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

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//
// Phosphor shader - Copyright (C) 2011 caligari.
//
// Ported by Hyllian.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
// Taken from the RetroArch project and modified for ES-DE.
//
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 onex;
COMPAT_VARYING vec2 oney;
uniform mat4 MVPMatrix;
COMPAT_ATTRIBUTE vec2 positionAttrib;
uniform COMPAT_PRECISION vec2 TextureSize;
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
void main()
{
gl_Position = MVPMatrix * vec4(positionAttrib.xy, 0.0, 1.0);
TEX0.xy = TexCoord.xy;
onex = vec2(SourceSize.z, 0.0);
oney = vec2(0.0, SourceSize.w);
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION float opacity;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 onex;
COMPAT_VARYING vec2 oney;
// Compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them.
uniform COMPAT_PRECISION float SPOT_WIDTH;
uniform COMPAT_PRECISION float SPOT_HEIGHT;
uniform COMPAT_PRECISION float COLOR_BOOST;
uniform COMPAT_PRECISION float InputGamma;
uniform COMPAT_PRECISION float OutputGamma;
#else
#define SPOT_WIDTH 0.9
#define SPOT_HEIGHT 0.75
#define COLOR_BOOST 1.45
#define InputGamma 2.4
#define OutputGamma 2.2
#endif
#define GAMMA_IN(color) pow(color, vec4(InputGamma))
#define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma))
#define TEX2D(coords) GAMMA_IN(COMPAT_TEXTURE(Source, coords))
// Macro for weights computing.
#define WEIGHT(w) \
if (w > 1.0) \
w = 1.0; \
w = 1.0 - w * w; \
w = w * w;
void main()
{
vec2 coords = (vTexCoord * SourceSize.xy);
vec2 pixel_center = floor(coords) + vec2(0.5, 0.5);
vec2 texture_coords = pixel_center * SourceSize.zw;
vec4 color = TEX2D(texture_coords);
float dx = coords.x - pixel_center.x;
float h_weight_00 = dx / SPOT_WIDTH;
WEIGHT(h_weight_00);
color *= vec4(h_weight_00, h_weight_00, h_weight_00, h_weight_00);
// Get closest horizontal neighbour to blend.
vec2 coords01;
if (dx > 0.0) {
coords01 = onex;
dx = 1.0 - dx;
}
else {
coords01 = -onex;
dx = 1.0 + dx;
}
vec4 colorNB = TEX2D(texture_coords + coords01);
float h_weight_01 = dx / SPOT_WIDTH;
WEIGHT(h_weight_01);
color = color + colorNB * vec4(h_weight_01);
// Vertical blending.
float dy = coords.y - pixel_center.y;
float v_weight_00 = dy / SPOT_HEIGHT;
WEIGHT(v_weight_00);
color *= vec4(v_weight_00);
// get closest vertical neighbour to blend
vec2 coords10;
if (dy > 0.0) {
coords10 = oney;
dy = 1.0 - dy;
}
else {
coords10 = -oney;
dy = 1.0 + dy;
}
colorNB = TEX2D(texture_coords + coords10);
float v_weight_10 = dy / SPOT_HEIGHT;
WEIGHT(v_weight_10);
color = color + colorNB * vec4(v_weight_10 * h_weight_00, v_weight_10 * h_weight_00,
v_weight_10 * h_weight_00, v_weight_10 * h_weight_00);
colorNB = TEX2D(texture_coords + coords01 + coords10);
color = color + colorNB * vec4(v_weight_10 * h_weight_01, v_weight_10 * h_weight_01,
v_weight_10 * h_weight_01, v_weight_10 * h_weight_01);
color *= vec4(COLOR_BOOST);
vec4 colorTemp = clamp(GAMMA_OUT(color), 0.0, 1.0);
FragColor = vec4(colorTemp.rgb, colorTemp.a * opacity);
}
#endif