#define kPi 3.1415926536f #define kEuler 2.718281828459f #define kMax 1.0f #define kBeamWidth 0.5f const vec4 kFallOffControlPoints = vec4(0.0f, 0.0f, 0.0f, 1.0f); const vec4 kAttackControlPoints = vec4(0.0f, 1.0f, 1.0f, 1.0f); //const vec4 kScanlineControlPoints = vec4(1.0f, 1.0f, 0.0f, 0.0f); const mat4 kCubicBezier = mat4( 1.0f, 0.0f, 0.0f, 0.0f, -3.0f, 3.0f, 0.0f, 0.0f, 3.0f, -6.0f, 3.0f, 0.0f, -1.0f, 3.0f, -3.0f, 1.0f ); float Bezier(const float t0, const vec4 control_points) { vec4 t = vec4(1.0, t0, t0*t0, t0*t0*t0); return dot(t, control_points * kCubicBezier); } vec4 BeamControlPoints(const float beam_attack, const bool falloff) { const float inner_attack = clamp(beam_attack, 0.0f, 1.0); const float outer_attack = clamp(beam_attack - 1.0f, 0.0f, 1.0); return falloff ? kFallOffControlPoints + vec4(0.0f, outer_attack, inner_attack, 0.0f) : kAttackControlPoints - vec4(0.0f, inner_attack, outer_attack, 0.0f); } float ScanlineColour(const uint channel, const vec2 source_size, const float scanline_size, const float source_tex_coord_x, const float narrowed_source_pixel_offset, const float vertical_convergence, const float beam_attack, const float scanline_min, const float scanline_max, const float scanline_attack, inout float next_prev) { const float current_source_position_y = ((vTexCoord.y * source_size.y) - vertical_convergence) + next_prev; const float current_source_center_y = floor(current_source_position_y) + 0.5f; const float source_tex_coord_y = current_source_center_y / source_size.y; const float scanline_delta = fract(current_source_position_y) - 0.5f; // Slightly increase the beam width to get maximum brightness float beam_distance = abs(scanline_delta - next_prev) - (kBeamWidth / scanline_size); beam_distance = beam_distance < 0.0f ? 0.0f : beam_distance; const float scanline_distance = beam_distance * 2.0f; next_prev = scanline_delta > 0.0f ? 1.0f : -1.0f; const vec2 tex_coord_0 = vec2(source_tex_coord_x, source_tex_coord_y); const vec2 tex_coord_1 = vec2(source_tex_coord_x + (1.0f / source_size.x), source_tex_coord_y); const float sdr_channel_0 = COMPAT_TEXTURE(SourceSDR, tex_coord_0)[channel]; const float sdr_channel_1 = COMPAT_TEXTURE(SourceSDR, tex_coord_1)[channel]; const float hdr_channel_0 = COMPAT_TEXTURE(SourceHDR, tex_coord_0)[channel]; const float hdr_channel_1 = COMPAT_TEXTURE(SourceHDR, tex_coord_1)[channel]; /* Horizontal interpolation between pixels */ const float horiz_interp = Bezier(narrowed_source_pixel_offset, BeamControlPoints(beam_attack, sdr_channel_0 > sdr_channel_1)); const float hdr_channel = mix(hdr_channel_0, hdr_channel_1, horiz_interp); const float sdr_channel = mix(sdr_channel_0, sdr_channel_1, horiz_interp); const float channel_scanline_distance = clamp(scanline_distance / ((sdr_channel * (scanline_max - scanline_min)) + scanline_min), 0.0f, 1.0f); const vec4 channel_control_points = vec4(1.0f, 1.0f, sdr_channel * scanline_attack, 0.0f); const float luminance = Bezier(channel_scanline_distance, channel_control_points); return luminance * hdr_channel; } float GenerateScanline( const uint channel, const vec2 source_size, const float scanline_size, const float horizontal_convergence, const float vertical_convergence, const float beam_sharpness, const float beam_attack, const float scanline_min, const float scanline_max, const float scanline_attack) { const float current_source_position_x = (vTexCoord.x * source_size.x) - horizontal_convergence; const float current_source_center_x = floor(current_source_position_x) + 0.5f; const float source_tex_coord_x = current_source_center_x / source_size.x; const float source_pixel_offset = fract(current_source_position_x); const float narrowed_source_pixel_offset = clamp(((source_pixel_offset - 0.5f) * beam_sharpness) + 0.5f, 0.0f, 1.0f); float next_prev = 0.0f; const float scanline_colour0 = ScanlineColour( channel, source_size, scanline_size, source_tex_coord_x, narrowed_source_pixel_offset, vertical_convergence, beam_attack, scanline_min, scanline_max, scanline_attack, next_prev); // Optionally sample the neighbouring scanline float scanline_colour1 = 0.0f; if(scanline_max > 1.0f) { scanline_colour1 = ScanlineColour( channel, source_size, scanline_size, source_tex_coord_x, narrowed_source_pixel_offset, vertical_convergence, beam_attack, scanline_min, scanline_max, scanline_attack, next_prev); } return scanline_colour0 + scanline_colour1; }