vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){ vec3 weights = vec3(1.,1.,1.); float intens = 1.; float inv = 1.-mask_intensity; vec3 green = vec3(inv, intens, inv); vec3 magenta = vec3(intens,inv,intens); vec3 black = vec3(inv,inv,inv); vec3 red = vec3(intens,inv,inv); vec3 yellow = vec3(intens,inv,intens); vec3 cyan = vec3(inv,intens,intens); vec3 blue = vec3(inv,inv,intens); int w, z = 0; vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0))); if(phosphor_layout == 1){ // classic aperture for RGB panels; good for 1080p, too small for 4K+ // aka aperture_1_2_bgr weights = aperture_weights; } else if(phosphor_layout == 2){ // 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+ // aka delta_1_2x1_bgr vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0))); weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0))); } else if(phosphor_layout == 3){ // slot mask for RGB panels; looks okay at 1080p, looks better at 4K vec3 slotmask[3][4] = { {magenta, green, black, black}, {magenta, green, magenta, green}, {black, black, magenta, green} }; // find the vertical index w = int(floor(mod(coord.y, 3.0))); // find the horizontal index z = int(floor(mod(coord.x, 4.0))); // use the indexes to find which color to apply to the current pixel weights = slotmask[w][z]; } if(phosphor_layout == 4){ // classic aperture for RBG panels; good for 1080p, too small for 4K+ weights = mix(yellow, blue, floor(mod(coord.x, 2.0))); } else if(phosphor_layout == 5){ // 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+ vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0))); weights = mix(mix(yellow, blue, floor(mod(coord.x, 2.0))), inverse_aperture, floor(mod(coord.y, 2.0))); } else if(phosphor_layout == 6){ // aperture_1_4_rgb; good for simulating lower vec3 ap4[4] = vec3[](red, green, blue, black); z = int(floor(mod(coord.x, 4.0))); weights = ap4[z]; } else if(phosphor_layout == 7){ // aperture_2_5_bgr vec3 ap3[5] = vec3[](red, magenta, blue, green, green); z = int(floor(mod(coord.x, 5.0))); weights = ap3[z]; } else if(phosphor_layout == 8){ // aperture_3_6_rgb vec3 big_ap[7] = vec3[](red, red, yellow, green, cyan, blue, blue); w = int(floor(mod(coord.x, 7.))); weights = big_ap[w]; } else if(phosphor_layout == 9){ // reduced TVL aperture for RGB panels // aperture_2_4_rgb vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue); w = int(floor(mod(coord.x, 4.))); weights = big_ap_rgb[w]; } else if(phosphor_layout == 10){ // reduced TVL aperture for RBG panels vec3 big_ap_rbg[4] = vec3[](red, magenta, cyan, green); w = int(floor(mod(coord.x, 4.))); weights = big_ap_rbg[w]; } else if(phosphor_layout == 11){ // delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug vec3 delta1[2][4] = { {red, green, blue, black}, {blue, black, red, green} }; w = int(floor(mod(coord.y, 2.0))); z = int(floor(mod(coord.x, 4.0))); weights = delta1[w][z]; } else if(phosphor_layout == 12){ // delta_2_4x1_rgb vec3 delta[2][4] = { {red, yellow, cyan, blue}, {cyan, blue, red, yellow} }; w = int(floor(mod(coord.y, 2.0))); z = int(floor(mod(coord.x, 4.0))); weights = delta[w][z]; } else if(phosphor_layout == 13){ // delta_2_4x2_rgb vec3 delta[4][4] = { {red, yellow, cyan, blue}, {red, yellow, cyan, blue}, {cyan, blue, red, yellow}, {cyan, blue, red, yellow} }; w = int(floor(mod(coord.y, 4.0))); z = int(floor(mod(coord.x, 4.0))); weights = delta[w][z]; } else if(phosphor_layout == 14){ // slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+ vec3 slotmask[3][6] = { {magenta, green, black, black, black, black}, {magenta, green, black, magenta, green, black}, {black, black, black, magenta, green, black} }; // find the vertical index w = int(floor(mod(coord.y, 3.0))); // find the horizontal index z = int(floor(mod(coord.x, 6.0))); // use the indexes to find which color to apply to the current pixel weights = slotmask[w][z]; } else if(phosphor_layout == 15){ // slot_2_4x4_rgb vec3 slot2[4][8] = { {red, yellow, cyan, blue, red, yellow, cyan, blue }, {red, yellow, cyan, blue, black, black, black, black}, {red, yellow, cyan, blue, red, yellow, cyan, blue }, {black, black, black, black, red, yellow, cyan, blue } }; w = int(floor(mod(coord.y, 4.0))); z = int(floor(mod(coord.x, 8.0))); weights = slot2[w][z]; } else if(phosphor_layout == 16){ // slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+ vec3 slotmask[3][4] = { {yellow, blue, black, black}, {yellow, blue, yellow, blue}, {black, black, yellow, blue} }; // find the vertical index w = int(floor(mod(coord.y, 3.0))); // find the horizontal index z = int(floor(mod(coord.x, 4.0))); // use the indexes to find which color to apply to the current pixel weights = slotmask[w][z]; } else if(phosphor_layout == 17){ // slot_2_5x4_bgr vec3 slot2[4][10] = { {red, magenta, blue, green, green, red, magenta, blue, green, green}, {black, blue, blue, green, green, red, red, black, black, black}, {red, magenta, blue, green, green, red, magenta, blue, green, green}, {red, red, black, black, black, black, blue, blue, green, green} }; w = int(floor(mod(coord.y, 4.0))); z = int(floor(mod(coord.x, 10.0))); weights = slot2[w][z]; } else if(phosphor_layout == 18){ // same as above but for RBG panels vec3 slot2[4][10] = { {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; }