/* * MIT License * Author: Mark Allyn * * phosphor.frag — maps the single-channel phosphor energy texture to * the P7 colour sequence (blue → green → yellow-green → dark) and * applies a simple inline bloom (box-filter glow) to bright pixels. * * Coordinate system: gl_FragCoord.xy in GL viewport pixels (origin * bottom-left). Scope centre is passed as u_scopeCenter in the same * coordinate system. */ #version 330 core out vec4 fragColor; uniform sampler2D u_phosphor; // GL_R32F phosphor energy FBO uniform vec2 u_scopeCenter; // scope centre in GL viewport pixels (bottom-left origin) uniform float u_scopeRadius; // scope radius in pixels uniform float u_gain; // receiver gain [0,1] — scales brightness uniform float u_bloomStep; // UV step for bloom sample (≈ 2.5 / FBO_SIZE) uniform float u_bloomStrength; // additive blend weight for bloom // P7 energy thresholds (match settings.h) const float T_BLUE = 0.82; const float T_GREEN = 0.55; const float T_YGREE = 0.22; const float T_DARK = 0.03; // P7 colour anchors const vec3 C_BLUE = vec3(0.30, 0.70, 1.00); const vec3 C_GREEN = vec3(0.05, 1.00, 0.30); const vec3 C_YGREE = vec3(0.50, 1.00, 0.05); const vec3 C_YELLW = vec3(0.70, 0.70, 0.00); const vec3 C_BLACK = vec3(0.00, 0.00, 0.00); vec3 p7Color(float e) { if (e >= T_BLUE) return mix(C_GREEN, C_BLUE, (e - T_GREEN) / (T_BLUE - T_GREEN)); if (e >= T_GREEN) return mix(C_YGREE, C_GREEN, (e - T_YGREE) / (T_GREEN - T_YGREE)); if (e >= T_YGREE) return mix(C_YELLW, C_YGREE, (e - T_DARK ) / (T_YGREE - T_DARK )); if (e >= T_DARK) return mix(C_BLACK, C_YELLW, e / T_DARK); return C_BLACK; } void main() { // Fragment position relative to scope centre vec2 delta = (gl_FragCoord.xy - u_scopeCenter) / u_scopeRadius; float dist = length(delta); if (dist > 1.0) { fragColor = vec4(0.0); // outside scope circle — transparent black return; } // Map from PPI delta [-1,+1] to phosphor texture UV [0,1] // delta.x = east, delta.y = north (both y directions already match) vec2 uv = delta * 0.5 + 0.5; float energy = texture(u_phosphor, uv).r * u_gain; // Inline bloom: weighted box-filter over a 5×5 neighbourhood float bloom = 0.0; float wsum = 0.0; for (int dx = -2; dx <= 2; dx++) { for (int dy = -2; dy <= 2; dy++) { float w = exp(-float(dx*dx + dy*dy) * 0.45); float e = texture(u_phosphor, uv + vec2(dx, dy) * u_bloomStep).r; bloom += e * w; wsum += w; } } bloom = (bloom / wsum) * u_bloomStrength; float finalE = clamp(energy + bloom, 0.0, 1.0); vec3 col = p7Color(finalE); // Soft-edge vignette at the scope boundary float edge = smoothstep(1.0, 0.97, dist); fragColor = vec4(col * edge, 1.0); }