mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
another royale pass down...
This commit is contained in:
parent
7182761964
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f82445a2a7
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@ -16,7 +16,7 @@
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# calculate scale_y5 (among other values):
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# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
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shaders = "5"//"12"
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shaders = "6"//"12"
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# Set an identifier, filename, and sampling traits for the phosphor mask texture.
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# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
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@ -345,5 +345,5 @@ void main()
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color = vec3(color_r.r, color_g.g, color_b.b);
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}
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// Encode and output the blurred image:
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FragColor = vec4(color, 1.0);
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FragColor = vec4(1.0);//vec4(color, 1.0);
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}
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@ -6,6 +6,14 @@ layout(push_constant) uniform Push
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uint FrameCount;
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} registers;
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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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float interlace_bff;
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} params;
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#pragma parameter interlace_bff "interlace_bff" 0.0 0.0 1.0 1.0
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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@ -34,7 +42,7 @@ layout(push_constant) uniform Push
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#define FIRST_PASS
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#define SIMULATE_CRT_ON_LCD
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#include "params.inc"
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//#include "params.inc"
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////////////////////////////////// INCLUDES //////////////////////////////////
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@ -6,12 +6,9 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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} registers;
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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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} global;
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#include "params.inc"
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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@ -40,7 +37,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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////////////////////////////////// INCLUDES //////////////////////////////////
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#include "includes.h"
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#include "phosphor-mask-resizing.h"
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#pragma stage vertex
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@ -52,12 +48,12 @@ layout(location = 2) out vec2 resize_magnification_scale;
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void main()
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{
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gl_Position = global.MVP * Position;
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gl_Position = params.MVP * Position;
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tex_uv = TexCoord;
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// First estimate the viewport size (the user will get the wrong number of
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// triads if it's wrong and mask_specify_num_triads is 1.0/true).
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const float viewport_y = params.OutputSize.y / mask_resize_viewport_scale.y;
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const float viewport_y = registers.OutputSize.y / mask_resize_viewport_scale.y;
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const float aspect_ratio = geom_aspect_ratio_x / geom_aspect_ratio_y;
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const vec2 estimated_viewport_size =
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vec2(viewport_y * aspect_ratio, viewport_y);
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@ -66,23 +62,23 @@ void main()
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// we're not swearing it's correct (if we did, the x result would influence
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// the y result to maintain the tile aspect ratio).
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const vec2 estimated_mask_resize_output_size =
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vec2(params.OutputSize.y * aspect_ratio, params.OutputSize.y);
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vec2(registers.OutputSize.y * aspect_ratio, registers.OutputSize.y);
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// Find the final intended [y] size of our resized phosphor mask tiles,
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// then the tile size for the current pass (resize y only):
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const vec2 mask_resize_tile_size = get_resized_mask_tile_size(
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estimated_viewport_size, estimated_mask_resize_output_size, false);
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const vec2 pass_output_tile_size = vec2(min(
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mask_resize_src_lut_size.x, params.OutputSize.x), mask_resize_tile_size.y);
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mask_resize_src_lut_size.x, registers.OutputSize.x), mask_resize_tile_size.y);
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// We'll render resized tiles until filling the output FBO or meeting a
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// limit, so compute [wrapped] tile uv coords based on the output uv coords
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// and the number of tiles that will fit in the FBO.
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const vec2 output_tiles_this_pass = params.OutputSize.xy / pass_output_tile_size;
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const vec2 output_tiles_this_pass = registers.OutputSize.xy / pass_output_tile_size;
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const vec2 output_video_uv = tex_uv;
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const vec2 tile_uv_wrap = output_video_uv * output_tiles_this_pass;
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// The input LUT is just a single mask tile, so texture uv coords are the
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// same as tile uv coords (save frac() for the fragment shader). The
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// same as tile uv coords (save fract() for the fragment shader). The
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// magnification scale is also straightforward:
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src_tex_uv_wrap = tile_uv_wrap;
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resize_magnification_scale =
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tile_uv_wrap.y <= mask_resize_num_tiles)
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{
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const float src_dy = 1.0/mask_resize_src_lut_size.y;
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const vec2 src_tex_uv = frac(src_tex_uv_wrap);
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const vec2 src_tex_uv = fract(src_tex_uv_wrap);
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vec3 pixel_color;
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// If mask_type is static, this branch will be resolved statically.
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if(mask_type < 0.5)
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@ -170,7 +166,7 @@ void main()
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tile_uv_wrap.y <= mask_resize_num_tiles)
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{
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const float src_dy = 1.0/mask_resize_src_lut_size.y;
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const vec2 src_tex_uv = frac(src_tex_uv_wrap);
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const vec2 src_tex_uv = fract(src_tex_uv_wrap);
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vec3 pixel_color;
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// If mask_type is static, this branch will be resolved statically.
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if(mask_type < 0.5)
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@ -8,4 +8,4 @@
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#include "blur-functions.h" //#include "../../../../include/blur-functions.h" <-move includes into crt-royale's src directory until it's actually working
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#include "scanline-functions.h"
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#include "bloom-functions.h"
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#include "phosphor-mask-resizing.h"
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//#include "phosphor-mask-resizing.h"
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@ -44,7 +44,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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float border_size;
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float border_darkness;
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float border_compress;
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float interlace_bff;
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float interlace_1080i;
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} params;
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@ -92,5 +91,4 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter border_size "border_size" 0.015 0.0000001 0.5 0.005
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#pragma parameter border_darkness "border_darkness" 2.0 0.0 16.0 0.0625
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#pragma parameter border_compress "border_compress" 2.5 1.0 64.0 0.0625
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#pragma parameter interlace_bff "interlace_bff" 0.0 0.0 1.0 1.0
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#pragma parameter interlace_1080i "interlace_1080i" 0.0 0.0 1.0 1.0
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@ -41,6 +41,45 @@
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#endif // No else needed: Dynamic loops assumed.
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#define CALCULATE_R_COORD_FOR_4_SAMPLES \
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const vec4 true_i = vec4(i_base + i) + vec4(0.0, 1.0, 2.0, 3.0); \
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const vec4 tile_uv_r = fract( \
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first_texel_tile_uv_rrrr + true_i * tile_dr); \
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const vec4 tex_uv_r = tile_uv_r * tile_size_uv_r;
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#define VERTICAL_SINC_RESAMPLE_LOOP_BODY \
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CALCULATE_R_COORD_FOR_4_SAMPLES; \
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const vec3 new_sample0 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.x)).rgb; \
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const vec3 new_sample1 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.y)).rgb; \
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const vec3 new_sample2 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.z)).rgb; \
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const vec3 new_sample3 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.w)).rgb; \
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UPDATE_COLOR_AND_WEIGHT_SUMS;
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#define UPDATE_COLOR_AND_WEIGHT_SUMS \
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const vec4 dist = magnification_scale * \
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abs(first_dist_unscaled - true_i); \
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const vec4 pi_dist = pi * dist; \
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CALCULATE_SINC_RESAMPLE_WEIGHTS; \
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pixel_color += new_sample0 * weights.xxx; \
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pixel_color += new_sample1 * weights.yyy; \
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pixel_color += new_sample2 * weights.zzz; \
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pixel_color += new_sample3 * weights.www; \
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weight_sum += weights;
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#ifdef PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
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#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
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const vec4 pi_dist_over_lobes = pi_over_lobes * dist; \
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const vec4 weights = min(sin(pi_dist) * sin(pi_dist_over_lobes) /\
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(pi_dist*pi_dist_over_lobes), vec4(1.0));
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#else
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#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
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const vec4 weights = min(sin(pi_dist)/pi_dist, vec4(1.0));
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#endif
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////////////////////////////////// CONSTANTS /////////////////////////////////
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// The larger the resized tile, the fewer samples we'll need for downsizing.
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@ -57,8 +96,7 @@ const float max_sinc_resize_samples_float = 2.0 * mask_sinc_lobes *
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const float max_sinc_resize_samples_m4 = ceil(
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max_sinc_resize_samples_float * 0.25) * 4.0;
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///////////////////////// RESAMPLING FUNCTION HELPERS ////////////////////////
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///////////////////////// RESAMPLING FUNCTION HELPERS ////////////////////////
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float get_dynamic_loop_size(const float magnification_scale)
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{
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@ -113,8 +151,9 @@ vec2 get_first_texel_tile_uv_and_dist(const vec2 tex_uv,
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first_texel_uv_wrap_2D * input_tiles_per_texture_r;
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// Project wrapped coordinates to the [0, 1] range. We'll do this with all
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// samples,but the first texel is special, since it might be negative.
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const vec2 coord_negative =
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vec2(first_texel_tile_uv_wrap_2D < vec2(0.0));
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vec2 coord_negative = vec2(0.0);
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if(first_texel_tile_uv_wrap_2D.x < 0.0) coord_negative.x = first_texel_tile_uv_wrap_2D.x;
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if(first_texel_tile_uv_wrap_2D.x < 0.0) coord_negative.y = first_texel_tile_uv_wrap_2D.y;
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const vec2 first_texel_tile_uv_2D =
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fract(first_texel_tile_uv_wrap_2D) + coord_negative;
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// Pack the first texel's tile_uv coord and texel distance in 1D:
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#endif
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}
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////////////////////////////// LOOP BODY MACROS //////////////////////////////
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// Using inline functions can exceed the temporary register limit, so we're
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// stuck with #define macros (I'm TRULY sorry). They're declared here instead
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// of above to be closer to the actual invocation sites. Steps:
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// 1.) Get the exact texel location.
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// 2.) Sample the phosphor mask (already assumed encoded in linear RGB).
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// 3.) Get the distance from the current pixel and sinc weight:
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// sinc(dist) = sin(pi * dist)/(pi * dist)
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// We can also use the slower/smoother Lanczos instead:
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// L(x) = sinc(dist) * sinc(dist / lobes)
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// 4.) Accumulate the weight sum in weights, and accumulate the weighted texels
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// in pixel_color (we'll normalize outside the loop at the end).
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// We vectorize the loop to help reduce the Lanczos window's cost.
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// The r coord is the coord in the dimension we're resizing along (u or v),
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// and first_texel_tile_uv_rrrr is a vec4 of the first texel's u or v
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// tile_uv coord in [0, 1]. tex_uv_r will contain the tile_uv u or v coord
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// for four new texel samples.
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#define CALCULATE_R_COORD_FOR_4_SAMPLES \
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const vec4 true_i = vec4(i_base + i) + vec4(0.0, 1.0, 2.0, 3.0); \
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const vec4 tile_uv_r = fract( \
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first_texel_tile_uv_rrrr + true_i * tile_dr); \
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const vec4 tex_uv_r = tile_uv_r * tile_size_uv_r;
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#ifdef PHOSPHOR_MASK_RESIZE_LANCZOS_WINDOW
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#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
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const vec4 pi_dist_over_lobes = pi_over_lobes * dist; \
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const vec4 weights = min(sin(pi_dist) * sin(pi_dist_over_lobes) /\
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(pi_dist*pi_dist_over_lobes), vec4(1.0));
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#else
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#define CALCULATE_SINC_RESAMPLE_WEIGHTS \
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const vec4 weights = min(sin(pi_dist)/pi_dist, vec4(1.0));
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#endif
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#define UPDATE_COLOR_AND_WEIGHT_SUMS \
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const vec4 dist = magnification_scale * \
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abs(first_dist_unscaled - true_i); \
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const vec4 pi_dist = pi * dist; \
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CALCULATE_SINC_RESAMPLE_WEIGHTS; \
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pixel_color += new_sample0 * weights.xxx; \
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pixel_color += new_sample1 * weights.yyy; \
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pixel_color += new_sample2 * weights.zzz; \
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pixel_color += new_sample3 * weights.www; \
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weight_sum += weights;
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#define VERTICAL_SINC_RESAMPLE_LOOP_BODY \
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CALCULATE_R_COORD_FOR_4_SAMPLES; \
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const vec3 new_sample0 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.x)).rgb; \
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const vec3 new_sample1 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.y)).rgb; \
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const vec3 new_sample2 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.z)).rgb; \
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const vec3 new_sample3 = tex2Dlod0try(texture, \
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vec2(tex_uv.x, tex_uv_r.w)).rgb; \
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UPDATE_COLOR_AND_WEIGHT_SUMS;
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#define HORIZONTAL_SINC_RESAMPLE_LOOP_BODY \
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CALCULATE_R_COORD_FOR_4_SAMPLES; \
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const vec3 new_sample0 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.x, tex_uv.y)).rgb; \
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const vec3 new_sample1 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.y, tex_uv.y)).rgb; \
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const vec3 new_sample2 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.z, tex_uv.y)).rgb; \
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const vec3 new_sample3 = tex2Dlod0try(texture, \
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vec2(tex_uv_r.w, tex_uv.y)).rgb; \
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UPDATE_COLOR_AND_WEIGHT_SUMS;
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//////////////////////////// RESAMPLING FUNCTIONS ////////////////////////////
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//////////////////////////// TILE SIZE CALCULATION ///////////////////////////
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vec2 get_resized_mask_tile_size(const vec2 estimated_viewport_size,
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@ -317,7 +282,115 @@ vec2 get_resized_mask_tile_size(const vec2 estimated_viewport_size,
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return final_resized_tile_size;
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}
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//////////////////////////// RESAMPLING FUNCTIONS ////////////////////////////
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vec3 downsample_vertical_sinc_tiled(const sampler2D texture,
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const vec2 tex_uv, const vec2 texture_size, const float dr,
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const float magnification_scale, const float tile_size_uv_r)
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{
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// Requires: 1.) dr == du == 1.0/texture_size.x or
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// dr == dv == 1.0/texture_size.y
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// (whichever direction we're resampling in).
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// It's a scalar to save register space.
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// 2.) tile_size_uv_r is the number of texels an input tile
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// takes up in the input texture, in the direction we're
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// resampling this pass.
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// 3.) magnification_scale must be <= 1.0.
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// Returns: Return a [Lanczos] sinc-resampled pixel of a vertically
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// downsized input tile embedded in an input texture. (The
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// vertical version is special-cased though: It assumes the
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// tile size equals the [static] texture size, since it's used
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// on an LUT texture input containing one tile. For more
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// generic use, eliminate the "static" in the parameters.)
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// The "r" in "dr," "tile_size_uv_r," etc. refers to the dimension
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// we're resizing along, e.g. "dy" in this case.
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#ifdef USE_SINGLE_STATIC_LOOP
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// A static loop can be faster, but it might blur too much from using
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// more samples than it should.
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const int samples = int(max_sinc_resize_samples_m4);
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#else
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const int samples = int(get_dynamic_loop_size(magnification_scale));
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#endif
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// Get the first sample location (scalar tile uv coord along the resized
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// dimension) and distance from the output location (in texels):
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const float input_tiles_per_texture_r = 1.0/tile_size_uv_r;
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// true = vertical resize:
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const vec2 first_texel_tile_r_and_dist = get_first_texel_tile_uv_and_dist(
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tex_uv, texture_size, dr, input_tiles_per_texture_r, samples, true);
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const vec4 first_texel_tile_uv_rrrr = first_texel_tile_r_and_dist.xxxx;
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const vec4 first_dist_unscaled = first_texel_tile_r_and_dist.yyyy;
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// Get the tile sample offset:
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const float tile_dr = dr * input_tiles_per_texture_r;
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// Sum up each weight and weighted sample color, varying the looping
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// strategy based on our expected dynamic loop capabilities. See the
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// loop body macros above.
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int i_base = 0;
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vec4 weight_sum = vec4(0.0);
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vec3 pixel_color = vec3(0.0);
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const int i_step = 4;
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#ifdef BREAK_LOOPS_INTO_PIECES
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if(samples - i_base >= 64)
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{
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for(int i = 0; i < 64; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 64;
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}
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if(samples - i_base >= 32)
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{
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for(int i = 0; i < 32; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 32;
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}
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if(samples - i_base >= 16)
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{
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for(int i = 0; i < 16; i += i_step)
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{
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VERTICAL_SINC_RESAMPLE_LOOP_BODY;
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}
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i_base += 16;
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}
|
||||
if(samples - i_base >= 8)
|
||||
{
|
||||
for(int i = 0; i < 8; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 8;
|
||||
}
|
||||
if(samples - i_base >= 4)
|
||||
{
|
||||
for(int i = 0; i < 4; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
i_base += 4;
|
||||
}
|
||||
// Do another 4-sample block for a total of 128 max samples.
|
||||
if(samples - i_base > 0)
|
||||
{
|
||||
for(int i = 0; i < 4; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
}
|
||||
#else
|
||||
for(int i = 0; i < samples; i += i_step)
|
||||
{
|
||||
VERTICAL_SINC_RESAMPLE_LOOP_BODY;
|
||||
}
|
||||
#endif
|
||||
// Normalize so the weight_sum == 1.0, and return:
|
||||
const vec2 weight_sum_reduce = weight_sum.xy + weight_sum.zw;
|
||||
const vec3 scalar_weight_sum = vec3(weight_sum_reduce.x +
|
||||
weight_sum_reduce.y);
|
||||
return (pixel_color/scalar_weight_sum);
|
||||
}
|
||||
|
||||
#endif // PHOSPHOR_MASK_RESIZING_H
|
||||
|
||||
|
|
Loading…
Reference in a new issue