#version 450 layout(push_constant) uniform Push { float RSUBPIX_R; float RSUBPIX_G; float RSUBPIX_B; float GSUBPIX_R; float GSUBPIX_G; float GSUBPIX_B; float BSUBPIX_R; float BSUBPIX_G; float BSUBPIX_B; float gain; float gamma; float blacklevel; float ambient; float BGR; } param; #pragma parameter RSUBPIX_R "Colour of R subpixel: R" 1.0 0.0 1.0 0.01 #pragma parameter RSUBPIX_G "Colour of R subpixel: G" 0.0 0.0 1.0 0.01 #pragma parameter RSUBPIX_B "Colour of R subpixel: B" 0.0 0.0 1.0 0.01 #pragma parameter GSUBPIX_R "Colour of G subpixel: R" 0.0 0.0 1.0 0.01 #pragma parameter GSUBPIX_G "Colour of G subpixel: G" 1.0 0.0 1.0 0.01 #pragma parameter GSUBPIX_B "Colour of G subpixel: B" 0.0 0.0 1.0 0.01 #pragma parameter BSUBPIX_R "Colour of B subpixel: R" 0.0 0.0 1.0 0.01 #pragma parameter BSUBPIX_G "Colour of B subpixel: G" 0.0 0.0 1.0 0.01 #pragma parameter BSUBPIX_B "Colour of B subpixel: B" 1.0 0.0 1.0 0.01 #pragma parameter gain "Gain" 1.0 0.5 2.0 0.05 #pragma parameter gamma "LCD Gamma" 3.0 0.5 5.0 0.1 #pragma parameter blacklevel "Black level" 0.05 0.0 0.5 0.01 #pragma parameter ambient "Ambient" 0.0 0.0 0.5 0.01 #pragma parameter BGR "BGR" 0 0 1 1 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; #define outgamma 2.2 #define fetch_offset(coord, offset) (pow(vec3(param.gain) * texelFetchOffset(Source, (coord), 0, (offset)).rgb + vec3(param.blacklevel), vec3(param.gamma)) + vec3(param.ambient)) #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; // integral of (1 - x^2 - x^4 + x^6)^2 float coeffs_x[7] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0); // integral of (1 - 2x^4 + x^6)^2 float coeffs_y[7] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0); float intsmear_func(float z, float coeffs[7]) { float z2 = z*z; float zn = z; float ret = 0.0; for (int i = 0; i < 7; i++) { ret += zn*coeffs[i]; zn *= z2; } return ret; } float intsmear(float x, float dx, float d, float coeffs[7]) { float zl = clamp((x-dx*0.5)/d,-1.0,1.0); float zh = clamp((x+dx*0.5)/d,-1.0,1.0); return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx; } void main() { vec2 texelSize = global.SourceSize.zw; /* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */ vec2 range = global.OutputSize.zw; vec3 cred = pow(vec3(param.RSUBPIX_R, param.RSUBPIX_G, param.RSUBPIX_B), vec3(outgamma)); vec3 cgreen = pow(vec3(param.GSUBPIX_R, param.GSUBPIX_G, param.GSUBPIX_B), vec3(outgamma)); vec3 cblue = pow(vec3(param.BSUBPIX_R, param.BSUBPIX_G, param.BSUBPIX_B), vec3(outgamma)); ivec2 tli = ivec2(floor(vTexCoord/texelSize-vec2(0.4999))); vec3 lcol, rcol; float subpix = (vTexCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0; float rsubpix = range.x/texelSize.x * 3.0; lcol = vec3(intsmear(subpix+1.0, rsubpix, 1.5, coeffs_x), intsmear(subpix , rsubpix, 1.5, coeffs_x), intsmear(subpix-1.0, rsubpix, 1.5, coeffs_x)); rcol = vec3(intsmear(subpix-2.0, rsubpix, 1.5, coeffs_x), intsmear(subpix-3.0, rsubpix, 1.5, coeffs_x), intsmear(subpix-4.0, rsubpix, 1.5, coeffs_x)); if (param.BGR > 0.5) { lcol.rgb = lcol.bgr; rcol.rgb = rcol.bgr; } float tcol, bcol; subpix = vTexCoord.y/texelSize.y - 0.4999 - float(tli.y); rsubpix = range.y/texelSize.y; tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y); bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y); vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol); vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol); vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol); vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol); vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor; averageColor = mat3(cred, cgreen, cblue) * averageColor; FragColor = vec4(pow(averageColor, vec3(1.0/outgamma)),0.0); }