layout(push_constant) uniform Push { float LCD_RSUBPIX_R; float LCD_RSUBPIX_G; float LCD_RSUBPIX_B; float LCD_GSUBPIX_R; float LCD_GSUBPIX_G; float LCD_GSUBPIX_B; float LCD_BSUBPIX_R; float LCD_BSUBPIX_G; float LCD_BSUBPIX_B; float LCD_GAIN; float LCD_GAMMA; float LCD_BLACK_LEVEL; float LCD_AMBIENT; float LCD_BGR; } param; #pragma parameter LCD_TITLE "[ --- LCD GRID V2 --- ]:" 0 0 0.01 0.01 #pragma parameter LCD_SUBPIX_TITLE "[ SUBPIXEL COLORS ]:" 0 0 0.01 0.01 #pragma parameter LCD_RSUBPIX_R " Colour of R subpixel: R" 0.75 0.0 1.0 0.01 #pragma parameter LCD_RSUBPIX_G " Colour of R subpixel: G" 0.0 0.0 1.0 0.01 #pragma parameter LCD_RSUBPIX_B " Colour of R subpixel: B" 0.0 0.0 1.0 0.01 #pragma parameter LCD_GSUBPIX_R " Colour of G subpixel: R" 0.0 0.0 1.0 0.01 #pragma parameter LCD_GSUBPIX_G " Colour of G subpixel: G" 0.75 0.0 1.0 0.01 #pragma parameter LCD_GSUBPIX_B " Colour of G subpixel: B" 0.0 0.0 1.0 0.01 #pragma parameter LCD_BSUBPIX_R " Colour of B subpixel: R" 0.0 0.0 1.0 0.01 #pragma parameter LCD_BSUBPIX_G " Colour of B subpixel: G" 0.0 0.0 1.0 0.01 #pragma parameter LCD_BSUBPIX_B " Colour of B subpixel: B" 0.75 0.0 1.0 0.01 #pragma parameter LCD_BRIGHT_TITLE "[ BRIGHTNESS & GAMMA ]:" 0 0 0.01 0.01 #pragma parameter LCD_GAIN " Gain" 1.75 0.5 2.0 0.05 #pragma parameter LCD_GAMMA " LCD Gamma" 2.5 0.5 5.0 0.1 #pragma parameter LCD_AMBIENT " Ambient" 0.0 0.0 25 0.1 #pragma parameter LCD_BGR " BGR LCD Sub Pixel Order" 0 0 1 1 #define outgamma 2.2 #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(set = 0, binding = 1) uniform sampler2D IntroPass; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D InfoCachePass; layout(set = 0, binding = 4) uniform sampler2D InfoCachePassFeedback; layout(location = 0) out vec4 FragColor; vec3 fetch_offset(sampler2D in_sampler, vec2 coord, vec2 offset) { offset = vec2(0); vec2 texel_size = 1 / CROPPED_ROTATED_SIZE; vec2 pixel_coord = SAMPLE_AREA_START_PIXEL_COORD + coord * CROPPED_ROTATED_SIZE + offset; vec2 raw_coord = pixel_coord / ROTATED_CORE_PREPPED_SIZE; vec3 out_rgb = HSM_GetCroppedTexSample(in_sampler, coord + offset * texel_size).rgb; out_rgb = pow(vec3(param.LCD_GAIN) * out_rgb, vec3(param.LCD_GAMMA)); out_rgb += vec3(param.LCD_AMBIENT / 100); return out_rgb; } // 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() { // HSM Added vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord); HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, InfoCachePassFeedback, vTexCoord); vec2 screen_curved_coord = HSM_GetCRTShaderCurvedCoord(SCREEN_COORD); vec2 curved_coord = HSM_GetMirrorWrappedCoord(screen_curved_coord); vec2 texelSize = 1 / CROPPED_ROTATED_SIZE_WITH_RES_MULT; // End Addition vec2 range = global.OutputSize.zw / SCREEN_SCALE; vec3 cred = pow(vec3(param.LCD_RSUBPIX_R, param.LCD_RSUBPIX_G, param.LCD_RSUBPIX_B), vec3(outgamma)); vec3 cgreen = pow(vec3(param.LCD_GSUBPIX_R, param.LCD_GSUBPIX_G, param.LCD_GSUBPIX_B), vec3(outgamma)); vec3 cblue = pow(vec3(param.LCD_BSUBPIX_R, param.LCD_BSUBPIX_G, param.LCD_BSUBPIX_B), vec3(outgamma)); ivec2 tli = ivec2(floor(curved_coord/texelSize-vec2(0.4999))); vec3 lcol, rcol; float subpix = (curved_coord.x/texelSize.x - 0.4999 - float(tli.x))*3.0 - 0.33; 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.LCD_BGR > 0.5) { lcol.rgb = lcol.bgr; rcol.rgb = rcol.bgr; } float tcol, bcol; subpix = curved_coord.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(Source, curved_coord, ivec2(-1, -1)) * lcol * vec3(tcol); vec3 bottomRightColor = fetch_offset(Source, curved_coord, ivec2( 1, 1)) * rcol * vec3(bcol); vec3 bottomLeftColor = fetch_offset(Source, curved_coord, ivec2(-1, 1)) * lcol * vec3(bcol); vec3 topRightColor = fetch_offset(Source, curved_coord, ivec2( 1, -1)) * rcol * vec3(tcol); vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor; averageColor = mat3(cred, cgreen, cblue) * averageColor; // HSM Added FragColor = vec4(averageColor, 1); // HSM add output gamma FragColor = HSM_Delinearize(FragColor, HSM_GAMMA_OUT_CRT); // End Addition }