Duckstation/data/resources/shaders/dolphinfx/pixel-art/PIXELLATE.glsl
Hyllian 2a90a88055
Add crt-consumer and crt-cyclon. Update others. (#3223)
- Add crt-consumer.glsl;
- Add crt-cyclon.fx and its bezel.png texture;
- Fix crt-newpixie.fx Frame adjust to game's aspect ratio;
- Update others shaders to the new functions to get uniform values.
2024-06-16 00:02:30 +10:00

77 lines
3.4 KiB
GLSL

// Pixellate Shader
// Copyright (c) 2011, 2012 Fes
// Permission to use, copy, modify, and/or distribute this software for any
// purpose with or without fee is hereby granted, provided that the above
// copyright notice and this permission notice appear in all copies.
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
// SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
// IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
// (Fes gave their permission to have this shader distributed under this
// licence in this forum post:
// http://board.byuu.org/viewtopic.php?p=57295#p57295
/*
[configuration]
[OptionRangeFloat]
GUIName = Linear Gamma Weight
OptionName = INTERPOLATE_IN_LINEAR_GAMMA
MinValue = 0.0
MaxValue = 1.0
StepAmount = 1.0
DefaultValue = 1.0
[/configuration]
*/
void main()
{
vec2 vTexCoord = GetCoordinates();
vec2 SourceSize = 1.0 / GetInvNativePixelSize();
vec2 texelSize = 1.0 / SourceSize.xy;
vec2 OutputSize = GetWindowSize().xy;
vec2 range = vec2(abs(SourceSize.x / (OutputSize.x * SourceSize.x)), abs(SourceSize.y / (OutputSize.y * SourceSize.y)));
range = range / 2.0 * 0.999;
float left = vTexCoord.x - range.x;
float top = vTexCoord.y + range.y;
float right = vTexCoord.x + range.x;
float bottom = vTexCoord.y - range.y;
vec3 topLeftColor;
vec3 bottomRightColor;
vec3 bottomLeftColor;
vec3 topRightColor;
if (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5){
topLeftColor = pow(SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
bottomRightColor = pow(SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
bottomLeftColor = pow(SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
topRightColor = pow(SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
}else{
topLeftColor = SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb;
bottomRightColor = SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
bottomLeftColor = SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
topRightColor = SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb;}
vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
float totalArea = 4.0 * range.x * range.y;
vec3 averageColor;
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
vec4 color = (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
SetOutput(color);
}