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https://github.com/RetroDECK/ES-DE.git
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75 lines
1.6 KiB
Plaintext
75 lines
1.6 KiB
Plaintext
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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// core.glsl
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//
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// Core shader functionality:
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// opacity, saturation, dimming and BGRA to RGBA conversion.
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//
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#if defined(VERTEX)
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// Vertex section of code:
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#else
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#define COMPAT_VARYING varying
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#endif
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uniform mat4 MVPMatrix;
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COMPAT_VARYING vec4 color;
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COMPAT_VARYING vec2 texCoord;
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void main(void)
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{
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texCoord = gl_MultiTexCoord0.xy;
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color.rgba = gl_Color.abgr;
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gl_Position = MVPMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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// Fragment section of code:
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_TEXTURE texture2D
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#endif
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COMPAT_VARYING vec4 color;
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COMPAT_VARYING vec2 texCoord;
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uniform float opacity = 1.0f;
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uniform float saturation = 1.0f;
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uniform float dim = 1.0f;
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uniform int BGRAToRGBA = 0;
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uniform sampler2D myTexture;
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void main()
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{
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vec4 color = COMPAT_TEXTURE(myTexture, texCoord) * color;
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// Opacity.
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if (opacity != 1.0f)
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color.a = color.a * opacity;
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// Saturation.
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if (saturation != 1.0f) {
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vec3 grayscale = vec3(dot(color.rgb, vec3(0.3f, 0.59f, 0.11f)));
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vec3 blendedColor = mix(grayscale, color.rgb, saturation);
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color = vec4(blendedColor, color.a);
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}
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// Dimming
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vec4 dimColor = vec4(dim, dim, dim, 1.0f);
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color = vec4(color.rgba) * dimColor;
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// BGRA to RGBA conversion.
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if (BGRAToRGBA == 1)
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color = vec4(color.bgr, color.a);
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gl_FragColor = color;
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}
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#endif
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