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#version 330
in vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 resolution;
// Horizonal scan blur
// 0.50 := blurry
// 0.75 := default
// 1.00 := blocky
#define INPUT_BLUR 0.5
//--------------------------------------------------------------
// Setup the function which returns gather4 results
// Have to emulate gather4 as ShaderToy doesn't support it
// Gather 4 ordering
// W Z
// X Y
vec4 RvmR4F(sampler2D tex, vec2 uv){
vec2 px = vec2(1.0) / vec2(textureSize(tex, 0));
px *= 0.5;
vec4 sample;
sample.w = texture(tex, uv.xy + vec2(-px.x,-px.y)).r;
sample.z = texture(tex, uv.xy + vec2( px.x,-px.y)).r;
sample.x = texture(tex, uv.xy + vec2(-px.x, px.y)).r;
sample.y = texture(tex, uv.xy + vec2( px.x, px.y)).r;
return sample;
}
//
vec4 RvmG4F(sampler2D tex, vec2 uv){
vec2 px = vec2(1.0) / vec2(textureSize(tex, 0));
px *= 0.5;
vec4 sample;
sample.w = texture(tex, uv.xy + vec2(-px.x,-px.y)).g;
sample.z = texture(tex, uv.xy + vec2( px.x,-px.y)).g;
sample.x = texture(tex, uv.xy + vec2(-px.x, px.y)).g;
sample.y = texture(tex, uv.xy + vec2( px.x, px.y)).g;
return sample;
}
//
vec4 RvmB4F(sampler2D tex, vec2 uv){
vec2 px = vec2(1.0) / vec2(textureSize(tex, 0));
px *= 0.5;
vec4 sample;
sample.w = texture(tex, uv.xy + vec2(-px.x,-px.y)).b;
sample.z = texture(tex, uv.xy + vec2( px.x,-px.y)).b;
sample.x = texture(tex, uv.xy + vec2(-px.x, px.y)).b;
sample.y = texture(tex, uv.xy + vec2( px.x, px.y)).b;
return sample;
}
#define RVM_DARK 1
#define RVM_SCAN_DIV 3.0
#define RVM_SCAN_MAX (8.0/15.0)
#define RVM_SCAN_MIN (RVM_SCAN_DIV*RVM_SCAN_MAX)
#define RVM_SCAN_SIZ (RVM_SCAN_MAX-RVM_SCAN_MIN)
vec2 RvmPolyF2(vec2 x){
x=clamp(-x*x+vec2(1.0,1.0), 0.0, 1.0);
return x*x;
}
vec3 rvm_func(
sampler2D tex,
//--------------------------------------------------------------
// SV_POSITION, fragCoord.xy, etc
vec2 ipos,
//--------------------------------------------------------------
// inputSize / outputSize (in pixels)
vec2 inputSizeDivOutputSize,
//--------------------------------------------------------------
// 0.5 * inputSize (in pixels)
vec2 halfInputSize,
//--------------------------------------------------------------
// 1.0 / inputSize (in pixels)
vec2 rcpInputSize,
//--------------------------------------------------------------
// 2.0 / outputSize (in pixels)
vec2 twoDivOutputSize,
//--------------------------------------------------------------
// inputSize.y
float inputHeight,
//--------------------------------------------------------------
// Warp scanlines
// 0.0 = no warp
// 1.0/64.0 = light warping
// 1.0/32.0 = more warping
// Want x and y warping to be different (based on aspect)
vec2 warp,
//--------------------------------------------------------------
// Control horizontal blur
// 0.50 := blurry
// 0.75 := default
// 1.00 := blocky
float blur,
// Derived constant {0.5*blur,-0.5*blur,-1.5*blur,-2.5*blur}
vec4 blur4){
// Optional apply warp
vec2 pos;
pos=ipos*inputSizeDivOutputSize;
pos -= (halfInputSize * 2.0) / (resolution.zw / resolution.xy);
// Get to center for first gather 4
// W Z
// X Y
// W Z
// X Y
vec2 g=floor(pos+vec2(-0.5,-1.5))+vec2(1.0);
vec2 gp=g*rcpInputSize;
g.x-=float(0.5);
// 2x4 sampled footprint
// W Z |s
// X Y |s
// W Z :t
// X Y :t
vec4 colRS=RvmR4F(tex, gp);
vec4 colGS=RvmG4F(tex, gp);
vec4 colBS=RvmB4F(tex, gp);
gp.y+=float(2.0*rcpInputSize.y);
vec4 colRT=RvmR4F(tex, gp);
vec4 colGT=RvmG4F(tex, gp);
vec4 colBT=RvmB4F(tex, gp);
// Vertical
float offB=float(pos.y-g.y);
vec2 offS=vec2(offB,offB)*vec2(blur)+blur4.xy;
vec2 offT=vec2(offB,offB)*vec2(blur)+blur4.zw;
vec2 horS=RvmPolyF2(offS);
vec2 horT=RvmPolyF2(offT);
// Get kernel totals and then rcp
vec2 hor0=horS+horT;
float horD=1.0 / (hor0.x+hor0.y);
//horD*=float(vin);
// Apply vertical filter
vec2 colRL=colRS.wz*horS.xx+colRS.xy*horS.yy+
colRT.wz*horT.xx+colRT.xy*horT.yy;
vec2 colGL=colGS.wz*horS.xx+colGS.xy*horS.yy+
colGT.wz*horT.xx+colGT.xy*horT.yy;
vec2 colBL=colBS.wz*horS.xx+colBS.xy*horS.yy+
colBT.wz*horT.xx+colBT.xy*horT.yy;
// Normalize by kernel total
colRL*=vec2(horD);
colGL*=vec2(horD);
colBL*=vec2(horD);
float offX=float(pos.x-g.x);
vec2 scnL=vec2(float(1.0)-offX,offX);
// Apply scan
colRL*=scnL;
colGL*=scnL;
colBL*=scnL;
// Merge contribution from both nearest lines
vec3 col;
col.r=colRL.x+colRL.y;
col.g=colGL.x+colGL.y;
col.b=colBL.x+colBL.y;
// Slot mask
float lim=float(1.0/((3.0/12.0)+(9.0/12.0)*RVM_DARK));
if(fract(ipos.x*float(1.0/6.0))>float(0.5))
ipos.y+=float(2.0);
ipos.y=fract(ipos.y*float(1.0/4.0));
vec3 colD=col*col;
colD*=RVM_DARK;
vec3 amp= vec3(1.0) / vec3(
vec3(lim*3.0/12.0)+vec3(lim*9.0/12.0)*col);
ipos.x=fract(ipos.x*float(1.0/3.0));
col*=amp;colD*=amp;
if(ipos.y>float(1.0/4.0)){
if( ipos.x<float(1.0/3.0)){colD.r=col.r;}
else if(ipos.x<float(2.0/3.0)){colD.g=col.g;}
else {colD.b=col.b;}
}
return colD;
//--------------------------------------------------------------
return col;
}
out vec4 finalColor;
void main() {
vec2 input_size = vec2(textureSize(texture0, 0));
vec2 out_size = resolution.zw;
vec3 color = rvm_func(texture0,
gl_FragCoord.xy, input_size / out_size,
input_size * 0.5, 1.0 / input_size, 2.0 / out_size, input_size.y, vec2(1.0/48.0,1.0/24.0), INPUT_BLUR,
vec4(0.5*INPUT_BLUR,-0.5*INPUT_BLUR,-1.5*INPUT_BLUR,-2.5*INPUT_BLUR));
finalColor = vec4(color, 1.0);
}
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