#version 450 /** * Practical Elliptical Texture Filtering on the GPU * Copyright 2010-2011 Pavlos Mavridis, All rights reserved. * * Version: 0.6 - 12 / 7 / 2011 (DD/MM/YY) */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float warpX, warpY; float DOTMASK_STRENGTH; float maskDark; float maskLight; float shadowMask; } params; #pragma parameter warpX "EWA Curvature X-Axis" 0.031 0.0 0.125 0.01 #pragma parameter warpY "EWA Curvature Y-Axis" 0.041 0.0 0.125 0.01 vec2 Distortion = vec2(params.warpX, params.warpY) * 15.; #pragma parameter shadowMask "Mask Style" 3.0 -1.0 5.0 1.0 #pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01 #pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1 #pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 0.1 #define mod_factor vTexCoord.x * params.SourceSize.x * params.OutputSize.x / params.SourceSize.x layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #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; //{========= TEXTURE FILTERING (EWA) PARAMETERS ========= #define MAX_ECCENTRICITY 1 #define FILTER_WIDTH 0.8 #define FILTER_SHARPNESS 1.0 #define TEXELS_PER_PIXEL 1.0 #define TEXEL_LIMIT 32 #define FILTER_FUNC gaussFilter //}====================================================== #define M_PI 3.14159265358979323846 #define SourceImage Source //{========================= FILTER FUNCTIONS ======================= // We only use the Gaussian filter function. The other filters give // very similar results. float boxFilter(float r2){ return 1.0; } float gaussFilter(float r2){ float alpha = FILTER_SHARPNESS; return exp(-alpha * r2); } float triFilter(float r2){ float alpha = FILTER_SHARPNESS; float r= sqrt(r2); return max(0, 1.-r);///alpha); } float sinc(float x){ return sin(M_PI*x)/(M_PI*x); } float lanczosFilter(float r2){ if (r2==0) return 1.; float r= sqrt(r2); return sinc(r)*sinc(r/1.3); } //catmull-rom filter float crFilter(float r2){ float r = sqrt(r2); return (r>=2.)?.0:(r<1.)?(3.*r*r2-5.*r2+2.):(-r*r2+5.*r2-8*r+4.); } float quadraticFilter(float r2){ float a = FILTER_SHARPNESS; return 1.0 - r2/(a*a); } float cubicFilter(float r2){ float a = FILTER_SHARPNESS; float r = sqrt(r2); return 1.0 - 3*r2/(a*a) + 2*r*r2/(a*a*a); } //} //==================== EWA ( reference / 2-tex / 4-tex) ==================== /** * EWA filter * Adapted from an ANSI C implementation from Matt Pharr */ vec4 ewaFilter(sampler2D Source, vec2 p0, vec2 du, vec2 dv, int scale){ vec4 foo = texture(Source,p0); //don't bother with elliptical filtering if the scale is very small if(scale<2) return foo; p0 -=vec2(0.5,0.5)/scale; vec2 p = scale * p0; float ux = FILTER_WIDTH * du.s * scale; float vx = FILTER_WIDTH * du.t * scale; float uy = FILTER_WIDTH * dv.s * scale; float vy = FILTER_WIDTH * dv.t * scale; // compute ellipse coefficients // A*x*x + B*x*y + C*y*y = F. float A = vx*vx+vy*vy+1; float B = -2*(ux*vx+uy*vy); float C = ux*ux+uy*uy+1; float F = A*C-B*B/4.; // Compute the ellipse's (u,v) bounding box in texture space float bbox_du = 2. / (-B*B+4.0*C*A) * sqrt((-B*B+4.0*C*A)*C*F); float bbox_dv = 2. / (-B*B+4.0*C*A) * sqrt(A*(-B*B+4.0*C*A)*F); //the ellipse bbox int u0 = int(floor(p.s - bbox_du)); int u1 = int(ceil (p.s + bbox_du)); int v0 = int(floor(p.t - bbox_dv)); int v1 = int(ceil (p.t + bbox_dv)); // Heckbert MS thesis, p. 59; scan over the bounding box of the ellipse // and incrementally update the value of Ax^2+Bxy*Cy^2; when this // value, q, is less than F, we're inside the ellipse so we filter // away.. vec4 num= vec4(0., 0., 0., 1.); float den = 0; float ddq = 2 * A; float U = u0 - p.s; for (int v = v0; v <= v1; ++v) { float V = v - p.t; float dq = A*(2*U+1) + B*V; float q = (C*V + B*U)*V + A*U*U; for (int u = u0; u <= u1; ++u) { if (q < F) { float r2 = q / F; float weight = FILTER_FUNC(r2); num += weight* texture(Source, vec2(u+0.5,v+0.5)/scale); den += weight; } q += dq; dq += ddq; } } vec4 color = num*(1./den); return color; } vec4 texture2DEWA(sampler2D tex, vec2 coords){ vec2 du = dFdx(coords); vec2 dv = dFdy(coords); int scale = textureSize(tex, 0).x; return ewaFilter(tex, coords, du, dv, scale ); } vec2 Warp(vec2 texCoord){ vec2 curvedCoords = texCoord * 2.0 - 1.0; float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y); curvedCoords = curvedCoords / curvedCoordsDistance; curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2)))); curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2)))); curvedCoords = curvedCoords * 0.5 + 0.5; return curvedCoords; } // Lottes' public domain mask code // Shadow mask. vec3 Mask(vec2 pos){ vec3 mask=vec3(params.maskDark,params.maskDark,params.maskDark); // Very compressed TV style shadow mask. if (params.shadowMask == 1.0) { float line=params.maskLight; float odd=0.0; if(fract(pos.x/6.0)<0.5)odd=1.0; if(fract((pos.y+odd)/2.0)<0.5)line=params.maskDark; pos.x=fract(pos.x/3.0); if(pos.x<0.333)mask.r=params.maskLight; else if(pos.x<0.666)mask.g=params.maskLight; else mask.b=params.maskLight; mask*=line; } // Aperture-grille. else if (params.shadowMask == 2.0) { pos.x=fract(pos.x/3.0); if(pos.x<0.333)mask.r=params.maskLight; else if(pos.x<0.666)mask.g=params.maskLight; else mask.b=params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (params.shadowMask == 3.0) { pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=params.maskLight; else if(pos.x<0.666)mask.g=params.maskLight; else mask.b=params.maskLight; } // VGA style shadow mask. else if (params.shadowMask == 4.0) { pos.xy=floor(pos.xy*vec2(1.0,0.5)); pos.x+=pos.y*3.0; pos.x=fract(pos.x/6.0); if(pos.x<0.333)mask.r=params.maskLight; else if(pos.x<0.666)mask.g=params.maskLight; else mask.b=params.maskLight; } return mask; } // torridgristle's shadowmask code const float Pi = 3.1415926536; vec3 SinPhosphor(vec3 image) { float MaskR = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.00000+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5; float MaskG = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*1.33333+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5; float MaskB = sin(params.OutputSize.x*vTexCoord.x*Pi*1.0+Pi*0.66667+vTexCoord.y*params.OutputSize.y*Pi*0.5)*0.5+0.5; vec3 Mask = vec3(MaskR,MaskG,MaskB); Mask = min(Mask*2.0,1.0); return vec3(Mask * image); } // cgwg's aperture grille vec3 cgwg_mask(vec3 image) { float mask = 1.0 - params.DOTMASK_STRENGTH; //Output pixels are alternately tinted green and magenta vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0), vec3(mask, 1.0, mask), floor(mod(mod_factor, 2.0))); return image * dotMaskWeights; } void main() { FragColor = texture2DEWA(SourceImage, Warp(vTexCoord)); if(params.shadowMask < -0.5) return; else { if (params.shadowMask == 0.0) { FragColor.rgb = cgwg_mask(FragColor.rgb); FragColor = vec4(FragColor.rgb, 1.0); return; } else if (params.shadowMask == 5.0) { FragColor.rgb *= SinPhosphor(FragColor.rgb); } else { // Lottes mask needs linear gamma FragColor.rgb = pow(FragColor.rgb, vec3(2.2)); FragColor.rgb *= Mask(floor(1.000001 * vTexCoord.xy * params.OutputSize.xy + vec2(0.5))); } FragColor = vec4(pow(FragColor.rgb, vec3(1.0/2.2)), 1.0); } }