/* Phosphor shader - Copyright (C) 2011 caligari. Ported by Hyllian. 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Parameter lines go here: // 0.5 = the spot stays inside the original pixel // 1.0 = the spot bleeds up to the center of next pixel #pragma parameter SPOT_WIDTH "CRTCaligari Spot Width" 0.9 0.1 1.5 0.05 #pragma parameter SPOT_HEIGHT "CRTCaligari Spot Height" 0.75 0.1 1.5 0.05 // Used to counteract the desaturation effect of weighting. #pragma parameter COLOR_BOOST "CRTCaligari Color Boost" 1.45 1.0 2.0 0.05 // Constants used with gamma correction. #pragma parameter InputGamma "CRTCaligari Input Gamma" 2.4 0.0 5.0 0.1 #pragma parameter OutputGamma "CRTCaligari Output Gamma" 2.2 0.0 5.0 0.1 #if defined(VERTEX) #if __VERSION__ >= 130 #define COMPAT_VARYING out #define COMPAT_ATTRIBUTE in #define COMPAT_TEXTURE texture #else #define COMPAT_VARYING varying #define COMPAT_ATTRIBUTE attribute #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif COMPAT_ATTRIBUTE vec4 VertexCoord; COMPAT_ATTRIBUTE vec4 COLOR; COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_VARYING vec4 COL0; COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec2 onex; COMPAT_VARYING vec2 oney; vec4 _oPosition1; uniform mat4 MVPMatrix; uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize void main() { gl_Position = MVPMatrix * gl_Vertex; // gl_Position = MVPMatrix * VertexCoord; COL0 = COLOR; TEX0.xy = gl_MultiTexCoord0.xy; // TEX0.xy = TexCoord.xy; onex = vec2(SourceSize.z, 0.0); oney = vec2(0.0, SourceSize.w); } #elif defined(FRAGMENT) #if __VERSION__ >= 130 #define COMPAT_VARYING in #define COMPAT_TEXTURE texture out vec4 FragColor; #else #define COMPAT_VARYING varying #define FragColor gl_FragColor #define COMPAT_TEXTURE texture2D #endif #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif #define COMPAT_PRECISION mediump #else #define COMPAT_PRECISION #endif uniform COMPAT_PRECISION int FrameDirection; uniform COMPAT_PRECISION int FrameCount; uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; uniform sampler2D Texture; COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec2 onex; COMPAT_VARYING vec2 oney; // compatibility #defines #define Source Texture #define vTexCoord TEX0.xy #define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize #define OutputSize vec4(OutputSize, 1.0 / OutputSize) #ifdef PARAMETER_UNIFORM // All parameter floats need to have COMPAT_PRECISION in front of them uniform COMPAT_PRECISION float SPOT_WIDTH; uniform COMPAT_PRECISION float SPOT_HEIGHT; uniform COMPAT_PRECISION float COLOR_BOOST; uniform COMPAT_PRECISION float InputGamma; uniform COMPAT_PRECISION float OutputGamma; #else #define SPOT_WIDTH 0.9 #define SPOT_HEIGHT 0.75 #define COLOR_BOOST 1.45 #define InputGamma 2.4 #define OutputGamma 2.2 #endif #define GAMMA_IN(color) pow(color,vec4(InputGamma)) #define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma)) #define TEX2D(coords) GAMMA_IN( COMPAT_TEXTURE(Source, coords) ) // Macro for weights computing #define WEIGHT(w) \ if(w>1.0) w=1.0; \ w = 1.0 - w * w; \ w = w * w; void main() { vec2 coords = ( vTexCoord * SourceSize.xy ); vec2 pixel_center = floor( coords ) + vec2(0.5, 0.5); vec2 texture_coords = pixel_center * SourceSize.zw; vec4 color = TEX2D( texture_coords ); float dx = coords.x - pixel_center.x; float h_weight_00 = dx / SPOT_WIDTH; WEIGHT( h_weight_00 ); color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00 ); // get closest horizontal neighbour to blend vec2 coords01; if (dx>0.0) { coords01 = onex; dx = 1.0 - dx; } else { coords01 = -onex; dx = 1.0 + dx; } vec4 colorNB = TEX2D( texture_coords + coords01 ); float h_weight_01 = dx / SPOT_WIDTH; WEIGHT( h_weight_01 ); color = color + colorNB * vec4( h_weight_01 ); ////////////////////////////////////////////////////// // Vertical Blending float dy = coords.y - pixel_center.y; float v_weight_00 = dy / SPOT_HEIGHT; WEIGHT( v_weight_00 ); color *= vec4( v_weight_00 ); // get closest vertical neighbour to blend vec2 coords10; if (dy>0.0) { coords10 = oney; dy = 1.0 - dy; } else { coords10 = -oney; dy = 1.0 + dy; } colorNB = TEX2D( texture_coords + coords10 ); float v_weight_10 = dy / SPOT_HEIGHT; WEIGHT( v_weight_10 ); color = color + colorNB * vec4( v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00, v_weight_10 * h_weight_00 ); colorNB = TEX2D( texture_coords + coords01 + coords10 ); color = color + colorNB * vec4( v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01, v_weight_10 * h_weight_01 ); color *= vec4( COLOR_BOOST ); FragColor = clamp( GAMMA_OUT(color), 0.0, 1.0 ); } #endif