123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118 |
- #version 150
- /*
- Phosphor shader - Copyright (C) 2011 caligari.
- Ported by Hyllian.
- 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 2
- 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, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
- // 0.5 = the spot stays inside the original pixel
- // 1.0 = the spot bleeds up to the center of next pixel
- #define SPOT_WIDTH 0.9
- #define SPOT_HEIGHT 0.65
- // Used to counteract the desaturation effect of weighting.
- #define COLOR_BOOST 1.45
- // Constants used with gamma correction.
- #define InputGamma 2.4
- #define OutputGamma 2.2
- #define GAMMA_IN(color) pow(color, vec4(InputGamma, InputGamma, InputGamma, InputGamma))
- #define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
- #define TEX2D(coords) GAMMA_IN(texture(source[0],coords))
- // Macro for weights computing
- #define WEIGHT(w) \
- if(w>1.0) w=1.0; \
- w = 1.0 - w * w; \
- w = w * w;
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- in Vertex{
- vec2 texCoord;
- };
- out vec4 fragColor;
- void main(void) {
- vec2 coords = ( texCoord * sourceSize[0].xy );
- vec2 pixel_center = floor( coords ) + vec2(0.5, 0.5);
- vec2 texture_coords = pixel_center / sourceSize[0].xy;
- vec4 color = TEX2D( texture_coords );
- float dx = coords.x - pixel_center.x;
- float h_weight_00 = dx / SPOT_WIDTH;
- WEIGHT(h_weight_00);
- color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00 );
- // get closest horizontal neighbour to blend
- vec2 coords01;
-
- if (dx>0.0) {
- coords01 = vec2(sourceSize[0].z,0.0);
- dx = 1.0 - dx;
- } else {
- coords01 = -vec2(sourceSize[0].z,0.0);
- dx = 1.0 + dx;
- }
- vec4 colorNB = TEX2D( texture_coords + coords01 );
- float h_weight_01 = dx / SPOT_WIDTH;
- WEIGHT( h_weight_01 );
- color = color + colorNB * vec4( h_weight_01, h_weight_01, h_weight_01, h_weight_01 );
- //////////////////////////////////////////////////////
- // Vertical Blending
- float dy = coords.y - pixel_center.y;
- float v_weight_00 = dy / SPOT_HEIGHT;
- WEIGHT(v_weight_00);
- color *= vec4( v_weight_00, v_weight_00, v_weight_00, v_weight_00 );
- // get closest vertical neighbour to blend
- vec2 coords10;
- if (dy>0.0) {
- coords10 = vec2(0.0,sourceSize[0].w);
- dy = 1.0 - dy;
- } else {
- coords10 = -vec2(0.0,sourceSize[0].w);
- dy = 1.0 + dy;
- }
- colorNB = TEX2D( texture_coords + coords10 );
- float v_weight_10 = dy / SPOT_HEIGHT;
- WEIGHT( v_weight_10 );
- color = color + colorNB * vec4( v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00 );
- colorNB = TEX2D( texture_coords + coords01 + coords10 );
- color = color + colorNB * vec4( v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01 );
- color *= vec4( COLOR_BOOST, COLOR_BOOST, COLOR_BOOST, COLOR_BOOST );
- fragColor=clamp( GAMMA_OUT(color), 0.0, 1.0 );
- }
|