/*
   Dot Mask
   Authors: cgwg, Timothy Lottes
   License: GPL
   
   Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
*/

// Parameter lines go here:
#pragma parameter shadowMask "Mask Style" 3.0 0.0 4.0 1.0
#pragma parameter DOTMASK_STRENGTH "CGWG Dot Mask Strength" 0.3 0.0 1.0 0.01
#pragma parameter maskDark "Lottes maskDark" 0.5 0.0 2.0 0.1
#pragma parameter maskLight "Lottes maskLight" 1.5 0.0 2.0 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;

uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

void main()
{
    gl_Position = MVPMatrix * VertexCoord;
    COL0 = COLOR;
    TEX0.xy = TexCoord.xy;
}

#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 int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float shadowMask;
uniform COMPAT_PRECISION float DOTMASK_STRENGTH;
uniform COMPAT_PRECISION float maskDark;
uniform COMPAT_PRECISION float maskLight;
#else
#define shadowMask 3.0
#define DOTMASK_STRENGTH 0.3
#define maskDark 0.5
#define maskLight 1.5
#endif

#define mod_factor vTexCoord.x * SourceSize.x * outsize.x / SourceSize.x

// Shadow mask.
vec3 Mask(vec2 pos){
  vec3 mask=vec3(maskDark,maskDark,maskDark);
  
// Very compressed TV style shadow mask.
  if (shadowMask == 1.0) {
    float line=maskLight;
    float odd=0.0;
    if(fract(pos.x/6.0)<0.5)odd=1.0;
    if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;  
    pos.x=fract(pos.x/3.0);
   
    if(pos.x<0.333)mask.r=maskLight;
    else if(pos.x<0.666)mask.g=maskLight;
    else mask.b=maskLight;
    mask*=line;  
  } 

// Aperture-grille.
  else if (shadowMask == 2.0) {
    pos.x=fract(pos.x/3.0);

    if(pos.x<0.333)mask.r=maskLight;
    else if(pos.x<0.666)mask.g=maskLight;
    else mask.b=maskLight;
  } 

// Stretched VGA style shadow mask (same as prior shaders).
  else if (shadowMask == 3.0) {
    pos.x+=pos.y*3.0;
    pos.x=fract(pos.x/6.0);

    if(pos.x<0.333)mask.r=maskLight;
    else if(pos.x<0.666)mask.g=maskLight;
    else mask.b=maskLight;
  }

// VGA style shadow mask.
  else if (shadowMask == 4.0) {
    pos.xy=floor(pos.xy*vec2(1.0,0.5));
    pos.x+=pos.y*3.0;
    pos.x=fract(pos.x/6.0);

    if(pos.x<0.333)mask.r=maskLight;
    else if(pos.x<0.666)mask.g=maskLight;
    else mask.b=maskLight;
  }

  return mask;}

void main()
{
vec3 res = texture(Source, vTexCoord).rgb;

float mask = 1.0 - DOTMASK_STRENGTH;

//cgwg's dotmask emulation:
//Output pixels are alternately tinted green and magenta
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
						  vec3(mask, 1.0, mask),
						  floor(mod(mod_factor, 2.0)));
if (shadowMask == 0.) {
	res *= dotMaskWeights;
	}
else {
	res *= Mask(floor(1.000001 * gl_FragCoord.xy + vec2(0.5)));
	}
   FragColor = vec4(res, 1.0);
} 
#endif
