bsnes/shaders/LCD-cgwg.shader/lcd-grid.fs

89 lines
2.7 KiB
GLSL

#version 150
#in red
#in green
#in blue
#in gain
#in gamma
#in blacklevel
#in ambient
#in BGR
#define outgamma 2.2
uniform sampler2D source[];
uniform vec4 sourceSize[];
uniform vec4 targetSize;
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
#define fetch_offset(coord,offset) (pow(vec3(gain) * texelFetchOffset(source[0], (coord), 0, (offset)).rgb + vec3(blacklevel), vec3(gamma)) + vec3(ambient))
// integral of (1 - x^2 - x^4 + x^6)^2
const float coeffs_x[] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
// integral of (1 - 2x^4 + x^6)^2
const float coeffs_y[] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
float intsmear_func(float z, float coeffs[7])
{
float z2 = z*z;
float zn = z;
float ret = 0.0;
for (int i = 0; i < 7; i++) {
ret += zn*coeffs[i];
zn *= z2;
}
return ret;
}
float intsmear(float x, float dx, float d, float coeffs[7])
{
float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
}
void main()
{
vec2 texelSize = 1.0 / sourceSize[0].xy;
vec2 range = sourceSize[0].xy / (targetSize.xy * sourceSize[0].xy);
vec3 cred = pow(red, vec3(outgamma));
vec3 cgreen = pow(green, vec3(outgamma));
vec3 cblue = pow(blue, vec3(outgamma));
ivec2 tli = ivec2(floor(texCoord/texelSize-vec2(0.4999)));
vec3 lcol, rcol;
float subpix = (texCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
float rsubpix = range.x/texelSize.x * 3.0;
lcol = vec3(intsmear(subpix+1.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix ,rsubpix, 1.5, coeffs_x),
intsmear(subpix-1.0,rsubpix, 1.5, coeffs_x));
rcol = vec3(intsmear(subpix-2.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix-3.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix-4.0,rsubpix, 1.5, coeffs_x));
#ifdef BGR
lcol.rgb = lcol.bgr;
rcol.rgb = rcol.bgr;
#endif
float tcol, bcol;
subpix = texCoord.y/texelSize.y - 0.4999 - float(tli.y);
rsubpix = range.y/texelSize.y;
tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol);
vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
averageColor = mat3x3(cred, cgreen, cblue) * averageColor;
fragColor = vec4(pow(averageColor,vec3(1.0/outgamma)),0.0);
}