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Add subpixel rasterization.
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@ -104,7 +104,7 @@ QtObject {
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readonly property int no_rasterization: 0
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readonly property int scanline_rasterization: 1
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readonly property int pixel_rasterization: 2
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readonly property int lcd_rasterization: 3
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readonly property int subpixel_rasterization: 3
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property int rasterization: no_rasterization
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@ -148,7 +148,7 @@ QtObject {
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}
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},
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State {
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when: rasterization == lcd_rasterization
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when: rasterization == subpixel_rasterization
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PropertyChanges {
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target: fontManager
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source: "FontPixels.qml"
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@ -41,7 +41,7 @@ ColumnLayout {
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property string selectedElement: model[currentIndex]
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Layout.fillWidth: true
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model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels"), qsTr("LCD")]
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model: [qsTr("Default"), qsTr("Scanlines"), qsTr("Pixels"), qsTr("Sub-Pixels")]
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currentIndex: appSettings.rasterization
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onCurrentIndexChanged: {
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appSettings.rasterization = currentIndex
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@ -12,8 +12,6 @@ QtObject {
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#define BRIGHTBOOST 0.30
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lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) {
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lowp vec3 result = texel;
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lowp vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
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lowp vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
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@ -42,20 +40,25 @@ QtObject {
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return mix(texel, rasterizationColor, intensity);
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}" : "") +
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(appSettings.rasterization === appSettings.lcd_rasterization ? "
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#define brighten_scanlines 16.0
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#define brighten_lcd 4.0
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(appSettings.rasterization === appSettings.subpixel_rasterization ? "
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#define INTENSITY 0.30
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#define BRIGHTBOOST 0.30
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#define SUBPIXELS 3.0
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const vec3 offsets = vec3(3.141592654) * vec3(1.0/2.0,1.0/2.0 - 2.0/3.0,1.0/2.0-4.0/3.0);
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lowp vec3 applyRasterization(vec2 screenCoords, lowp vec3 texel, vec2 virtualResolution, float intensity) {
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vec2 omega = vec2(3.141592654) * vec2(2.0) * virtualResolution;
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vec2 angle = screenCoords * omega;
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vec3 xfactors = (SUBPIXELS + sin(angle.x + offsets)) / (SUBPIXELS + 1.0);
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float yfactor = (brighten_scanlines + sin(angle.y)) / (brighten_scanlines + 1.0);
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vec3 xfactors = (brighten_lcd + sin(angle.x + offsets)) / (brighten_lcd + 1.0);
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lowp vec3 result = texel * xfactors;
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lowp vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * result)) * result;
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lowp vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * result)) * result;
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lowp vec3 rasterizationColor = yfactor * xfactors * texel;
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vec2 coords = fract(screenCoords * virtualResolution) * 2.0 - vec2(1.0);
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lowp float mask = 1.0 - abs(coords.y);
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lowp vec3 rasterizationColor = mix(pixelLow, pixelHigh, mask);
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return mix(texel, rasterizationColor, intensity);
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}" : "") +
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