mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
crt-geom: add vertical mode, tate preset
This commit is contained in:
parent
59b8a11d64
commit
fa3321fbd7
17
crt/crt-geom-tate.slangp
Normal file
17
crt/crt-geom-tate.slangp
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
shaders = 1
|
||||||
|
|
||||||
|
shader0 = shaders/crt-geom.slang
|
||||||
|
filter_linear0 = false
|
||||||
|
|
||||||
|
CRTgamma = "2.2"
|
||||||
|
CURVATURE = "1.0"
|
||||||
|
d = "1.5"
|
||||||
|
R = "1.8"
|
||||||
|
y_tilt = "-0.15"
|
||||||
|
cornersize = "0.0155"
|
||||||
|
invert_aspect = "0.0"
|
||||||
|
DOTMASK = "0.0"
|
||||||
|
scanline_weight = "0.3"
|
||||||
|
lum = "0.07"
|
||||||
|
vertical_scanlines = "1.0"
|
||||||
|
interlace_detect = "0.0"
|
|
@ -17,32 +17,37 @@ layout(push_constant) uniform Push
|
||||||
float SHARPER;
|
float SHARPER;
|
||||||
float scanline_weight;
|
float scanline_weight;
|
||||||
float CURVATURE;
|
float CURVATURE;
|
||||||
float interlace_detect;
|
float interlace_detect;
|
||||||
float lum;
|
float lum;
|
||||||
float xsize, ysize;
|
float invert_aspect;
|
||||||
|
float vertical_scanlines;
|
||||||
|
float xsize;
|
||||||
|
float ysize;
|
||||||
} registers;
|
} registers;
|
||||||
|
|
||||||
layout(std140, set = 0, binding = 0) uniform UBO
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||||||
{
|
{
|
||||||
mat4 MVP;
|
mat4 MVP;
|
||||||
vec4 OutputSize;
|
vec4 OutputSize;
|
||||||
vec4 SourceSize;
|
vec4 SourceSize;
|
||||||
} global;
|
} global;
|
||||||
|
|
||||||
#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
|
#pragma parameter CRTgamma "CRTGeom Target Gamma" 2.4 0.1 5.0 0.1
|
||||||
#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
|
#pragma parameter monitorgamma "CRTGeom Monitor Gamma" 2.2 0.1 5.0 0.1
|
||||||
#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1
|
#pragma parameter d "CRTGeom Distance" 1.5 0.1 3.0 0.1
|
||||||
#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
|
#pragma parameter CURVATURE "CRTGeom Curvature Toggle" 1.0 0.0 1.0 1.0
|
||||||
|
#pragma parameter invert_aspect "CRTGeom Curvature Aspect Inversion" 0.0 0.0 1.0 1.0
|
||||||
#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
|
#pragma parameter R "CRTGeom Curvature Radius" 2.0 0.1 10.0 0.1
|
||||||
#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
|
#pragma parameter cornersize "CRTGeom Corner Size" 0.03 0.001 1.0 0.005
|
||||||
#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
|
#pragma parameter cornersmooth "CRTGeom Corner Smoothness" 1000.0 80.0 2000.0 100.0
|
||||||
#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
|
#pragma parameter x_tilt "CRTGeom Horizontal Tilt" 0.0 -0.5 0.5 0.05
|
||||||
#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
|
#pragma parameter y_tilt "CRTGeom Vertical Tilt" 0.0 -0.5 0.5 0.05
|
||||||
#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 1.0
|
#pragma parameter overscan_x "CRTGeom Horiz. Overscan %" 100.0 -125.0 125.0 0.5
|
||||||
#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 1.0
|
#pragma parameter overscan_y "CRTGeom Vert. Overscan %" 100.0 -125.0 125.0 0.5
|
||||||
#pragma parameter DOTMASK "CRTGeom Dot Mask Strength" 0.3 0.0 1.0 0.05
|
#pragma parameter DOTMASK "CRTGeom Dot Mask Toggle" 0.3 0.0 0.3 0.3
|
||||||
#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
|
#pragma parameter SHARPER "CRTGeom Sharpness" 1.0 1.0 3.0 1.0
|
||||||
#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
|
#pragma parameter scanline_weight "CRTGeom Scanline Weight" 0.3 0.1 0.5 0.05
|
||||||
|
#pragma parameter vertical_scanlines "CRTGeom Vertical Scanlines" 0.0 0.0 1.0 1.0
|
||||||
#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
|
#pragma parameter lum "CRTGeom Luminance" 0.0 0.0 1.0 0.01
|
||||||
#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
|
#pragma parameter interlace_detect "CRTGeom Interlacing Simulation" 1.0 0.0 1.0 1.0
|
||||||
|
|
||||||
|
@ -96,7 +101,7 @@ vec4 SourceSize = vec4(width.x, height.x, width.y, height.y);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// aspect ratio
|
// aspect ratio
|
||||||
vec2 aspect = vec2(1.0, 0.75);
|
vec2 aspect = vec2(registers.invert_aspect > 0.5 ? (0.75, 1.0) : (1.0, 0.75));
|
||||||
vec2 overscan = vec2(1.01, 1.01);
|
vec2 overscan = vec2(1.01, 1.01);
|
||||||
|
|
||||||
#pragma stage vertex
|
#pragma stage vertex
|
||||||
|
@ -172,15 +177,29 @@ void main()
|
||||||
sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
|
sinangle = sin(vec2(registers.x_tilt, registers.y_tilt));
|
||||||
cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
|
cosangle = cos(vec2(registers.x_tilt, registers.y_tilt));
|
||||||
stretch = maxscale();
|
stretch = maxscale();
|
||||||
TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
|
|
||||||
|
|
||||||
ilfac = vec2(1.0, clamp(floor(SourceSize.y/200.0), 1.0, 2.0));
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
{
|
||||||
|
TextureSize = vec2(registers.SHARPER * SourceSize.x, SourceSize.y);
|
||||||
|
|
||||||
// The size of one texel, in texture-coordinates.
|
ilfac = vec2(1.0, clamp(floor(SourceSize.y/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0));
|
||||||
one = ilfac / TextureSize;
|
|
||||||
|
|
||||||
// Resulting X pixel-coordinate of the pixel we're drawing.
|
// The size of one texel, in texture-coordinates.
|
||||||
mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
|
one = ilfac / TextureSize;
|
||||||
|
|
||||||
|
// Resulting X pixel-coordinate of the pixel we're drawing.
|
||||||
|
mod_factor = vTexCoord.x * SourceSize.x * global.OutputSize.x / SourceSize.x;
|
||||||
|
}else{
|
||||||
|
TextureSize = vec2(SourceSize.x, registers.SHARPER * SourceSize.y);
|
||||||
|
|
||||||
|
ilfac = vec2(clamp(floor(SourceSize.x/(registers.interlace_detect > 0.5 ? 200.0 : 1000)), 1.0, 2.0), 1.0);
|
||||||
|
|
||||||
|
// The size of one texel, in texture-coordinates.
|
||||||
|
one = ilfac / TextureSize;
|
||||||
|
|
||||||
|
// Resulting X pixel-coordinate of the pixel we're drawing.
|
||||||
|
mod_factor = vTexCoord.y * SourceSize.y * global.OutputSize.y / SourceSize.y;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#pragma stage fragment
|
#pragma stage fragment
|
||||||
|
@ -198,8 +217,16 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||||
float intersect(vec2 xy)
|
float intersect(vec2 xy)
|
||||||
{
|
{
|
||||||
float A = dot(xy,xy) + registers.d*registers.d;
|
float A = dot(xy,xy) + registers.d*registers.d;
|
||||||
float B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
|
float B, C;
|
||||||
float C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
|
|
||||||
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
{
|
||||||
|
B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.x*cosangle.y) - registers.d*registers.d);
|
||||||
|
C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.x*cosangle.y;
|
||||||
|
}else{
|
||||||
|
B = 2.0*(registers.R*(dot(xy,sinangle) - registers.d*cosangle.y*cosangle.x) - registers.d*registers.d);
|
||||||
|
C = registers.d*registers.d + 2.0*registers.R*registers.d*cosangle.y*cosangle.x;
|
||||||
|
}
|
||||||
|
|
||||||
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
|
return (-B-sqrt(B*B - 4.0*A*C))/(2.0*A);
|
||||||
}
|
}
|
||||||
|
@ -227,22 +254,40 @@ vec2 fwtrans(vec2 uv)
|
||||||
float r = FIX(sqrt(dot(uv, uv)));
|
float r = FIX(sqrt(dot(uv, uv)));
|
||||||
uv *= sin(r/registers.R)/r;
|
uv *= sin(r/registers.R)/r;
|
||||||
float x = 1.0 - cos(r/registers.R);
|
float x = 1.0 - cos(r/registers.R);
|
||||||
float D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
|
float D;
|
||||||
|
|
||||||
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
D = registers.d/registers.R + x*cosangle.x*cosangle.y + dot(uv,sinangle);
|
||||||
|
else
|
||||||
|
D = registers.d/registers.R + x*cosangle.y*cosangle.x + dot(uv,sinangle);
|
||||||
|
|
||||||
return registers.d*(uv*cosangle - x*sinangle)/D;
|
return registers.d*(uv*cosangle - x*sinangle)/D;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 maxscale()
|
vec3 maxscale()
|
||||||
{
|
{
|
||||||
vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
|
if(registers.vertical_scanlines < 0.5)
|
||||||
vec2 a = vec2(0.5, 0.5)*aspect;
|
{
|
||||||
|
vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.x*cosangle.y));
|
||||||
|
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));
|
||||||
|
}else{
|
||||||
|
vec2 c = bkwtrans(-registers.R * sinangle / (1.0 + registers.R/registers.d*cosangle.y*cosangle.x));
|
||||||
|
vec2 a = vec2(0.5, 0.5)*aspect;
|
||||||
|
|
||||||
|
vec2 lo = vec2(fwtrans(vec2(-a.y, c.x)).y,
|
||||||
|
fwtrans(vec2( c.y, -a.x)).x)/aspect;
|
||||||
|
vec2 hi = vec2(fwtrans(vec2(+a.y, c.x)).y,
|
||||||
|
fwtrans(vec2( c.y, +a.x)).x)/aspect;
|
||||||
|
|
||||||
|
return vec3((hi+lo)*aspect*0.5,max(hi.y-lo.y, hi.x-lo.x));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calculate the influence of a scanline on the current pixel.
|
// Calculate the influence of a scanline on the current pixel.
|
||||||
|
@ -263,15 +308,17 @@ vec4 scanlineWeights(float distance, vec4 color)
|
||||||
// independent of its width. That is, for a narrower beam
|
// independent of its width. That is, for a narrower beam
|
||||||
// "weights" should have a higher peak at the center of the
|
// "weights" should have a higher peak at the center of the
|
||||||
// scanline than for a wider beam.
|
// scanline than for a wider beam.
|
||||||
#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 (registers.lum + 0.4) * exp(-weights * weights) / wid;
|
|
||||||
#else
|
return (registers.lum + 0.4) * exp(-weights * weights) / wid;
|
||||||
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
|
#else
|
||||||
vec4 weights = vec4(distance / registers.scanline_weight);
|
vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
|
||||||
return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
|
vec4 weights = vec4(distance / registers.scanline_weight);
|
||||||
#endif
|
|
||||||
|
return (registers.lum + 1.4) * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
vec2 transform(vec2 coord)
|
vec2 transform(vec2 coord)
|
||||||
|
@ -290,7 +337,10 @@ float corner(vec2 coord)
|
||||||
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)*registers.cornersmooth, 0.0, 1.0);
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
return clamp((cdist.x - dist)*registers.cornersmooth, 0.0, 1.0);
|
||||||
|
else
|
||||||
|
return clamp((cdist.y - dist)*registers.cornersmooth, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -319,16 +369,19 @@ void main()
|
||||||
// Texture coordinates of the texel containing the active pixel.
|
// Texture coordinates of the texel containing the active pixel.
|
||||||
vec2 xy;
|
vec2 xy;
|
||||||
if (registers.CURVATURE > 0.5)
|
if (registers.CURVATURE > 0.5)
|
||||||
xy = transform(vTexCoord);
|
xy = transform(vTexCoord);
|
||||||
else
|
else
|
||||||
xy = vTexCoord;
|
xy = vTexCoord;
|
||||||
|
|
||||||
float cval = corner(xy);
|
float cval = corner(xy);
|
||||||
|
|
||||||
// Of all the pixels that are mapped onto the texel we are
|
// Of all the pixels that are mapped onto the texel we are
|
||||||
// currently rendering, which pixel are we currently rendering?
|
// currently rendering, which pixel are we currently rendering?
|
||||||
|
vec2 ilvec;
|
||||||
vec2 ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
ilvec = vec2(0.0, ilfac.y * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0);
|
||||||
|
else
|
||||||
|
ilvec = vec2(ilfac.x * registers.interlace_detect > 1.5 ? mod(float(registers.FrameCount), 2.0) : 0.0, 0.0);
|
||||||
|
|
||||||
vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
|
vec2 ratio_scale = (xy * TextureSize - vec2(0.5, 0.5) + ilvec) / ilfac;
|
||||||
vec2 uv_ratio = fract(ratio_scale);
|
vec2 uv_ratio = fract(ratio_scale);
|
||||||
|
@ -339,7 +392,11 @@ void main()
|
||||||
// Calculate Lanczos scaling coefficients describing the effect
|
// Calculate Lanczos scaling coefficients describing the effect
|
||||||
// of various neighbour texels in a scanline on the current
|
// of various neighbour texels in a scanline on the current
|
||||||
// pixel.
|
// pixel.
|
||||||
vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
|
vec4 coeffs;
|
||||||
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
|
||||||
|
else
|
||||||
|
coeffs = PI * vec4(1.0 + uv_ratio.y, uv_ratio.y, 1.0 - uv_ratio.y, 2.0 - uv_ratio.y);
|
||||||
|
|
||||||
// Prevent division by zero.
|
// Prevent division by zero.
|
||||||
coeffs = FIX(coeffs);
|
coeffs = FIX(coeffs);
|
||||||
|
@ -353,24 +410,47 @@ 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(
|
vec4 col, col2;
|
||||||
mat4(
|
if(registers.vertical_scanlines < 0.5)
|
||||||
TEX2D(xy + vec2(-one.x, 0.0)),
|
{
|
||||||
TEX2D(xy),
|
col = clamp(
|
||||||
TEX2D(xy + vec2(one.x, 0.0)),
|
mat4(
|
||||||
TEX2D(xy + vec2(2.0 * one.x, 0.0))
|
TEX2D(xy + vec2(-one.x, 0.0)),
|
||||||
) * coeffs,
|
TEX2D(xy),
|
||||||
0.0, 1.0
|
TEX2D(xy + vec2(one.x, 0.0)),
|
||||||
);
|
TEX2D(xy + vec2(2.0 * one.x, 0.0))
|
||||||
vec4 col2 = clamp(
|
) * coeffs,
|
||||||
mat4(
|
0.0, 1.0
|
||||||
TEX2D(xy + vec2(-one.x, one.y)),
|
);
|
||||||
TEX2D(xy + vec2(0.0, one.y)),
|
col2 = clamp(
|
||||||
TEX2D(xy + one),
|
mat4(
|
||||||
TEX2D(xy + vec2(2.0 * one.x, one.y))
|
TEX2D(xy + vec2(-one.x, one.y)),
|
||||||
) * coeffs,
|
TEX2D(xy + vec2(0.0, one.y)),
|
||||||
0.0, 1.0
|
TEX2D(xy + one),
|
||||||
);
|
TEX2D(xy + vec2(2.0 * one.x, one.y))
|
||||||
|
) * coeffs,
|
||||||
|
0.0, 1.0
|
||||||
|
);
|
||||||
|
}else{
|
||||||
|
col = clamp(
|
||||||
|
mat4(
|
||||||
|
TEX2D(xy + vec2(0.0, -one.y)),
|
||||||
|
TEX2D(xy),
|
||||||
|
TEX2D(xy + vec2(0.0, one.y)),
|
||||||
|
TEX2D(xy + vec2(0.0, 2.0 * one.y))
|
||||||
|
) * coeffs,
|
||||||
|
0.0, 1.0
|
||||||
|
);
|
||||||
|
col2 = clamp(
|
||||||
|
mat4(
|
||||||
|
TEX2D(xy + vec2(one.x, -one.y)),
|
||||||
|
TEX2D(xy + vec2(one.x, 0.0)),
|
||||||
|
TEX2D(xy + one),
|
||||||
|
TEX2D(xy + vec2(one.x, 2.0 * one.y))
|
||||||
|
) * coeffs,
|
||||||
|
0.0, 1.0
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
#ifndef LINEAR_PROCESSING
|
#ifndef LINEAR_PROCESSING
|
||||||
col = pow(col , vec4(registers.CRTgamma));
|
col = pow(col , vec4(registers.CRTgamma));
|
||||||
|
@ -379,18 +459,35 @@ void main()
|
||||||
|
|
||||||
// Calculate the influence of the current and next scanlines on
|
// Calculate the influence of the current and next scanlines on
|
||||||
// the current pixel.
|
// the current pixel.
|
||||||
vec4 weights = scanlineWeights(uv_ratio.y, col);
|
vec4 weights, weights2;
|
||||||
vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
|
if(registers.vertical_scanlines < 0.5)
|
||||||
|
{
|
||||||
|
weights = scanlineWeights(uv_ratio.y, col);
|
||||||
|
weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
|
||||||
|
|
||||||
#ifdef OVERSAMPLE
|
#ifdef OVERSAMPLE
|
||||||
float filter_ = fwidth(ratio_scale.y);
|
float filter_ = fwidth(ratio_scale.y);
|
||||||
uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
|
uv_ratio.y = uv_ratio.y + 1.0/3.0*filter_;
|
||||||
weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
|
weights = (weights + scanlineWeights(uv_ratio.y, col))/3.0;
|
||||||
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
|
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2))/3.0;
|
||||||
uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
|
uv_ratio.y = uv_ratio.y - 2.0/3.0*filter_;
|
||||||
weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
|
weights = weights + scanlineWeights(abs(uv_ratio.y), col)/3.0;
|
||||||
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
|
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.y), col2)/3.0;
|
||||||
#endif
|
#endif
|
||||||
|
}else{
|
||||||
|
weights = scanlineWeights(uv_ratio.x, col);
|
||||||
|
weights2 = scanlineWeights(1.0 - uv_ratio.x, col2);
|
||||||
|
|
||||||
|
#ifdef OVERSAMPLE
|
||||||
|
float filter_ = fwidth(ratio_scale.x);
|
||||||
|
uv_ratio.x = uv_ratio.x + 1.0/3.0*filter_;
|
||||||
|
weights = (weights + scanlineWeights(uv_ratio.x, col))/3.0;
|
||||||
|
weights2 = (weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2))/3.0;
|
||||||
|
uv_ratio.x = uv_ratio.x - 2.0/3.0*filter_;
|
||||||
|
weights = weights + scanlineWeights(abs(uv_ratio.x), col)/3.0;
|
||||||
|
weights2 = weights2 + scanlineWeights(abs(1.0 - uv_ratio.x), col2)/3.0;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
|
vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue