mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-12-02 10:35:39 +00:00
7cf7a0a11f
This is a first pack of shaders ported to dolphinfx specs. It includes: crt-hyllian, crt-easymode, zfast-crt, ddt, xbr, jinc2 and pixellate.
111 lines
2.9 KiB
GLSL
111 lines
2.9 KiB
GLSL
// Hyllian's DDT Shader
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// Copyright (C) 2011-2024 Hyllian - sergiogdb@gmail.com
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = Bilinear Fallback Threshold
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OptionName = BIL_FALLBACK
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MinValue = 0.0
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MaxValue = 1.0
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StepAmount = 0.05
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DefaultValue = 0.6
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[/configuration]
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*/
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const vec3 Y = vec3(0.2126729, 0.7151522, 0.0721750);
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float luma(vec3 color)
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{
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return dot(color, Y);
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}
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vec3 bilinear(float p, float q, vec3 A, vec3 B, vec3 C, vec3 D)
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{
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return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
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}
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void main()
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{
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vec2 texCoord = GetCoordinates();
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vec2 nativeSize = 1.0 / GetInvNativePixelSize();
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vec2 loc = texCoord*nativeSize;
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vec2 pos = fract(loc) - vec2(0.5, 0.5); // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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vec2 dx = vec2(1.0/nativeSize.x, 0.0);
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vec2 dy = vec2(0.0, 1.0/nativeSize.y);
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vec2 g1 = dir*dx;
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vec2 g2 = dir*dy;
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vec2 tc = (floor(loc)+vec2(0.5,0.5))/nativeSize;
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vec3 A = SampleLocation(tc ).rgb;
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vec3 B = SampleLocation(tc +g1 ).rgb;
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vec3 C = SampleLocation(tc +g2).rgb;
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vec3 D = SampleLocation(tc +g1+g2).rgb;
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float a = luma(A);
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float b = luma(B);
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float c = luma(C);
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float d = luma(D);
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float p = abs(pos.x);
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float q = abs(pos.y);
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float k = distance(pos,g1);
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float l = distance(pos,g2);
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float wd1 = abs(a-d);
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float wd2 = abs(b-c);
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vec3 color = bilinear(p, q, A, B, C, D);
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if ( wd1 < wd2 )
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{
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if (k < l)
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{
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C = A + D - B;
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}
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else
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{
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B = A + D - C;
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}
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}
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else if (wd1 > wd2)
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{
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D = B + C - A;
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}
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vec3 ddt = bilinear(p, q, A, B, C, D);
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color = mix(color, ddt, smoothstep(0.0, BIL_FALLBACK, abs(wd2-wd1)));
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SetOutput(vec4(color, 1.0));
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}
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