File: crt.effect

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obs-retro-effects 1.0.2-1
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#define RED float3(on, off, off)
#define GREEN float3(off, on, off)
#define BLUE float3(off, off, on)
#define MAGENTA float3(on, off, on)
#define YELLOW float3(on, on, off)
#define CYAN float3(off, on, on)
#define BLACK float3(off, off, off)
#define WHITE float3(on, on, on)

uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 uv_size;
uniform float mask_intensity;
uniform int phosphor_layout;
uniform float vignette_intensity;
uniform float corner_radius;

// Mask weights are from https://github.com/libretro/slang-shaders/blob/master/include/subpixel_masks.h
// Originally created by hunterk, and released as public domain
float3 mask_weights(float2 coord)
{
	float3 weights = float3(1., 1., 1.);
	float on = 1.;
	float off = 1. - mask_intensity;
	int w, z = 0;
   
	 // This pattern is used by a few layouts, so we'll define it here
	float awx = floor(fmod(coord.x, 2.0));
	float awy = floor(fmod(coord.y, 2.0));
	float3 aperture_weights = lerp(MAGENTA, GREEN, float3(awx, awx, awx));
   
#ifdef PHOSPHOR_LAYOUT_0
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_1
	// classic aperture for RGB panels; good for 1080p, too small for 4K+
	// aka aperture_1_2_bgr
	weights = aperture_weights;
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_2
	// 2x2 shadow mask for RGB panels; good for 1080p, too small for 4K+
	// aka delta_1_2x1_bgr
	float3 inverse_aperture = lerp(GREEN, MAGENTA, awx);
	weights = lerp(aperture_weights, inverse_aperture, awy);
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_3
	// slot mask for RGB panels; looks okay at 1080p, looks better at 4K
#ifdef OPENGL
	vec3 slotmask[12] = vec3[12](
		MAGENTA, GREEN, BLACK, BLACK,
		MAGENTA, GREEN, MAGENTA, GREEN,
		BLACK, BLACK, MAGENTA, GREEN
	);
        // find the index (row*4 + col)
	int i = int(floor(fmod(coord.y, 3.0))) * 4 + int(floor(fmod(coord.x, 4.0)));
	weights = slotmask[i];
#else
	float3 slotmask[3][4] =
	{
		{ MAGENTA, GREEN, BLACK, BLACK },
		{ MAGENTA, GREEN, MAGENTA, GREEN },
		{ BLACK, BLACK, MAGENTA, GREEN }
	};
        // find the vertical index
	w = int(floor(fmod(coord.y, 3.0)));
        // find the horizontal index
	z = int(floor(fmod(coord.x, 4.0)));
        // use the indexes to find which color to apply to the current pixel
	weights = slotmask[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_4
        // classic aperture for RBG panels; good for 1080p, too small for 4K+
	
	weights = lerp(YELLOW, BLUE, awx);
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_5
	// 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
	
	float3 inverse_aperture = lerp(BLUE, YELLOW, awx);
	weights = lerp(lerp(YELLOW, BLUE, awx), inverse_aperture, awy);
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_6
	// aperture_1_4_rgb; good for simulating lower
#ifdef OPENGL
	vec3 ap4[4] = vec3[4](RED, GREEN, BLUE, BLACK);
#else
	float3 ap4[4] = { RED, GREEN, BLUE, BLACK };
#endif 
	z = int(floor(fmod(coord.x, 4.0)));
      
	weights = ap4[z];
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_7
	// aperture_2_5_bgr
#ifdef OPENGL
	vec3 ap3[5] = vec3[5](RED, MAGENTA, BLUE, GREEN, GREEN);
#else
	float3 ap3[5] = { RED, MAGENTA, BLUE, GREEN, GREEN };
#endif
	z = int(floor(fmod(coord.x, 5.0)));
	weights = ap3[z];
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_8
	// aperture_3_6_rgb
#ifdef OPENGL
	vec3 big_ap[7] = vec3[7](RED, RED, YELLOW, GREEN, CYAN, BLUE, BLUE);
#else
	float3 big_ap[7] = { RED, RED, YELLOW, GREEN, CYAN, BLUE, BLUE };
#endif
	w = int(floor(fmod(coord.x, 7.)));
      
	weights = big_ap[w];
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_9
	// REDuced TVL aperture for RGB panels
	// aperture_2_4_rgb
#ifdef OPENGL
	vec3 big_ap_rgb[4] = vec3[4](RED, YELLOW, CYAN, BLUE);
#else
	float3 big_ap_rgb[4] = { RED, YELLOW, CYAN, BLUE };
#endif
	w = int(floor(fmod(coord.x, 4.)));
      
	weights = big_ap_rgb[w];
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_10
	// REDuced TVL aperture for RBG panels
#ifdef OPENGL
	vec3 big_ap_rbg[4] = vec3[4](RED, MAGENTA, CYAN, GREEN);
#else
	float3 big_ap_rbg[4] = { RED, MAGENTA, CYAN, GREEN };
#endif
	w = int(floor(fmod(coord.x, 4.)));
      
	weights = big_ap_rbg[w];
	return weights;
#endif

#ifdef PHOSPHOR_LAYOUT_11
      // delta_1_4x1_rgb; dunno why this is called 4x1 when it's obviously 4x2 /shrug
#ifdef OPENGL
	vec3 delta1[8] = vec3[8](
		RED, GREEN, BLUE, BLACK,
		BLUE, BLACK, RED, GREEN
	);
	int i = int(floor(fmod(coord.y, 2.0))) * 4 + int(floor(fmod(coord.x, 4.0)));
	weights = delta1[i];
#else
	float3 delta1[2][4] =
	{
		{ RED, GREEN, BLUE, BLACK },
		{ BLUE, BLACK, RED, GREEN }
	};
      
	w = int(floor(fmod(coord.y, 2.0)));
	z = int(floor(fmod(coord.x, 4.0)));
      
	weights = delta1[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_12
	// delta_2_4x1_rgb
#ifdef OPENGL
	vec3 delta[8] = vec3[8](
		RED, YELLOW, CYAN, BLUE ,
		CYAN, BLUE, RED, YELLOW
	);
	int i = int(floor(fmod(coord.y, 2.0))) * 4 + int(floor(fmod(coord.x, 4.0)));
	weights = delta[i];
#else
	float3 delta[2][4] =
	{
		{ RED, YELLOW, CYAN, BLUE },
		{ CYAN, BLUE, RED, YELLOW }
	};
	w = int(floor(fmod(coord.y, 2.0)));
	z = int(floor(fmod(coord.x, 4.0)));
	weights = delta[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_13
	// delta_2_4x2_rgb
#ifdef OPENGL
	vec3 delta[16] = vec3[16](
		RED, YELLOW, CYAN, BLUE,
		RED, YELLOW, CYAN, BLUE,
		CYAN, BLUE, RED, YELLOW,
		CYAN, BLUE, RED, YELLOW
	);
	int i = int(floor(fmod(coord.y, 4.0))) * 4 + int(floor(fmod(coord.x, 4.0)));
	weights = delta[i];
#else
	float3 delta[4][4] =
	{
		{ RED, YELLOW, CYAN, BLUE },
		{ RED, YELLOW, CYAN, BLUE },
		{ CYAN, BLUE, RED, YELLOW },
		{ CYAN, BLUE, RED, YELLOW }
	};
      	w = int(floor(fmod(coord.y, 4.0)));
	z = int(floor(fmod(coord.x, 4.0)));
      	weights = delta[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_14
	// slot mask for RGB panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
#ifdef OPENGL
	vec3 slotmask[18] = vec3[18](
		MAGENTA, GREEN, BLACK, BLACK, BLACK, BLACK,
		MAGENTA, GREEN, BLACK, MAGENTA, GREEN, BLACK,
		BLACK, BLACK, BLACK, MAGENTA, GREEN, BLACK
	);
	int i = int(floor(fmod(coord.y, 3.0))) * 6 + int(floor(fmod(coord.x, 6.0)));
	weights = slotmask[i];
#else
	float3 slotmask[3][6] =
	{
		{ MAGENTA, GREEN, BLACK, BLACK, BLACK, BLACK },
		{ MAGENTA, GREEN, BLACK, MAGENTA, GREEN, BLACK },
		{ BLACK, BLACK, BLACK, MAGENTA, GREEN, BLACK }
	};
	w = int(floor(fmod(coord.y, 3.0)));
	z = int(floor(fmod(coord.x, 6.0)));
	weights = slotmask[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_15
	// slot_2_4x4_rgb
#ifdef OPENGL
	vec3 slot2[32] = vec3[32](
		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
	);
	int i = int(floor(fmod(coord.y, 4.0))) * 8 + int(floor(fmod(coord.x, 8.0)));
	weights = slot2[i];
#else
	float3 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(fmod(coord.y, 4.0)));
	z = int(floor(fmod(coord.x, 8.0)));
	weights = slot2[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_16
	// slot mask for RBG panels; too low-pitch for 1080p, looks okay at 4K, but wants 8K+
#ifdef OPENGL
	vec3 slotmask[12] = vec3[12](
		YELLOW, BLUE, BLACK, BLACK,
		YELLOW, BLUE, YELLOW, BLUE,
		BLACK, BLACK, YELLOW, BLUE
	);
        // find the index (row*4 + col)
	int i = int(floor(fmod(coord.y, 3.0))) * 4 + int(floor(fmod(coord.x, 4.0)));
	weights = slotmask[i];
#else
	float3 slotmask[3][4] =
	{
		{ YELLOW, BLUE, BLACK, BLACK },
		{ YELLOW, BLUE, YELLOW, BLUE },
		{ BLACK, BLACK, YELLOW, BLUE }
	};
	w = int(floor(fmod(coord.y, 3.0)));
	z = int(floor(fmod(coord.x, 4.0)));
	weights = slotmask[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_17
	// slot_2_5x4_bgr
#ifdef OPENGL
	vec3 slot2[40] = vec3[40](
		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
	);
        // find the index (row*10 + col)
	int i = int(floor(fmod(coord.y, 4.0))) * 10 + int(floor(fmod(coord.x, 10.0)));
	weights = slot2[i];
#else
	float3 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(fmod(coord.y, 4.0)));
	z = int(floor(fmod(coord.x, 10.0)));
	weights = slot2[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_18
	// same as above but for RBG panels
#ifdef OPENGL
	vec3 slot2[40] = vec3[40](
		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
	);
        // find the index (row*10 + col)
	int i = int(floor(fmod(coord.y, 4.0))) * 10 + int(floor(fmod(coord.x, 10.0)));
	weights = slot2[i];
#else
	float3 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(fmod(coord.y, 4.0)));
	z = int(floor(fmod(coord.x, 10.0)));
	weights = slot2[w][z];
#endif
	return weights;
#endif
	
#ifdef PHOSPHOR_LAYOUT_19
	// slot_3_7x6_rgb
#ifdef OPENGL
	vec3 slot[84] = vec3[84](
		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
	);
        // find the index (row*14 + col)
	int i = int(floor(fmod(coord.y, 6.0))) * 14 + int(floor(fmod(coord.x, 14.0)));
	weights = slot[i];
#else
	float3 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(fmod(coord.y, 6.0)));
	z = int(floor(fmod(coord.x, 14.0)));
	weights = slot[w][z];
#endif
	return weights;
#endif

#ifdef PHOSPHOR_LAYOUT_20
	// TATE slot mask for RGB layouts; this is not realistic obviously, but it looks nice and avoids chromatic aberration
#ifdef OPENGL
	vec3 tatemask[16] = vec3[16](
		GREEN, MAGENTA, GREEN, MAGENTA,
		BLACK, BLUE, GREEN, RED,
		GREEN, MAGENTA, GREEN, MAGENTA,
		GREEN, RED, BLACK, BLUE
	);
	int i = int(floor(fmod(coord.y, 4.0))) * 4 + int(floor(fmod(coord.x, 4.0)));
	weights = tatemask[i];
#else
	float3 tatemask[4][4] =
	{
		{ GREEN, MAGENTA, GREEN, MAGENTA },
		{ BLACK, BLUE, GREEN, RED },
		{ GREEN, MAGENTA, GREEN, MAGENTA },
		{ GREEN, RED, BLACK, BLUE }
	};
	w = int(floor(fmod(coord.y, 4.0)));
	z = int(floor(fmod(coord.x, 4.0)));
	weights = tatemask[w][z];
#endif
	return weights;
#endif

#ifdef PHOSPHOR_LAYOUT_21
	// based on MajorPainInTheCactus' HDR slot mask
#ifdef OPENGL
	vec3 slot[32] = vec3[32](
		RED, GREEN, BLUE, BLACK, RED, GREEN, BLUE, BLACK,
		RED, GREEN, BLUE, BLACK, BLACK, BLACK, BLACK, BLACK,
		RED, GREEN, BLUE, BLACK, RED, GREEN, BLUE, BLACK,
		BLACK, BLACK, BLACK, BLACK, RED, GREEN, BLUE, BLACK
	);
	int i = int(floor(fmod(coord.y, 4.0))) * 8 + int(floor(fmod(coord.x, 8.0)));
	weights = slot[i];
#else
	float3 slot[4][8] =
	{
		{ RED, GREEN, BLUE, BLACK, RED, GREEN, BLUE, BLACK },
		{ RED, GREEN, BLUE, BLACK, BLACK, BLACK, BLACK, BLACK },
		{ RED, GREEN, BLUE, BLACK, RED, GREEN, BLUE, BLACK },
		{ BLACK, BLACK, BLACK, BLACK, RED, GREEN, BLUE, BLACK }
	};
	w = int(floor(fmod(coord.y, 4.0)));
	z = int(floor(fmod(coord.x, 8.0)));
	weights = slot[w][z];
#endif
	return weights;
#endif

#ifdef PHOSPHOR_LAYOUT_22
	// BLACK and WHITE aperture; good for weird subpixel layouts and low brightness; good for 1080p and lower
#ifdef OPENGL
	vec3 bw3[3] = vec3[3](BLACK, WHITE, WHITE);
#else
	float3 bw3[3] = { BLACK, WHITE, WHITE };
#endif
	z = int(floor(fmod(coord.x, 3.0)));
	weights = bw3[z];
	return weights;
#endif

#ifdef PHOSPHOR_LAYOUT_23
	// BLACK and WHITE aperture; good for weird subpixel layouts and low brightness; good for 4k 
#ifdef OPENGL
	vec3 bw4[4] = vec3[4](BLACK, BLACK, WHITE, WHITE);
#else
	float3 bw4[4] = { BLACK, BLACK, WHITE, WHITE };
#endif
	z = int(floor(fmod(coord.x, 4.0)));
	weights = bw4[z];
	return weights;
#endif

#ifdef PHOSPHOR_LAYOUT_24
	// shadowmask courtesy of Louis. Suitable for lower TVL on high-res 4K+ screens
#ifdef OPENGL
	vec3 shadow[60] = vec3[60](
		GREEN, CYAN, BLUE, BLUE, BLUE, RED, RED, RED, YELLOW, GREEN,
		GREEN, CYAN, BLUE, BLUE, BLUE, RED, RED, RED, YELLOW, GREEN,
		GREEN, CYAN, BLUE, BLUE, BLUE, RED, RED, RED, YELLOW, GREEN,
		RED, RED, RED, YELLOW, GREEN, GREEN, CYAN, BLUE, BLUE, BLUE,
		RED, RED, RED, YELLOW, GREEN, GREEN, CYAN, BLUE, BLUE, BLUE,
		RED, RED, RED, YELLOW, GREEN, GREEN, CYAN, BLUE, BLUE, BLUE
	);
	int i = int(floor(fmod(coord.y, 6.0))) * 10 + int(floor(fmod(coord.x, 10.0)));
	weights = shadow[i];
#else
	float3 shadow[6][10] =
	{
		{ GREEN, CYAN, BLUE, BLUE, BLUE, RED, RED, RED, YELLOW, GREEN },
		{ GREEN, CYAN, BLUE, BLUE, BLUE, RED, RED, RED, YELLOW, GREEN },
		{ GREEN, CYAN, BLUE, BLUE, BLUE, RED, RED, RED, YELLOW, GREEN },
		{ RED, RED, RED, YELLOW, GREEN, GREEN, CYAN, BLUE, BLUE, BLUE },
		{ RED, RED, RED, YELLOW, GREEN, GREEN, CYAN, BLUE, BLUE, BLUE },
		{ RED, RED, RED, YELLOW, GREEN, GREEN, CYAN, BLUE, BLUE, BLUE },
	};
	w = int(floor(fmod(coord.y, 6.0)));
	z = int(floor(fmod(coord.x, 10.0)));
	weights = shadow[w][z];
#endif
	return weights;
#endif

}

sampler_state textureSampler{
    Filter = Linear;
    AddressU = Clamp;
    AddressV = Clamp;
    MinLOD = 0;
    MaxLOD = 0;
};

sampler_state patternSampler {
    Filter = Linear;
    AddressU = Wrap;
    AddressV = Wrap;
    MinLOD = 0;
    MaxLOD = 0;
};

struct VertData
{
	float4 pos : POSITION;
	float2 uv : TEXCOORD0;
};

VertData mainTransform(VertData v_in)
{
	v_in.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
	return v_in;
}

float4 mainImage(VertData v_in) : TARGET
{
	// Grab current pixel color
	float2 coord = v_in.uv * uv_size;
	float4 color = image.Sample(textureSampler, v_in.uv);

	// Grab phosphor mask
	float3 pm_color = mask_weights(coord);

	// Vignette
	float2 uv = v_in.uv * (1.0 - v_in.uv);
	float vignette = pow(uv.x * uv.y * 15.0, vignette_intensity);

	// Corner Radius
	// Box SDF + rounded corners adjustment: https://iquilezles.org/articles/distfunctions2d/ 
	float2 d = (abs(coord - uv_size / 2.0) - uv_size / 2.0) + corner_radius;
	float edge_distance = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - corner_radius;
	// Anti-Alias Mask (applied to alpha channel to anti-alias rounded corners)
	float aa_mask = 1.0 - smoothstep(-0.7, 0.7, edge_distance);
	
	return float4(pm_color.rgb*color.rgb * vignette, color.a*aa_mask);
}

technique Draw
{
	pass
	{
		vertex_shader = mainTransform(v_in);
		pixel_shader = mainImage(v_in);
	}
}