mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-24 14:45:41 +00:00
175 lines
5.5 KiB
Plaintext
175 lines
5.5 KiB
Plaintext
|
/*===============================================================================*\
|
||
|
|######################## [Dolphin FX Suite 2.20] #######################|
|
||
|
|########################## By Asmodean ##########################|
|
||
|
|| ||
|
||
|
|| 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. (C)2015 ||
|
||
|
|| ||
|
||
|
|#################################################################################|
|
||
|
\*===============================================================================*/
|
||
|
|
||
|
// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
|
||
|
|
||
|
/*
|
||
|
[configuration]
|
||
|
|
||
|
[OptionRangeFloat]
|
||
|
GUIName = EdgeStrength
|
||
|
OptionName = A_EDGE_STRENGTH
|
||
|
MinValue = 0.00
|
||
|
MaxValue = 4.00
|
||
|
StepAmount = 0.01
|
||
|
DefaultValue = 1.00
|
||
|
|
||
|
[OptionRangeFloat]
|
||
|
GUIName = EdgeFilter
|
||
|
OptionName = B_EDGE_FILTER
|
||
|
MinValue = 0.25
|
||
|
MaxValue = 1.00
|
||
|
StepAmount = 0.01
|
||
|
DefaultValue = 0.60
|
||
|
|
||
|
[OptionRangeFloat]
|
||
|
GUIName = EdgeThickness
|
||
|
OptionName = C_EDGE_THICKNESS
|
||
|
MinValue = 0.25
|
||
|
MaxValue = 2.00
|
||
|
StepAmount = 0.01
|
||
|
DefaultValue = 1.00
|
||
|
|
||
|
[OptionRangeInteger]
|
||
|
GUIName = PaletteType
|
||
|
OptionName = D_PALETTE_TYPE
|
||
|
MinValue = 0
|
||
|
MaxValue = 2
|
||
|
StepAmount = 1
|
||
|
DefaultValue = 1
|
||
|
|
||
|
[OptionRangeInteger]
|
||
|
GUIName = UseYuvLuma
|
||
|
OptionName = E_YUV_LUMA
|
||
|
MinValue = 0
|
||
|
MaxValue = 1
|
||
|
StepAmount = 1
|
||
|
DefaultValue = 0
|
||
|
|
||
|
[OptionRangeInteger]
|
||
|
GUIName = ColourRounding
|
||
|
OptionName = G_COLOR_ROUNDING
|
||
|
MinValue = 0
|
||
|
MaxValue = 1
|
||
|
StepAmount = 1
|
||
|
DefaultValue = 1
|
||
|
|
||
|
[/configuration]
|
||
|
*/
|
||
|
|
||
|
//Average relative luminance
|
||
|
CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
|
||
|
float AvgLuminance(float3 color)
|
||
|
{
|
||
|
return sqrt(
|
||
|
(color.x * color.x * lumCoeff.x) +
|
||
|
(color.y * color.y * lumCoeff.y) +
|
||
|
(color.z * color.z * lumCoeff.z));
|
||
|
}
|
||
|
|
||
|
float3 YUVtoRGB(float3 YUV)
|
||
|
{
|
||
|
const float3x3 m = float3x3(
|
||
|
1.000, 0.000, 1.28033,
|
||
|
1.000,-0.21482,-0.38059,
|
||
|
1.000, 2.12798, 0.000 );
|
||
|
|
||
|
return mul(m, YUV);
|
||
|
}
|
||
|
|
||
|
float3 RGBtoYUV(float3 RGB)
|
||
|
{
|
||
|
const float3x3 m = float3x3(
|
||
|
0.2126, 0.7152, 0.0722,
|
||
|
-0.09991,-0.33609, 0.436,
|
||
|
0.615, -0.55861, -0.05639 );
|
||
|
|
||
|
return mul(m, RGB);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
float4 color = Sample();
|
||
|
float2 texcoord = GetCoordinates();
|
||
|
float2 pixelSize = GetInvResolution();
|
||
|
float2 texSize = GetResolution();
|
||
|
|
||
|
float3 yuv;
|
||
|
float3 sum = color.rgb;
|
||
|
|
||
|
const int NUM = 9;
|
||
|
const float2 RoundingOffset = float2(0.25, 0.25);
|
||
|
const float3 thresholds = float3(9.0, 8.0, 6.0);
|
||
|
|
||
|
float lum[NUM];
|
||
|
float3 col[NUM];
|
||
|
float2 set[NUM] = BEGIN_ARRAY(float2, NUM)
|
||
|
float2(-0.0078125, -0.0078125),
|
||
|
float2(0.00, -0.0078125),
|
||
|
float2(0.0078125, -0.0078125),
|
||
|
float2(-0.0078125, 0.00),
|
||
|
float2(0.00, 0.00),
|
||
|
float2(0.0078125, 0.00),
|
||
|
float2(-0.0078125, 0.0078125),
|
||
|
float2(0.00, 0.0078125),
|
||
|
float2(0.0078125, 0.0078125) END_ARRAY;
|
||
|
|
||
|
for (int i = 0; i < NUM; i++)
|
||
|
{
|
||
|
col[i] = SampleLocation(texcoord + set[i] * RoundingOffset).rgb;
|
||
|
|
||
|
if (GetOption(G_COLOR_ROUNDING) == 1) {
|
||
|
col[i].r = round(col[i].r * thresholds.r) / thresholds.r;
|
||
|
col[i].g = round(col[i].g * thresholds.g) / thresholds.g;
|
||
|
col[i].b = round(col[i].b * thresholds.b) / thresholds.b; }
|
||
|
|
||
|
lum[i] = AvgLuminance(col[i].xyz);
|
||
|
yuv = RGBtoYUV(col[i]);
|
||
|
|
||
|
if (GetOption(E_YUV_LUMA) == 0)
|
||
|
{ yuv.r = round(yuv.r * thresholds.r) / thresholds.r; }
|
||
|
else
|
||
|
{ yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); }
|
||
|
|
||
|
yuv = YUVtoRGB(yuv);
|
||
|
sum += yuv;
|
||
|
}
|
||
|
|
||
|
float3 shadedColor = (sum / NUM);
|
||
|
float2 pixel = float2((1.0/texSize.x) * GetOption(C_EDGE_THICKNESS),
|
||
|
(1.0/texSize.y) * GetOption(C_EDGE_THICKNESS));
|
||
|
|
||
|
float edgeX = dot(SampleLocation(texcoord + pixel).rgb, lumCoeff);
|
||
|
edgeX = dot(float4(SampleLocation(texcoord - pixel).rgb, edgeX), float4(lumCoeff, -1.0));
|
||
|
|
||
|
float edgeY = dot(SampleLocation(texcoord + float2(pixel.x, -pixel.y)).rgb, lumCoeff);
|
||
|
edgeY = dot(float4(SampleLocation(texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(lumCoeff, -1.0));
|
||
|
|
||
|
float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY));
|
||
|
|
||
|
if (GetOption(D_PALETTE_TYPE) == 0)
|
||
|
{ color.rgb = lerp(color.rgb, color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), GetOption(A_EDGE_STRENGTH)); }
|
||
|
else if (GetOption(D_PALETTE_TYPE) == 1)
|
||
|
{ color.rgb = lerp(color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), shadedColor, 0.25); }
|
||
|
else if (GetOption(D_PALETTE_TYPE) == 2)
|
||
|
{ color.rgb = lerp(shadedColor + edge * -GetOption(A_EDGE_STRENGTH), pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH) + color.rgb, 0.50); }
|
||
|
|
||
|
color.a = AvgLuminance(color.rgb);
|
||
|
|
||
|
SetOutput(saturate(color));
|
||
|
}
|