/R); float x = 1.0-cos(r/R);
float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle); float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
return d*(uv*cosangle-x*sinangle)/D; return d*(uv*cosangle-x*sinangle)/D;
} }
@ -127,6 +132,7 @@ vec3 maxscale()
fwtrans(vec2(c.x,-a.y)).y)/aspect; fwtrans(vec2(c.x,-a.y)).y)/aspect;
vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x,
fwtrans(vec2(c.x,+a.y)).y)/aspect; fwtrans(vec2(c.x,+a.y)).y)/aspect;
return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y)); return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
} }
@ -151,10 +157,12 @@ vec3 maxscale()
#ifdef USEGAUSSIAN #ifdef USEGAUSSIAN
vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0)); vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
vec4 weights = vec4(distance / wid); vec4 weights = vec4(distance / wid);
return 0.4 * exp(-weights * weights) / wid; return 0.4 * exp(-weights * weights) / wid;
#else #else
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
vec4 weights = vec4(distance / scanline_weight); vec4 weights = vec4(distance / scanline_weight);
return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#endif #endif
} }
@ -176,7 +184,7 @@ void main()
one = ilfac / global.SourceSize.xy; one = ilfac / global.SourceSize.xy;
// Resulting X pixel-coordinate of the pixel we're drawing. // Resulting X pixel-coordinate of the pixel we're drawing.
mod_factor = TexCoord.x * (global.SourceSize.x / global.SourceSize.z) * (global.SourceSize.z / global.SourceSize.x); mod_factor = TexCoord.x * global.SourceSize.x * global.OutputSize.x / global.SourceSize.x;
} }
#pragma stage fragment #pragma stage fragment
@ -195,6 +203,7 @@ float intersect(vec2 xy)
float A = dot(xy,xy) + d*d; float A = dot(xy,xy) + d*d;
float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y) - d*d); float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y) - d*d);
float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A); return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
} }
@ -202,16 +211,21 @@ vec2 bkwtrans(vec2 xy)
{ {
float c = intersect(xy); float c = intersect(xy);
vec2 point = vec2(c)*xy; vec2 point = vec2(c)*xy;
point -= vec2(-R)*sinangle; point -= vec2(-R)*sinangle;
point /= vec2(R); point /= vec2(R);
vec2 tang = sinangle/cosangle; vec2 tang = sinangle/cosangle;
vec2 poc = point/cosangle; vec2 poc = point/cosangle;
float A = dot(tang,tang)+1.0; float A = dot(tang,tang)+1.0;
float B = -2.0*dot(poc,tang); float B = -2.0*dot(poc,tang);
float C = dot(poc,poc)-1.0; float C = dot(poc,poc)-1.0;
float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
vec2 uv = (point-a*sinangle)/cosangle; vec2 uv = (point-a*sinangle)/cosangle;
float r = R*acos(a); float r = R*acos(a);
return uv*r/sin(r/R); return uv*r/sin(r/R);
} }
@ -221,6 +235,7 @@ vec2 fwtrans(vec2 uv)
uv *= sin(r/R)/r; uv *= sin(r/R)/r;
float x = 1.0-cos(r/R); float x = 1.0-cos(r/R);
float D = d/R + x*cosangle.x*cosangle.y + dot(uv,sinangle); float D = d/R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
return d*(uv*cosangle-x*sinangle)/D; return d*(uv*cosangle-x*sinangle)/D;
} }
@ -228,10 +243,12 @@ vec3 maxscale()
{ {
vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y));
vec2 a = vec2(0.5,0.5)*aspect; vec2 a = vec2(0.5,0.5)*aspect;
vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x, vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x,
fwtrans(vec2(c.x, -a.y)).y)/aspect; fwtrans(vec2(c.x, -a.y)).y)/aspect;
vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x,
fwtrans(vec2(c.x, +a.y)).y)/aspect; fwtrans(vec2(c.x, +a.y)).y)/aspect;
return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y)); return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x, hi.y-lo.y));
} }
@ -266,9 +283,10 @@ vec3 maxscale()
vec2 transform(vec2 coord) vec2 transform(vec2 coord)
{ {
coord *= global.SourceSize.xy / global.SourceSize.zw; coord *= global.SourceSize.xy;
coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy; coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy;
return (bkwtrans(coord)/vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect+vec2(0.5)) * global.SourceSize.zw / global.SourceSize.xy;
return (bkwtrans(coord)/vec2(overscan_x / 100.0, overscan_y / 100.0)/aspect+vec2(0.5)) * global.SourceSize.xy;
} }
float corner(vec2 coord) float corner(vec2 coord)
@ -279,6 +297,7 @@ float corner(vec2 coord)
vec2 cdist = vec2(cornersize); vec2 cdist = vec2(cornersize);
coord = (cdist - min(coord, cdist)); coord = (cdist - min(coord, cdist));
float dist = sqrt(dot(coord, coord)); float dist = sqrt(dot(coord, coord));
return clamp((cdist.x-dist)*cornersmooth, 0.0, 1.0); return clamp((cdist.x-dist)*cornersmooth, 0.0, 1.0);
} }
@ -346,18 +365,24 @@ void main()
// Calculate the effective colour of the current and next // Calculate the effective colour of the current and next
// scanlines at the horizontal location of the current pixel, // scanlines at the horizontal location of the current pixel,
// using the Lanczos coefficients above. // using the Lanczos coefficients above.
vec4 col = clamp(mat4( vec4 col = clamp(
mat4(
TEX2D(xy + vec2(-one.x, 0.0)), TEX2D(xy + vec2(-one.x, 0.0)),
TEX2D(xy), TEX2D(xy),
TEX2D(xy + vec2(one.x, 0.0)), TEX2D(xy + vec2(one.x, 0.0)),
TEX2D(xy + vec2(2.0 * one.x, 0.0))) * coeffs, TEX2D(xy + vec2(2.0 * one.x, 0.0))
0.0, 1.0); ) * coeffs,
vec4 col2 = clamp(mat4( 0.0, 1.0
);
vec4 col2 = clamp(
mat4(
TEX2D(xy + vec2(-one.x, one.y)), TEX2D(xy + vec2(-one.x, one.y)),
TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + vec2(0.0, one.y)),
TEX2D(xy + one), TEX2D(xy + one),
TEX2D(xy + vec2(2.0 * one.x, one.y))) * coeffs, TEX2D(xy + vec2(2.0 * one.x, one.y))
0.0, 1.0); ) * coeffs,
0.0, 1.0
);
#ifndef LINEAR_PROCESSING #ifndef LINEAR_PROCESSING
col = pow(col , vec4(CRTgamma)); col = pow(col , vec4(CRTgamma));