light_world.lua/lib/shaders/postshaders/test/phosphor.glsl

160 lines
4.2 KiB
GLSL

/*
caligari's scanlines
Copyright (C) 2011 caligari
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.
(caligari gave their consent to have this shader distributed under the GPL
in this message:
http://board.byuu.org/viewtopic.php?p=36219#p36219
"As I said to Hyllian by PM, I'm fine with the GPL (not really a bi
deal...)"
)
*/
extern vec2 textureSize;
// 0.5 = the spot stays inside the original pixel
// 1.0 = the spot bleeds up to the center of next pixel
#define PHOSPHOR_WIDTH 0.9
#define PHOSPHOR_HEIGHT 0.65
// Used to counteract the desaturation effect of weighting.
#define COLOR_BOOST 1.9
// Constants used with gamma correction.
#define InputGamma 2.4
#define OutputGamma 2.2
// Uncomment to only draw every third pixel, which highlights the shape
// of individual (remaining) spots.
// #define DEBUG
// Uncomment one of these to choose a gamma correction method.
// If none are uncommented, no gamma correction is done.
// #define REAL_GAMMA
#define FAKE_GAMMA
// #define FAKER_GAMMA
#ifdef REAL_GAMMA
#define GAMMA_IN(color) pow(color, vec4(InputGamma))
#define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma))
#elif defined FAKE_GAMMA
/*
* Approximations:
* for 1<g<2 : x^g ~ ax + bx^2
* where a=6/(g+1)-2 and b=1-a
* for 2<g<3 : x^g ~ ax^2 + bx^3
* where a=12/(g+1)-3 and b=1-a
* for 1<g<2 : x^(1/g) ~ (sqrt(a^2+4bx)-a)
* where a=6/(g+1)-2 and b=1-a
* for 2<g<3 : x^(1/g) ~ (a sqrt(x) + b sqrt(sqrt(x)))
* where a = 6 - 15g / 2(g+1) and b = 1-a
*/
vec4 A_IN = vec4( 12.0/(InputGamma+1.0)-3.0 );
vec4 B_IN = vec4(1.0) - A_IN;
vec4 A_OUT = vec4(6.0 - 15.0 * OutputGamma / 2.0 / (OutputGamma+1.0));
vec4 B_OUT = vec4(1.0) - A_OUT;
#define GAMMA_IN(color) ( (A_IN + B_IN * color) * color * color )
#define GAMMA_OUT(color) ( A_OUT * sqrt(color) + B_OUT * sqrt( sqrt(color) ) )
#elif defined FAKER_GAMMA
vec4 A_IN = vec4(6.0/( InputGamma/OutputGamma + 1.0 ) - 2.0);
vec4 B_IN = vec4(1.0) - A_IN;
#define GAMMA_IN(color) ( (A_IN + B_IN * color) * color )
#define GAMMA_OUT(color) color
#else // No gamma correction
#define GAMMA_IN(color) color
#define GAMMA_OUT(color) color
#endif
#ifdef DEBUG
vec4 grid_color( vec2 coords )
{
vec2 snes = floor( coords * textureSize );
if ( (mod(snes.x, 3.0) == 0.0) && (mod(snes.y, 3.0) == 0.0) )
return texture2D(_tex0_, coords);
else
return vec4(0.0);
}
#define TEX2D(coords) GAMMA_IN( grid_color( coords ) )
#else // DEBUG
#define TEX2D(coords) GAMMA_IN( texture2D(_tex0_, coords) )
#endif // DEBUG
vec2 onex = vec2( 1.0/textureSize.x, 0.0 );
vec2 oney = vec2( 0.0, 1.0/textureSize.y );
vec4 effect(vec4 vcolor, Image texture, vec2 texCoord, vec2 pixel_coords)
{
vec2 coords = (texCoord * textureSize);
vec2 pixel_start = floor(coords);
coords -= pixel_start;
vec2 pixel_center = pixel_start + vec2(0.5);
vec2 texture_coords = pixel_center / textureSize;
vec4 color = vec4(0.0);
vec4 pixel;
vec3 centers = vec3(-0.25,-0.5,-0.75);
vec3 posx = vec3(coords.x);
vec3 hweight;
float vweight;
float dx,dy;
float w;
float i,j;
for (j = -1.0; j<=1.0; j++) {
// Vertical weight
dy = abs(coords.y - 0.5 - j );
vweight = smoothstep(1.0,0.0, dy / PHOSPHOR_HEIGHT);
if (vweight !=0.0 ) {
for ( i = -1.0; i<=1.0; i++ ) {
pixel = TEX2D(
texture_coords
+ i * onex
+ j * oney
);
/* Evaluate the distance (in x) from
* the pixel (posx) to the RGB centers
* (~centers):
* x_red = 0.25
* x_green = 0.5
* x_blue = 0.75
* if the distance > PHOSPHOR_WIDTH,
* this pixel doesn't contribute
* otherwise, smoothstep gives the
* weight of the contribution
*/
hweight = smoothstep(
1.0, 0.0,
abs((posx + centers - vec3(i))
/ vec3(PHOSPHOR_WIDTH))
);
color.rgb +=
pixel.rgb *
hweight *
vec3(vweight);
}
}
}
color *= vec4(COLOR_BOOST);
color.a = 1.0;
return clamp(GAMMA_OUT(color), 0.0, 1.0);
}