1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
|
#version 330 core
// --------------------------------------------------------------------------------
// Basic subpixel rendering with LCD filtering.
// Assumes R-G-B LCD with no compositor scaling
//
// ref: https://www.shadertoy.com/view/NtVXWc (spinning quad)
//
// SPDX-License-Identifier: 0BSD
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
// Uniforms
// --------------------------------------------------------------------------------
uniform float u_time;
uniform vec2 u_res;
uniform vec2 u_quad;
// --------------------------------------------------------------------------------
// Vertex outputs
// --------------------------------------------------------------------------------
in vec2 v_p;
in vec2 v_t;
// --------------------------------------------------------------------------------
// Fragment outputs
// --------------------------------------------------------------------------------
out vec4 f_c;
// --------------------------------------------------------------------------------
// Entry point
// --------------------------------------------------------------------------------
vec2 rotate(vec2 v, float theta)
{
// ref: https://en.wikipedia.org/wiki/Rotation_matrix
return mat2(cos(theta), -sin(theta), sin(theta), cos(theta)) * v;
}
float box_d(vec2 v)
{
return max(v.x, v.y);
}
float spinning_quad(vec2 pos)
{
pos = rotate(pos, u_time * -0.25f);
vec2 halfsize = u_quad / 2.0f;
vec2 q = abs(pos) - halfsize;
return 1.0f - step(0.0f, box_d(q));
}
vec3 spinning_quad_subpixel(vec2 pos)
{
vec2 one_third_x = vec2(1.0f / 3.0f, 0.0f);
float sL = spinning_quad(pos - one_third_x);
float sC = spinning_quad(pos);
float sR = spinning_quad(pos + one_third_x);
#if 1
// 3-tap low pass filter
float weights[3] = float[3](0.25f, 0.50f, 0.25f);
float r = weights[1] * sL + weights[0] * sC;
float g = weights[0] * sL + weights[1] * sC + weights[2] * sR;
float b = weights[0] * sC + weights[1] * sR;
r *= (1.0f / 0.75f);
b *= (1.0f / 0.75f);
#else
float r = sL;
float g = sC;
float b = sR;
#endif
return vec3(r, g, b);
}
void main()
{
vec2 cursor = gl_FragCoord.xy - (u_res / 2.0f);
// top quad
vec3 c1 = vec3(spinning_quad(cursor - vec2(0, u_res.y / 4.0f)));
// bottom quad
vec3 c2 = spinning_quad_subpixel(cursor + vec2(0, u_res.y / 4.0f));
f_c = vec4(mix(c2, c1, step(u_res.y / 2.0f, gl_FragCoord.y)), 1.0f);
}
|