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https://github.com/italicsjenga/slang-shaders.git
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130 lines
4.8 KiB
Plaintext
130 lines
4.8 KiB
Plaintext
#version 450
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/* This pass simulates the presence of a led strip placed on the back of the virtual screen */
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#include "config.inc"
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#define internalness 0.07 //The distance between the screen border and the led strip
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#define leds_per_strip 8 //How many leds per border
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#define radius 0.001 //The base radius of the emitted light (tuned by user parameter later)
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float border_min;
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layout(location = 2) out float border_max;
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layout(location = 3) out float fstep;
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layout(location = 4) out float lod;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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border_min=internalness ;
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border_max=1.0-internalness ;
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fstep = (border_max - border_min) / (leds_per_strip-1);
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//Calc a lod for a texture sized led_strip x led_strip
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lod = log2(params.SourceSize.y / leds_per_strip);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float border_min;
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layout(location = 2) in float border_max;
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layout(location = 3) in float fstep;
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layout(location = 4) in float lod;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D isrotated_passFeedback;
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layout(set = 0, binding = 4) uniform sampler2D ambi_pre_pass1Feedback;
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#include "includes/functions.include.slang"
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vec3 circle_smooth(vec2 coords, vec2 middle, float f_radius, float FALLOFF, float f_lod) {
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float fdistance=distance(middle, vec2(coords.x, coords.y));
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float circle = (1-smoothstep(f_radius-FALLOFF, f_radius+FALLOFF, fdistance));
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vec3 circle_color = textureLod(Source, middle, f_lod).rgb * circle;
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return circle_color;
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}
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#define tol_start 0.06 //skip tolerance
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#define tol_end 0.94 //1-tol_start
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/*
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To spare gpu cycles, completely skip the pass
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by the following factor and return instead the previous
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(temporal) frame. The trick works because the pass is
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temporal smoothed later on.
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The only downside is that the leds will have less reaction time.
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Esample:
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a FRAME_DIVIDER = 3 over a 60hz content will give
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a minimum reaction time of 60/3=20Hz=50msecs.
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*/
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#define FRAME_DIVIDER 3
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void main() {
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if (DO_AMBILIGHT != 1.0) return;
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if ( mod(params.FrameCount, FRAME_DIVIDER) != 0.0) {
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FragColor = texture(ambi_pre_pass1Feedback, vTexCoord);
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return;
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}
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bool is_rotated = texture(isrotated_passFeedback, vec2(0.5, 0.5)).r > 0.5;
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//Scale to the original aspect
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vec2 coords = get_scaled_coords(vTexCoord, global.FinalViewportSize, is_rotated);
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if (DO_BEZEL==1.0) coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
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//Skip coords in the rect "under the monitor"
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FragColor = vec4(0.0);
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//First consider to skip the curved coords
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if (DO_CURVATURE == 1.0) {
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if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0)) {
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vec2 coords_curved = Warp(coords, GEOM_WARP_X, GEOM_WARP_Y);
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if ( ( (coords_curved.x > tol_start && coords_curved.x < 1.0 - tol_start ) && (coords_curved.y > tol_start && coords_curved.y < 1.0 - tol_start) ) &&
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!( (coords.x < - tol_start || coords.x > 1.0 + tol_start) || (coords.y < - tol_start || coords.y > 1.0 + tol_start) ) )
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return;
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}
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}
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//...next, the straight ones (needed even when curvature is due, because it returns particular values in the corners)
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//skip_pass = skip_pass && !( (coords.x < 0.0 -tol || coords.x > 1.0 +tol) || (coords.y < 0.0 -tol || coords.y > 1.0 +tol) );
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if (coords.x > tol_start && coords.x < tol_end && coords.y > tol_start && coords.y < tol_end) return;
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//Finally, emulate leds.
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vec3 pixel_out = vec3(0.0);
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float middle_x; float middle_y ;
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middle_x=border_min;
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for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) {
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pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
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}
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middle_x=border_max;
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for (middle_y=border_min ; middle_y <= border_max+eps ; middle_y=middle_y + fstep ) {
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pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
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}
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middle_y=border_min;
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for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) {
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pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
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}
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middle_y=border_max;
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for (middle_x=border_min+fstep ; middle_x <= border_max-fstep+eps ; middle_x=middle_x + fstep ) {
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pixel_out +=circle_smooth(coords, vec2(middle_x,middle_y), radius, AMBI_FALLOFF, lod);
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}
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FragColor = vec4(pixel_out,1.0);
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return;
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}
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