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

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// core.glsl
//
// Core shader functionality:
// opacity, saturation, dimming and BGRA to RGBA conversion.
//
// Vertex section of code:
#if defined(VERTEX)
uniform mat4 MVPMatrix;
in vec2 positionVertex;
in vec2 texCoordVertex;
in vec4 colorVertex;
out vec4 color;
out vec2 texCoord;
void main(void)
{
gl_Position = MVPMatrix * vec4(positionVertex.xy, 0.0, 1.0);
texCoord = texCoordVertex;
color.rgba = colorVertex.abgr;
}
// Fragment section of code:
#elif defined(FRAGMENT)
#ifdef GL_ES
precision mediump float;
#endif
in vec4 color;
in vec2 texCoord;
uniform float opacity;
uniform float saturation;
uniform float dimming;
uniform unsigned int shaderFlags;
uniform sampler2D textureSampler;
out vec4 FragColor;
// shaderFlags:
// 0x00000001 - BGRA to RGBA conversion
// 0x00000002 - Font texture
// 0x00000004 - Post processing
void main()
{
vec4 sampledColor = texture(textureSampler, texCoord);
// For fonts the alpha information is stored in the red channel.
if (0u != (shaderFlags & 2u))
sampledColor = vec4(1.0, 1.0, 1.0, sampledColor.r);
sampledColor *= color;
// When post-processing we drop the alpha channel to avoid strange issues
// with some graphics drivers.
if (0u != (shaderFlags & 4u))
sampledColor.a = 1.0;
// Opacity.
if (opacity != 1.0)
sampledColor.a = sampledColor.a * opacity;
// Saturation.
if (saturation != 1.0) {
vec3 grayscale = vec3(dot(sampledColor.rgb, vec3(0.34, 0.55, 0.11)));
vec3 blendedColor = mix(grayscale, sampledColor.rgb, saturation);
sampledColor = vec4(blendedColor, sampledColor.a);
}
// Dimming
if (dimming != 1.0) {
vec4 dimColor = vec4(dimming, dimming, dimming, 1.0);
sampledColor *= dimColor;
}
// BGRA to RGBA conversion.
if (0u != (shaderFlags & 1u))
sampledColor = vec4(sampledColor.bgr, sampledColor.a);
FragColor = sampledColor;
}
#endif