slang-shaders/handheld/shaders/lcd-shader/lcd-pass-1.slang

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#version 450
///////////////////////////////////////////////////////////////////////////
// //
// LCD Shader v0.0.1 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float cell_scale, triad_color_0_r, triad_color_0_g, triad_color_0_b,
triad_color_1_r, triad_color_1_g, triad_color_1_b, triad_color_2_r,
triad_color_2_g, triad_color_2_b;
} params;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//config //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma parameter cell_scale "LCD Cell Scale" 1.0 1.0 5.0 1.0
#pragma parameter triad_color_0_r "LCD Red Triad Color R" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_0_g "LCD Red Triad Color G" 0.0 0.0 1.0 0.1
#pragma parameter triad_color_0_b "LCD Red Triad Color B" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_1_r "LCD Green Triad Color R" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_1_g "LCD Green Triad Color G" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_1_b "LCD Green Triad Color B" 0.0 0.0 1.0 0.1
#pragma parameter triad_color_2_r "LCD Blue Triad Color R" 0.0 0.0 1.0 0.1
#pragma parameter triad_color_2_g "LCD Blue Triad Color G" 1.0 0.0 1.0 0.1
#pragma parameter triad_color_2_b "LCD Blue Triad Color B" 1.0 0.0 1.0 0.1
#define cell_scale params.cell_scale
#define triad_color_0_r params.triad_color_0_r
#define triad_color_0_g params.triad_color_0_g
#define triad_color_0_b params.triad_color_0_b
#define triad_color_1_r params.triad_color_1_r
#define triad_color_1_g params.triad_color_1_g
#define triad_color_1_b params.triad_color_1_b
#define triad_color_2_r params.triad_color_2_r
#define triad_color_2_g params.triad_color_2_g
#define triad_color_2_b params.triad_color_2_b
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//vertex shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out float dX;
layout(location = 2) out float two_dX;
layout(location = 3) out float three_dX;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
float texel_width = params.SourceSize.z;
dX = texel_width;
two_dX = 2.0 * texel_width;
three_dX = 3.0 * texel_width;
}
#pragma stage fragment
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment definitions //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define triad_color_0 vec3(triad_color_0_r, triad_color_0_g, triad_color_0_b) //magenta
#define triad_color_1 vec3(triad_color_1_r, triad_color_1_g, triad_color_1_b) //yellow
#define triad_color_2 vec3(triad_color_2_r, triad_color_2_g, triad_color_2_b) //cyan
//#define triad_color_0 vec3(0.0, 0.0, 1.0) //blue
//#define triad_color_1 vec3(1.0, 0.0, 0.0) //red
//#define triad_color_2 vec3(0.0, 1.0, 0.0) //green
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fragment shader //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in float dX;
layout(location = 2) in float two_dX;
layout(location = 3) in float three_dX;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
//use modulo to deterimine the current subcell location and apply proper color
float modX = mod(vTexCoord.x, cell_scale * three_dX);
vec3 subpixel_color = (modX < cell_scale * dX) ? triad_color_0 :
(modX < cell_scale * two_dX) ? triad_color_1 : triad_color_2;
//use color darkening with input texture to determine the final color of the subpixel
//color darkening: the minimum value for each color component between the LCD cell and the input image is selected
//ex. LCD cell subpixel is magenta (1.0, 1.0, 0.0) and the current video texel is red (1.0, 0.0, 0.0)...
//...the result will be the minimum of each component: result.rgb = min(1.0, 1.0), min(1.0, 0.0), min(0.0, 0.0) = (1.0, 0.0, 0.0) = red
vec4 out_color = texture(Source, vTexCoord);
out_color.rgb = vec3( min(out_color.r, subpixel_color.r),
min(out_color.g, subpixel_color.g),
min(out_color.b, subpixel_color.b) );
FragColor = out_color;
}