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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);
}
}
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