2021-05-14 13:12:53 +00:00
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//
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// Phosphor shader - Copyright (C) 2011 caligari.
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//
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// Ported by Hyllian.
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//
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2021-05-14 16:52:38 +00:00
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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2021-05-14 13:12:53 +00:00
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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2021-05-14 13:12:53 +00:00
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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2021-05-14 13:12:53 +00:00
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//
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2021-05-14 16:52:38 +00:00
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// Taken from the RetroArch project and modified for ES-DE.
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2021-05-14 13:12:53 +00:00
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//
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2020-09-04 16:59:19 +00:00
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2022-03-14 23:14:06 +00:00
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// Vertex section of code:
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2020-09-04 16:59:19 +00:00
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#if defined(VERTEX)
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform mat4 MVPMatrix;
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in vec2 positionVertex;
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in vec2 texCoordVertex;
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in vec4 colorVertex;
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uniform vec2 texSize;
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out vec2 texCoord;
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out vec2 onex;
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out vec2 oney;
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out vec4 colorShift;
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#define SourceSize vec4(texSize, 1.0 / texSize)
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void main()
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{
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gl_Position = MVPMatrix * vec4(positionVertex, 0.0, 1.0);
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texCoord = texCoordVertex;
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onex = vec2(SourceSize.z, 0.0);
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oney = vec2(0.0, SourceSize.w);
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colorShift.abgr = colorVertex.rgba;
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}
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// Fragment section of code:
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 texSize;
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uniform float opacity;
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uniform float brightness;
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uniform float saturation;
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uniform uint shaderFlags;
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uniform sampler2D textureSampler0;
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in vec2 texCoord;
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in vec2 onex;
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in vec2 oney;
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in vec4 colorShift;
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out vec4 FragColor;
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#ifdef PARAMETER_UNIFORM
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uniform float SPOT_WIDTH;
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uniform float SPOT_HEIGHT;
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uniform float COLOR_BOOST;
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uniform float InputGamma;
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uniform float OutputGamma;
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#else
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#define SPOT_WIDTH 0.9
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#define SPOT_HEIGHT 0.75
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#define COLOR_BOOST 1.45
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#define InputGamma 2.4
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#define OutputGamma 2.2
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#endif
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#define GAMMA_IN(color) pow(color, vec4(InputGamma))
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#define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma))
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#define TEX2D(coords) GAMMA_IN(texture(textureSampler0, coords))
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// Macro for weights computing.
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#define WEIGHT(w) \
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if (w > 1.0) \
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w = 1.0; \
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w = 1.0 - w * w; \
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w = w * w;
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// shaderFlags:
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// 0x00000001 - Premultiplied alpha (BGRA)
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// 0x00000002 - Font texture
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// 0x00000004 - Post processing
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// 0x00000008 - Clipping
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// 0x00000010 - Screen rotated 90 or 270 degrees
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// 0x00000020 - Rounded corners
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// 0x00000040 - Rounded corners with no anti-aliasing
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// 0x00000080 - Convert pixel format
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void main()
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{
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bool rotated = false;
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if (0x0u != (shaderFlags & 0x10u))
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rotated = true;
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vec4 SourceSize;
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if (rotated)
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SourceSize = vec4(texSize.yx, 1.0 / texSize.yx);
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else
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SourceSize = vec4(texSize.xy, 1.0 / texSize.xy);
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vec2 coords = (texCoord * SourceSize.xy);
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vec2 pixel_center = floor(coords) + vec2(0.5, 0.5);
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vec2 texture_coords = pixel_center * SourceSize.zw;
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vec4 color = TEX2D(texture_coords);
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float dx = coords.x - pixel_center.x;
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float h_weight_00 = dx / SPOT_WIDTH;
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WEIGHT(h_weight_00);
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color *= vec4(h_weight_00, h_weight_00, h_weight_00, h_weight_00);
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// Get closest horizontal neighbour to blend.
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vec2 coords01;
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if (dx > 0.0) {
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coords01 = onex;
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dx = 1.0 - dx;
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}
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else {
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coords01 = -onex;
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dx = 1.0 + dx;
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}
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vec4 colorNB = TEX2D(texture_coords + coords01);
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float h_weight_01 = dx / SPOT_WIDTH;
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WEIGHT(h_weight_01);
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color = color + colorNB * vec4(h_weight_01);
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// Vertical blending.
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float dy;
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if (rotated)
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dy = coords.x - pixel_center.x;
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else
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dy = coords.y - pixel_center.y;
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float v_weight_00 = dy / SPOT_HEIGHT;
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WEIGHT(v_weight_00);
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color *= vec4(v_weight_00);
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// Get closest vertical neighbour to blend.
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vec2 coords10;
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if (dy > 0.0) {
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coords10 = oney;
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dy = 1.0 - dy;
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}
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else {
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coords10 = -oney;
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dy = 1.0 + dy;
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}
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colorNB = TEX2D(texture_coords + coords10);
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float v_weight_10 = dy / SPOT_HEIGHT;
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WEIGHT(v_weight_10);
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color = color + colorNB * vec4(v_weight_10 * h_weight_00, v_weight_10 * h_weight_00,
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v_weight_10 * h_weight_00, v_weight_10 * h_weight_00);
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colorNB = TEX2D(texture_coords + coords01 + coords10);
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color = color + colorNB * vec4(v_weight_10 * h_weight_01, v_weight_10 * h_weight_01,
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v_weight_10 * h_weight_01, v_weight_10 * h_weight_01);
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color *= vec4(COLOR_BOOST);
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vec4 colorTemp = clamp(GAMMA_OUT(color), 0.0, 1.0);
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// Brightness.
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if (brightness != 0.0) {
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colorTemp.rgb /= colorTemp.a;
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colorTemp.rgb += 0.3 * brightness;
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colorTemp.rgb *= colorTemp.a;
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}
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// Saturation.
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if (saturation != 1.0) {
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vec3 grayscale;
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grayscale = vec3(dot(colorTemp.bgr, vec3(0.114, 0.587, 0.299)));
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vec3 blendedColor = mix(grayscale, colorTemp.rgb, saturation);
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colorTemp = vec4(blendedColor, colorTemp.a);
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}
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// Color shift.
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colorTemp.rgb *= colorShift.rgb;
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colorTemp.a *= colorShift.a;
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FragColor = vec4(colorTemp.rgb, colorTemp.a * opacity);
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}
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#endif
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