ES-DE/resources/shaders/glsl/core.glsl

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// core.glsl
//
// Core shader functionality.
//
// Vertex section of code:
#if defined(VERTEX)
uniform mat4 MVPMatrix;
in vec2 positionVertex;
in vec2 texCoordVertex;
in vec4 colorVertex;
out vec2 position;
out vec2 texCoord;
out vec4 color;
void main(void)
{
gl_Position = MVPMatrix * vec4(positionVertex.xy, 0.0, 1.0);
position = positionVertex;
texCoord = texCoordVertex;
color.abgr = colorVertex.rgba;
}
// Fragment section of code:
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
in vec2 position;
in vec2 texCoord;
in vec4 color;
uniform vec2 texSize;
uniform vec4 clipRegion;
uniform float brightness;
uniform float saturation;
uniform float opacity;
uniform float dimming;
uniform float cornerRadius;
uniform float reflectionsFalloff;
uniform uint shaderFlags;
uniform sampler2D textureSampler0;
uniform sampler2D textureSampler1;
out vec4 FragColor;
// shaderFlags:
// 0x00000001 - Premultiplied alpha (BGRA)
// 0x00000002 - Font texture
// 0x00000004 - Post processing
// 0x00000008 - Clipping
// 0x00000010 - Screen rotated 90 or 270 degrees
// 0x00000020 - Rounded corners
// 0x00000040 - Rounded corners with no anti-aliasing
void main()
{
// Discard any pixels outside the clipping region.
if (0x0u != (shaderFlags & 0x8u)) {
if (position.x < clipRegion.x)
discard;
else if (position.y < clipRegion.y)
discard;
else if (position.x > clipRegion.z)
discard;
else if (position.y > clipRegion.w)
discard;
}
vec4 sampledColor = texture(textureSampler0, texCoord);
// Rounded corners.
if (0x0u != (shaderFlags & 0x20u) || 0x0u != (shaderFlags & 0x40u)) {
float cornerRadiusClamped = cornerRadius;
// Don't go beyond half the width and height.
if (cornerRadiusClamped > texSize.x / 2.0)
cornerRadiusClamped = texSize.x / 2.0;
if (cornerRadiusClamped > texSize.y / 2.0)
cornerRadiusClamped = texSize.y / 2.0;
vec2 center = position - texSize / 2.0;
vec2 q = abs(center) - (vec2(texSize.x / 2.0, texSize.y / 2.0) - cornerRadiusClamped);
float pixelDistance = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - cornerRadiusClamped;
if (pixelDistance > 0.0) {
discard;
}
else {
float pixelValue;
if (0x0u != (shaderFlags & 0x20u))
pixelValue = 1.0 - smoothstep(-0.75, 0.5, pixelDistance);
else
pixelValue = 1.0;
sampledColor.a *= pixelValue;
sampledColor.rgb *= pixelValue;
}
}
// Brightness.
if (brightness != 0.0) {
sampledColor.rgb /= sampledColor.a;
sampledColor.rgb += 0.3 * brightness;
sampledColor.rgb *= sampledColor.a;
}
// Saturation, except for font textures.
if (saturation != 1.0 && 0x0u == (shaderFlags & 0x2u)) {
vec3 grayscale;
// Premultiplied textures are all in BGRA format.
if (0x0u != (shaderFlags & 0x01u))
grayscale = vec3(dot(sampledColor.bgr, vec3(0.114, 0.587, 0.299)));
else
grayscale = vec3(dot(sampledColor.rgb, vec3(0.299, 0.587, 0.114)));
vec3 blendedColor = mix(grayscale, sampledColor.rgb, saturation);
sampledColor = vec4(blendedColor, sampledColor.a);
}
// For fonts the alpha information is stored in the red channel.
if (0x0u != (shaderFlags & 0x2u))
sampledColor = vec4(1.0, 1.0, 1.0, sampledColor.r);
// We need different color calculations depending on whether the texture contains
// premultiplied alpha or straight alpha values.
if (0x0u != (shaderFlags & 0x01u)) {
sampledColor.rgb *= color.rgb;
sampledColor *= color.a;
}
else {
sampledColor *= color;
}
// Saturation for font textures.
if (saturation != 1.0 && 0x0u != (shaderFlags & 0x2u)) {
vec3 grayscale = vec3(dot(sampledColor.rgb, vec3(0.299, 0.587, 0.114)));
vec3 blendedColor = mix(grayscale, sampledColor.rgb, saturation);
sampledColor = vec4(blendedColor, sampledColor.a);
}
// When post-processing we drop the alpha channel to avoid strange issues with some
// graphics drivers.
if (0x0u != (shaderFlags & 0x4u))
sampledColor.a = 1.0;
// Opacity.
if (opacity != 1.0) {
if (0x0u == (shaderFlags & 0x01u))
sampledColor.a *= opacity;
else
sampledColor *= opacity;
}
// Dimming.
if (dimming != 1.0) {
vec4 dimColor = vec4(dimming, dimming, dimming, 1.0);
sampledColor *= dimColor;
}
// Reflections falloff.
if (reflectionsFalloff > 0.0)
sampledColor.argb *= mix(0.0, 1.0, reflectionsFalloff - position.y) / reflectionsFalloff;
FragColor = sampledColor;
}
#endif