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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2021-05-14 16:52:38 +00:00
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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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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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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_ATTRIBUTE attribute
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 onex;
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COMPAT_VARYING vec2 oney;
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uniform mat4 MVPMatrix;
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COMPAT_ATTRIBUTE vec2 positionAttrib;
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uniform COMPAT_PRECISION vec2 TextureSize;
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
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void main()
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{
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gl_Position = MVPMatrix * vec4(positionAttrib.xy, 0.0, 1.0);
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TEX0.xy = TexCoord.xy;
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onex = vec2(SourceSize.z, 0.0);
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oney = vec2(0.0, SourceSize.w);
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}
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION float opacity;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 onex;
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COMPAT_VARYING vec2 oney;
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// Compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them.
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uniform COMPAT_PRECISION float SPOT_WIDTH;
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uniform COMPAT_PRECISION float SPOT_HEIGHT;
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uniform COMPAT_PRECISION float COLOR_BOOST;
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uniform COMPAT_PRECISION float InputGamma;
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uniform COMPAT_PRECISION 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(COMPAT_TEXTURE(Source, 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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void main()
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{
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vec2 coords = (vTexCoord * 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 = 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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FragColor = vec4(colorTemp.rgb, colorTemp.a * opacity);
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2020-09-04 16:59:19 +00:00
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}
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#endif
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