#define COLOR_LOW 0.45 #define COLOR_HIGH 1.0 #define VERTICAL_BORDER_DEPTH 0.6 #define SCANLINE_DEPTH 0.55 STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution) { /* Setting up common vars */ vec2 pos = fract(position * input_resolution); vec2 sub_pos = pos * 6.0; vec4 center = texture_relative(image, position, vec2(0, 0)); vec4 left = texture_relative(image, position, vec2(-1, 0)); vec4 right = texture_relative(image, position, vec2(1, 0)); /* Vertical blurring */ if (sub_pos.y < 1.0) { center = mix(center, texture_relative(image, position, vec2( 0, -1)), 0.5 - sub_pos.y / 2.0); left = mix(left, texture_relative(image, position, vec2(-1, -1)), 0.5 - sub_pos.y / 2.0); right = mix(right, texture_relative(image, position, vec2( 1, -1)), 0.5 - sub_pos.y / 2.0); } else if (sub_pos.y > 5.0) { center = mix(center, texture_relative(image, position, vec2( 0, 1)), (sub_pos.y - 5.0) / 2.0); left = mix(left, texture_relative(image, position, vec2(-1, 1)), (sub_pos.y - 5.0) / 2.0); right = mix(right, texture_relative(image, position, vec2( 1, 1)), (sub_pos.y - 5.0) / 2.0); } /* Scanlines */ float scanline_multiplier; if (pos.y < 0.5) { scanline_multiplier = (pos.y * 2.0) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH); } else { scanline_multiplier = ((1.0 - pos.y) * 2.0) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH); } center *= scanline_multiplier; left *= scanline_multiplier; right *= scanline_multiplier; /* Vertical separator for shadow masks */ bool odd = bool(int((position * input_resolution).x) & 1); if (odd) { pos.y += 0.5; pos.y = fract(pos.y); } if (pos.y < 1.0 / 3.0) { float gradient_position = pos.y * 3.0; center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); } else if (pos.y > 2.0 / 3.0) { float gradient_position = (1.0 - pos.y) * 3.0; center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); } /* Blur the edges of the separators of adjacent columns */ if (sub_pos.x < 1.0 || sub_pos.x > 5.0) { pos.y += 0.5; pos.y = fract(pos.y); if (pos.y < 1.0 / 3.0) { float gradient_position = pos.y * 3.0; if (pos.x < 0.5) { gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (pos.x) * 6.0); } else { gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (1.0 - pos.x) * 6.0); } center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); } else if (pos.y > 2.0 / 3.0) { float gradient_position = (1.0 - pos.y) * 3.0; if (pos.x < 0.5) { gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (pos.x) * 6.0); } else { gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (1.0 - pos.x) * 6.0); } center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH); } } /* Subpixel blurring, like LCD filter*/ vec4 midleft = mix(left, center, 0.5); vec4 midright = mix(right, center, 0.5); vec4 ret; if (sub_pos.x < 1.0) { ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1), vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), sub_pos.x); } else if (sub_pos.x < 2.0) { ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), sub_pos.x - 1.0); } else if (sub_pos.x < 3.0) { ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1), sub_pos.x - 2.0); } else if (sub_pos.x < 4.0) { ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1), vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1), sub_pos.x - 3.0); } else if (sub_pos.x < 5.0) { ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1), vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), sub_pos.x - 4.0); } else { ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1), sub_pos.x - 5.0); } /* Anti alias the curve */ vec2 pixel_position = position * output_resolution; if (pixel_position.x < 1.0) { ret *= pixel_position.x; } else if (pixel_position.x > output_resolution.x - 1.0) { ret *= output_resolution.x - pixel_position.x; } if (pixel_position.y < 1.0) { ret *= pixel_position.y; } else if (pixel_position.y > output_resolution.y - 1.0) { ret *= output_resolution.y - pixel_position.y; } return ret; }