mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
12fdb6562f
* update crt-geom-deluxe to add brightness compensation; add bright pixel counts to subpixel masks; delete extraneous preset * forgot to update geom-deluxe preset * fix various preset spec nits * try to mellow out the raster bloom Co-authored-by: hunterk <hunter_kaller@yahoo.com>
615 lines
20 KiB
C
615 lines
20 KiB
C
/*
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A collection of CRT mask effects that work with LCD subpixel structures for
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small details
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author: hunterk
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license: public domain
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How to use it:
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Multiply your image by the vec3 output:
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FragColor.rgb *= mask_weights(gl_FragCoord.xy, 1.0, 1);
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In the vec3 version, the alpha channel stores the number of lit subpixels per pixel for use in brightness-loss compensation efforts.
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The function needs to be tiled across the screen using the physical pixels, e.g.
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gl_FragCoord (the "vec2 coord" input). In the case of slang shaders, we use
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(vTexCoord.st * OutputSize.xy).
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The "mask_intensity" (float value between 0.0 and 1.0) is how strong the mask
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effect should be. Full-strength red, green and blue subpixels on a white pixel
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are the ideal, and are achieved with an intensity of 1.0, though this darkens
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the image significantly and may not always be desirable.
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The "phosphor_layout" (int value between 0 and 19) determines which phophor
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layout to apply. 0 is no mask/passthru.
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Many of these mask arrays are adapted from cgwg's crt-geom-deluxe LUTs, and
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those have their filenames included for easy identification
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*/
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vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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vec3 weights = vec3(1.,1.,1.);
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float on = 1.;
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float off = 1.-mask_intensity;
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vec3 red = vec3(on, off, off);
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vec3 green = vec3(off, on, off);
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vec3 blue = vec3(off, off, on );
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vec3 magenta = vec3(on, off, on );
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vec3 yellow = vec3(on, on, off);
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vec3 cyan = vec3(off, on, on );
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vec3 black = vec3(off, off, off);
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vec3 white = vec3(on, on, on );
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int w, z = 0;
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// This pattern is used by a few layouts, so we'll define it here
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vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
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if(phosphor_layout == 0) return weights;
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else if(phosphor_layout == 1){
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// classic aperture for RGB panels; good for 1080p, too small for 4K+
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// aka aperture_1_2_bgr
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weights = aperture_weights;
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return weights;
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}
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else if(phosphor_layout == 2){
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// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
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// aka delta_1_2x1_bgr
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vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
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weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 3){
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// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
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vec3 slotmask[3][4] = {
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{magenta, green, black, black},
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{magenta, green, magenta, green},
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{black, black, magenta, green}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 4.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 4){
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// classic aperture for RBG panels; good for 1080p, too small for 4K+
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weights = mix(yellow, blue, floor(mod(coord.x, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 5){
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// 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
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vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0)));
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weights = mix(mix(yellow, blue, floor(mod(coord.x, 2.0))), inverse_aperture, floor(mod(coord.y, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 6){
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// aperture_1_4_rgb; good for simulating lower
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vec3 ap4[4] = vec3[](red, green, blue, black);
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z = int(floor(mod(coord.x, 4.0)));
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weights = ap4[z];
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return weights;
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}
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else if(phosphor_layout == 7){
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// aperture_2_5_bgr
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vec3 ap3[5] = vec3[](red, magenta, blue, green, green);
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z = int(floor(mod(coord.x, 5.0)));
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weights = ap3[z];
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return weights;
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}
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else if(phosphor_layout == 8){
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// aperture_3_6_rgb
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vec3 big_ap[7] = vec3[](red, red, yellow, green, cyan, blue, blue);
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w = int(floor(mod(coord.x, 7.)));
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weights = big_ap[w];
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return weights;
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}
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else if(phosphor_layout == 9){
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// reduced TVL aperture for RGB panels
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// aperture_2_4_rgb
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vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rgb[w];
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return weights;
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}
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else if(phosphor_layout == 10){
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// reduced TVL aperture for RBG panels
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vec3 big_ap_rbg[4] = vec3[](red, magenta, cyan, green);
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rbg[w];
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return weights;
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}
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else if(phosphor_layout == 11){
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// delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
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vec3 delta1[2][4] = {
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{red, green, blue, black},
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{blue, black, red, green}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta1[w][z];
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return weights;
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}
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else if(phosphor_layout == 12){
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// delta_2_4x1_rgb
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vec3 delta[2][4] = {
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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return weights;
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}
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else if(phosphor_layout == 13){
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// delta_2_4x2_rgb
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vec3 delta[4][4] = {
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{red, yellow, cyan, blue},
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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return weights;
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}
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else if(phosphor_layout == 14){
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// slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
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vec3 slotmask[3][6] = {
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{magenta, green, black, black, black, black},
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{magenta, green, black, magenta, green, black},
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{black, black, black, magenta, green, black}
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};
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w = int(floor(mod(coord.y, 3.0)));
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z = int(floor(mod(coord.x, 6.0)));
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 15){
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// slot_2_4x4_rgb
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vec3 slot2[4][8] = {
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{red, yellow, cyan, blue, red, yellow, cyan, blue },
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{red, yellow, cyan, blue, black, black, black, black},
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{red, yellow, cyan, blue, red, yellow, cyan, blue },
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{black, black, black, black, red, yellow, cyan, blue }
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 8.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 16){
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// slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
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vec3 slotmask[3][4] = {
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{yellow, blue, black, black},
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{yellow, blue, yellow, blue},
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{black, black, yellow, blue}
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};
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w = int(floor(mod(coord.y, 3.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 17){
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// slot_2_5x4_bgr
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vec3 slot2[4][10] = {
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{red, magenta, blue, green, green, red, magenta, blue, green, green},
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{black, blue, blue, green, green, red, red, black, black, black},
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{red, magenta, blue, green, green, red, magenta, blue, green, green},
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{red, red, black, black, black, black, blue, blue, green, green}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 10.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 18){
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// same as above but for RBG panels
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vec3 slot2[4][10] = {
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{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
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{black, green, green, blue, blue, red, red, black, black, black},
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{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
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{red, red, black, black, black, black, green, green, blue, blue }
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 10.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 19){
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// slot_3_7x6_rgb
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vec3 slot[6][14] = {
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black},
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
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{black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue}
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};
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w = int(floor(mod(coord.y, 6.0)));
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z = int(floor(mod(coord.x, 14.0)));
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weights = slot[w][z];
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return weights;
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}
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else if(phosphor_layout == 20){
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// TATE slot mask for RGB layouts; this is not realistic obviously, but it looks nice and avoids chromatic aberration
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vec3 tatemask[4][4] = {
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{green, magenta, green, magenta},
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{black, blue, green, red},
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{green, magenta, green, magenta},
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{green, red, black, blue}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = tatemask[w][z];
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return weights;
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}
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else return weights;
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}
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vec3 mask_weights_alpha(vec2 coord, float mask_intensity, int phosphor_layout, out float alpha){
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vec3 weights = vec3(1.,1.,1.);
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float on = 1.;
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float off = 1.-mask_intensity;
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vec3 red = vec3(on, off, off);// 1
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vec3 green = vec3(off, on, off);// 1
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vec3 blue = vec3(off, off, on );// 1
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vec3 magenta = vec3(on, off, on );// 2
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vec3 yellow = vec3(on, on, off);// 2
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vec3 cyan = vec3(off, on, on );// 2
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vec3 black = vec3(off, off, off);// 0
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vec3 white = vec3(on, on, on );// 3
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int w, z = 0;
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alpha = 1.;
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// This pattern is used by a few layouts, so we'll define it here
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vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
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if(phosphor_layout == 0) return weights;
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else if(phosphor_layout == 1){
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// classic aperture for RGB panels; good for 1080p, too small for 4K+
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// aka aperture_1_2_bgr
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weights.rgb = aperture_weights;
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alpha = 3./6.;
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return weights;
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}
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else if(phosphor_layout == 2){
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// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
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// aka delta_1_2x1_bgr
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vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
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weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
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alpha = 6./12.;
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return weights;
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}
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else if(phosphor_layout == 3){
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// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
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vec3 slotmask[3][4] = {
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{magenta, green, black, black},
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{magenta, green, magenta, green},
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{black, black, magenta, green}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 4.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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alpha = 12./36.;
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return weights;
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}
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else if(phosphor_layout == 4){
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// classic aperture for RBG panels; good for 1080p, too small for 4K+
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weights = mix(yellow, blue, floor(mod(coord.x, 2.0)));
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alpha = 3./6.;
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return weights;
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}
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else if(phosphor_layout == 5){
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// 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
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vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0)));
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weights = mix(mix(yellow, blue, floor(mod(coord.x, 2.0))), inverse_aperture, floor(mod(coord.y, 2.0)));
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alpha = 6./12.;
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return weights;
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}
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else if(phosphor_layout == 6){
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// aperture_1_4_rgb; good for simulating lower
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vec3 ap4[4] = vec3[](red, green, blue, black);
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z = int(floor(mod(coord.x, 4.0)));
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weights = ap4[z];
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alpha = 3./12.;
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return weights;
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}
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else if(phosphor_layout == 7){
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// aperture_2_5_bgr
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vec3 ap3[5] = vec3[](red, magenta, blue, green, green);
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z = int(floor(mod(coord.x, 5.0)));
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weights = ap3[z];
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alpha = 6./15.;
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return weights;
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}
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else if(phosphor_layout == 8){
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// aperture_3_6_rgb
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vec3 big_ap[7] = vec3[](red, red, yellow, green, cyan, blue, blue);
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w = int(floor(mod(coord.x, 7.)));
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weights = big_ap[w];
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alpha = 8./18.;
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return weights;
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}
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else if(phosphor_layout == 9){
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// reduced TVL aperture for RGB panels
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// aperture_2_4_rgb
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vec3 big_ap_rgb[4] = vec3[](red, yellow, cyan, blue);
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rgb[w];
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alpha = 6./12.;
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return weights;
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}
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else if(phosphor_layout == 10){
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// reduced TVL aperture for RBG panels
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vec3 big_ap_rbg[4] = vec3[](red, magenta, cyan, green);
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rbg[w];
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alpha = 6./12.;
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return weights;
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}
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else if(phosphor_layout == 11){
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// delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
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vec3 delta1[2][4] = {
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{red, green, blue, black},
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{blue, black, red, green}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta1[w][z];
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alpha = 6./24.;
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return weights;
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}
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else if(phosphor_layout == 12){
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// delta_2_4x1_rgb
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vec3 delta[2][4] = {
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 2.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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alpha = 12./24.;
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return weights;
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}
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else if(phosphor_layout == 13){
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// delta_2_4x2_rgb
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vec3 delta[4][4] = {
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{red, yellow, cyan, blue},
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{red, yellow, cyan, blue},
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{cyan, blue, red, yellow},
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{cyan, blue, red, yellow}
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};
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w = int(floor(mod(coord.y, 4.0)));
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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alpha = 24./48.;
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return weights;
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}
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else if(phosphor_layout == 14){
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// slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
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vec3 slotmask[3][6] = {
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{magenta, green, black, black, black, black},
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{magenta, green, black, magenta, green, black},
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{black, black, black, magenta, green, black}
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 3.0)));
|
|
|
|
z = int(floor(mod(coord.x, 6.0)));
|
|
|
|
weights = slotmask[w][z];
|
|
alpha = 12./54.;
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 15){
|
|
// slot_2_4x4_rgb
|
|
vec3 slot2[4][8] = {
|
|
{red, yellow, cyan, blue, red, yellow, cyan, blue },
|
|
{red, yellow, cyan, blue, black, black, black, black},
|
|
{red, yellow, cyan, blue, red, yellow, cyan, blue },
|
|
{black, black, black, black, red, yellow, cyan, blue }
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 4.0)));
|
|
z = int(floor(mod(coord.x, 8.0)));
|
|
|
|
weights = slot2[w][z];
|
|
alpha = 36./96.;
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 16){
|
|
// slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
|
|
vec3 slotmask[3][4] = {
|
|
{yellow, blue, black, black},
|
|
{yellow, blue, yellow, blue},
|
|
{black, black, yellow, blue}
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 3.0)));
|
|
|
|
z = int(floor(mod(coord.x, 4.0)));
|
|
|
|
weights = slotmask[w][z];
|
|
alpha = 14./36.;
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 17){
|
|
// slot_2_5x4_bgr
|
|
vec3 slot2[4][10] = {
|
|
{red, magenta, blue, green, green, red, magenta, blue, green, green},
|
|
{black, blue, blue, green, green, red, red, black, black, black},
|
|
{red, magenta, blue, green, green, red, magenta, blue, green, green},
|
|
{red, red, black, black, black, black, blue, blue, green, green}
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 4.0)));
|
|
z = int(floor(mod(coord.x, 10.0)));
|
|
|
|
weights = slot2[w][z];
|
|
alpha = 36./120.;
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 18){
|
|
// same as above but for RBG panels
|
|
vec3 slot2[4][10] = {
|
|
{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
|
|
{black, green, green, blue, blue, red, red, black, black, black},
|
|
{red, yellow, green, blue, blue, red, yellow, green, blue, blue },
|
|
{red, red, black, black, black, black, green, green, blue, blue }
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 4.0)));
|
|
z = int(floor(mod(coord.x, 10.0)));
|
|
|
|
weights = slot2[w][z];
|
|
alpha = 36./120.;
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 19){
|
|
// slot_3_7x6_rgb
|
|
vec3 slot[6][14] = {
|
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
|
{red, red, yellow, green, cyan, blue, blue, black, black, black, black, black, black, black},
|
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
|
{red, red, yellow, green, cyan, blue, blue, red, red, yellow, green, cyan, blue, blue},
|
|
{black, black, black, black, black, black, black, black, red, red, yellow, green, cyan, blue}
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 6.0)));
|
|
z = int(floor(mod(coord.x, 14.0)));
|
|
|
|
weights = slot[w][z];
|
|
alpha = 89./252.; // 49+(2*20)
|
|
return weights;
|
|
}
|
|
|
|
else if(phosphor_layout == 20){
|
|
// TATE slot mask for RGB layouts; this is not realistic obviously, but it looks nice and avoids chromatic aberration
|
|
vec3 tatemask[4][4] = {
|
|
{green, magenta, green, magenta},
|
|
{black, blue, green, red},
|
|
{green, magenta, green, magenta},
|
|
{green, red, black, blue}
|
|
};
|
|
|
|
w = int(floor(mod(coord.y, 4.0)));
|
|
|
|
z = int(floor(mod(coord.x, 4.0)));
|
|
|
|
weights = tatemask[w][z];
|
|
alpha = 18./48.;
|
|
return weights;
|
|
}
|
|
|
|
else return weights;
|
|
}
|