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- #version 150
- //#define INTERLACED
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- uniform int phase;
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- // Comment the next line to disable interpolation in linear gamma (and gain speed).
- //#define LINEAR_PROCESSING
- // Enable screen curvature.
- //#define CURVATURE
- // Enable 3x oversampling of the beam profile
- #define OVERSAMPLE
- // Use the older, purely gaussian beam profile
- //#define USEGAUSSIAN
- // vertex params //
- // gamma of simulated CRT
- #define CRTgamma 2.4
- // gamma of display monitor (typically 2.2 is correct)
- #define monitorgamma 2.2
- // overscan (e.g. 1.02 for 2% overscan)
- #define overscan vec2(1.0 , 1.0)//(0.93 , 0.915)
- // aspect ratio
- #define aspect vec2(1.0, 0.75)
- // lengths are measured in units of (approximately) the width of the monitor
- // simulated distance from viewer to monitor
- #define d 2.0
- // radius of curvature
- #define R 2.0
- // tilt angle in radians
- // (behavior might be a bit wrong if both components are nonzero)
- #define angle vec2(0.0,-0.0)
- // size of curved corners
- #define cornersize 0.02
- // border smoothness parameter
- // decrease if borders are too aliased
- #define cornersmooth 80.0
- #define sinangle sin(angle)
- #define cosangle cos(angle)
- #define stretch maxscale()
- #define ilfac vec2(1.0, floor(sourceSize[0].y / 200.0))
- #define one (ilfac / sourceSize[0].xy)
- #define mod_factor (texCoord.x * targetSize.x)
- // END of vertex params //
- // Macros.
- #define FIX(c) max(abs(c), 1e-5);
- #define PI 3.141592653589
- #ifdef LINEAR_PROCESSING
- # define TEX2D(c) pow(texture(source[0], (c)), vec4(CRTgamma))
- #else
- # define TEX2D(c) texture(source[0], (c))
- #endif
- #define FIX(c) max(abs(c), 1e-5);
- float intersect(vec2 xy)
- {
- float A = dot(xy,xy)+d*d;
- float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d);
- float C = d*d + 2.0*R*d*cosangle.x*cosangle.y;
- return (-B-sqrt(B*B-4.0*A*C))/(2.0*A);
- }
- vec2 bkwtrans(vec2 xy)
- {
- float c = intersect(xy);
- vec2 point = vec2(c)*xy;
- point -= vec2(-R)*sinangle;
- point /= vec2(R);
- vec2 tang = sinangle/cosangle;
- vec2 poc = point/cosangle;
- float A = dot(tang,tang)+1.0;
- float B = -2.0*dot(poc,tang);
- float C = dot(poc,poc)-1.0;
- float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A);
- vec2 uv = (point-a*sinangle)/cosangle;
- float r = R*acos(a);
- return uv*r/sin(r/R);
- }
- vec2 fwtrans(vec2 uv)
- {
- float r = FIX(sqrt(dot(uv,uv)));
- uv *= sin(r/R)/r;
- float x = 1.0-cos(r/R);
- float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle);
- return d*(uv*cosangle-x*sinangle)/D;
- }
- vec3 maxscale()
- {
- vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y));
- vec2 a = vec2(0.5,0.5)*aspect;
- vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x,
- fwtrans(vec2(c.x,-a.y)).y)/aspect;
- vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x,
- fwtrans(vec2(c.x,+a.y)).y)/aspect;
- return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y));
- }
- vec2 transform(vec2 coord)
- {
- coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy;
- return (bkwtrans(coord)/overscan/aspect+vec2(0.5));
- }
- float corner(vec2 coord)
- {
- coord = (coord - vec2(0.5)) * overscan + vec2(0.5);
- coord = min(coord, vec2(1.0)-coord) * aspect;
- vec2 cdist = vec2(cornersize);
- coord = (cdist - min(coord,cdist));
- float dist = sqrt(dot(coord,coord));
- return clamp((cdist.x-dist)*cornersmooth,0.0, 1.0);
- }
- // Calculate the influence of a scanline on the current pixel.
- //
- // 'distance' is the distance in texture coordinates from the current
- // pixel to the scanline in question.
- // 'color' is the colour of the scanline at the horizontal location of
- // the current pixel.
- vec4 scanlineWeights(float distance, vec4 color)
- {
- // "wid" controls the width of the scanline beam, for each RGB channel
- // The "weights" lines basically specify the formula that gives
- // you the profile of the beam, i.e. the intensity as
- // a function of distance from the vertical center of the
- // scanline. In this case, it is gaussian if width=2, and
- // becomes nongaussian for larger widths. Ideally this should
- // be normalized so that the integral across the beam is
- // independent of its width. That is, for a narrower beam
- // "weights" should have a higher peak at the center of the
- // scanline than for a wider beam.
- #ifdef USEGAUSSIAN
- vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0));
- vec4 weights = vec4(distance / wid);
- return 0.4 * exp(-weights * weights) / wid;
- #else
- vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0));
- vec4 weights = vec4(distance / 0.3);
- return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
- #endif
- }
- void main()
- {
- // Here's a helpful diagram to keep in mind while trying to
- // understand the code:
- //
- // | | | | |
- // -------------------------------
- // | | | | |
- // | 01 | 11 | 21 | 31 | <-- current scanline
- // | | @ | | |
- // -------------------------------
- // | | | | |
- // | 02 | 12 | 22 | 32 | <-- next scanline
- // | | | | |
- // -------------------------------
- // | | | | |
- //
- // Each character-cell represents a pixel on the output
- // surface, "@" represents the current pixel (always somewhere
- // in the bottom half of the current scan-line, or the top-half
- // of the next scanline). The grid of lines represents the
- // edges of the texels of the underlying texture.
- // Texture coordinates of the texel containing the active pixel.
- #ifdef CURVATURE
- vec2 xy = transform(texCoord);
- #else
- vec2 xy = texCoord;
- #endif
- float cval = corner(xy);
- // Of all the pixels that are mapped onto the texel we are
- // currently rendering, which pixel are we currently rendering?
- #ifdef INTERLACED
- vec2 ilvec = vec2(0.0,ilfac.y > 1.5 ? mod(float(phase),2.0) : 0.0);
- #else
- vec2 ilvec = vec2(0.0,ilfac.y);
- #endif
- vec2 ratio_scale = (xy * sourceSize[0].xy - vec2(0.5) + ilvec)/ilfac;
- #ifdef OVERSAMPLE
- float filter_ = sourceSize[0].y / targetSize.y;
- #endif
- vec2 uv_ratio = fract(ratio_scale);
- // Snap to the center of the underlying texel.
- xy = (floor(ratio_scale)*ilfac + vec2(0.5) - ilvec) / sourceSize[0].xy;
- // Calculate Lanczos scaling coefficients describing the effect
- // of various neighbour texels in a scanline on the current
- // pixel.
- vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
- // Prevent division by zero.
- coeffs = FIX(coeffs);
- // Lanczos2 kernel.
- coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
- // Normalize.
- coeffs /= dot(coeffs, vec4(1.0));
- // Calculate the effective colour of the current and next
- // scanlines at the horizontal location of the current pixel,
- // using the Lanczos coefficients above.
- vec4 col = clamp(mat4(
- TEX2D(xy + vec2(-one.x, 0.0)),
- TEX2D(xy),
- TEX2D(xy + vec2(one.x, 0.0)),
- TEX2D(xy + vec2(2.0 * one.x, 0.0))) * coeffs,
- 0.0, 1.0);
- vec4 col2 = clamp(mat4(
- TEX2D(xy + vec2(-one.x, one.y)),
- TEX2D(xy + vec2(0.0, one.y)),
- TEX2D(xy + one),
- TEX2D(xy + vec2(2.0 * one.x, one.y))) * coeffs,
- 0.0, 1.0);
- #ifndef LINEAR_PROCESSING
- col = pow(col , vec4(CRTgamma));
- col2 = pow(col2, vec4(CRTgamma));
- #endif
- // Calculate the influence of the current and next scanlines on
- // the current pixel.
- vec4 weights = scanlineWeights(uv_ratio.y, col);
- vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2);
- #ifdef OVERSAMPLE
- uv_ratio.y =uv_ratio.y+1.0/3.0*filter_;
- weights = (weights+scanlineWeights(uv_ratio.y, col))/3.0;
- weights2=(weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2))/3.0;
- uv_ratio.y =uv_ratio.y-2.0/3.0*filter_;
- weights=weights+scanlineWeights(abs(uv_ratio.y), col)/3.0;
- weights2=weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2)/3.0;
- #endif
- vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval);
- // dot-mask emulation:
- // Output pixels are alternately tinted green and magenta.
- vec3 dotMaskWeights = mix(
- vec3(1.0, 0.7, 1.0),
- vec3(0.7, 1.0, 0.7),
- floor(mod(mod_factor, 2.0))
- );
-
- mul_res *= dotMaskWeights;
- // Convert the image gamma for display on our output device.
- mul_res = pow(mul_res, vec3(1.0 / monitorgamma));
- // Color the texel.
- fragColor = vec4(mul_res, 1.0);
- }
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