From fddf099a74238619a8552d9a5fe254e3f1a2280b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 May 2021 15:12:53 +0200 Subject: [PATCH] Cosmetic code cleanup of some GLSL shader code. --- resources/shaders/glsl/blur_horizontal.glsl | 50 +++--- resources/shaders/glsl/blur_vertical.glsl | 49 +++--- resources/shaders/glsl/scanlines.glsl | 176 +++++++++----------- 3 files changed, 129 insertions(+), 146 deletions(-) diff --git a/resources/shaders/glsl/blur_horizontal.glsl b/resources/shaders/glsl/blur_horizontal.glsl index 294601117..67644dc33 100644 --- a/resources/shaders/glsl/blur_horizontal.glsl +++ b/resources/shaders/glsl/blur_horizontal.glsl @@ -1,10 +1,11 @@ +// // Implementation based on the article "Efficient Gaussian blur with linear sampling" // http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be - found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */ - /*-----------------------------------------------------------. -/ Gaussian Blur settings / -'-----------------------------------------------------------*/ +// A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX +// can be found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask +// +// Borrowed from the RetroArch project and modified for ES-DE by Leon Styhre. +// #define HW 1.00 @@ -43,10 +44,8 @@ uniform COMPAT_PRECISION vec2 InputSize; void main() { gl_Position = MVPMatrix * gl_Vertex; -// gl_Position = MVPMatrix * VertexCoord; COL0 = COLOR; TEX0.xy = gl_MultiTexCoord0.xy; -// TEX0.xy = TexCoord.xy; } #elif defined(FRAGMENT) @@ -80,19 +79,19 @@ uniform COMPAT_PRECISION vec2 InputSize; uniform sampler2D Texture; COMPAT_VARYING vec4 TEX0; -// compatibility #defines +// Compatibility #defines #define Source Texture #define vTexCoord TEX0.xy -#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize +#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize. #define outsize vec4(OutputSize, 1.0 / OutputSize) void main() { vec2 texcoord = vTexCoord; -// vec2 PIXEL_SIZE = SourceSize.zw; vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w); -#if __VERSION__ < 130 + + #if __VERSION__ < 130 float sampleOffsets1 = 0.0; float sampleOffsets2 = 1.4347826; float sampleOffsets3 = 3.3478260; @@ -109,30 +108,29 @@ void main() vec4 color = COMPAT_TEXTURE(Source, texcoord); color = vec4(color.rgb, 1.0) * sampleWeights1; -// unroll the loop - color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2; - color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2; + color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2; + color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2; - color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3; - color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3; + color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3; + color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights3; - color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4; - color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4; + color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4; + color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights4; - color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5; - color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5; -#else + color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5; + color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights5; + #else float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 }; float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 }; vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights[0]; - for(int i = 1; i < 5; ++i) { - color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; - color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i]*HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; + for (int i = 1; i < 5; i++) { + color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; + color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) * sampleWeights[i]; } -#endif + #endif - FragColor = vec4(color); + FragColor = vec4(color); } #endif diff --git a/resources/shaders/glsl/blur_vertical.glsl b/resources/shaders/glsl/blur_vertical.glsl index ea017e973..cd780b2c4 100644 --- a/resources/shaders/glsl/blur_vertical.glsl +++ b/resources/shaders/glsl/blur_vertical.glsl @@ -1,10 +1,11 @@ +// // Implementation based on the article "Efficient Gaussian blur with linear sampling" // http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -/* A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX can be - found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask */ - /*-----------------------------------------------------------. -/ Gaussian Blur settings / -'-----------------------------------------------------------*/ +// A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX +// can be found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask +// +// Borrowed from the RetroArch project and modified for ES-DE by Leon Styhre. +// #define VW 1.00 @@ -31,7 +32,6 @@ COMPAT_ATTRIBUTE vec4 COLOR; COMPAT_ATTRIBUTE vec4 TexCoord; COMPAT_VARYING vec4 COL0; COMPAT_VARYING vec4 TEX0; -// out variables go here as COMPAT_VARYING whatever vec4 _oPosition1; uniform mat4 MVPMatrix; @@ -44,10 +44,8 @@ uniform COMPAT_PRECISION vec2 InputSize; void main() { gl_Position = MVPMatrix * gl_Vertex; -// gl_Position = MVPMatrix * VertexCoord; COL0 = COLOR; TEX0.xy = gl_MultiTexCoord0.xy; -// TEX0.xy = TexCoord.xy; } #elif defined(FRAGMENT) @@ -85,15 +83,15 @@ COMPAT_VARYING vec4 TEX0; #define Source Texture #define vTexCoord TEX0.xy -#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize +#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize. #define outsize vec4(OutputSize, 1.0 / OutputSize) void main() { vec2 texcoord = vTexCoord; -// vec2 PIXEL_SIZE = SourceSize.zw; vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w); -#if __VERSION__ < 130 + + #if __VERSION__ < 130 float sampleOffsets1 = 0.0; float sampleOffsets2 = 1.4347826; float sampleOffsets3 = 3.3478260; @@ -110,30 +108,29 @@ void main() vec4 color = COMPAT_TEXTURE(Source, texcoord); color = vec4(color.rgb, 1.0) * sampleWeights1; -// unroll the loop - color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets2* VW * PIXEL_SIZE.y)) * sampleWeights2; - color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets2* VW * PIXEL_SIZE.y)) * sampleWeights2; + color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets2 * VW * PIXEL_SIZE.y)) * sampleWeights2; + color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets2 * VW * PIXEL_SIZE.y)) * sampleWeights2; - color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets3* VW * PIXEL_SIZE.y)) * sampleWeights3; - color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets3* VW * PIXEL_SIZE.y)) * sampleWeights3; + color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets3 * VW * PIXEL_SIZE.y)) * sampleWeights3; + color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets3 * VW * PIXEL_SIZE.y)) * sampleWeights3; - color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets4* VW * PIXEL_SIZE.y)) * sampleWeights4; - color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets4* VW * PIXEL_SIZE.y)) * sampleWeights4; + color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets4 * VW * PIXEL_SIZE.y)) * sampleWeights4; + color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets4 * VW * PIXEL_SIZE.y)) * sampleWeights4; - color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets5* VW * PIXEL_SIZE.y)) * sampleWeights5; - color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets5* VW * PIXEL_SIZE.y)) * sampleWeights5; -#else + color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets5 * VW * PIXEL_SIZE.y)) * sampleWeights5; + color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets5 * VW * PIXEL_SIZE.y)) * sampleWeights5; + #else float sampleOffsets[5] = { 0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130 }; float sampleWeights[5] = { 0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196 }; vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights[0]; - for(int i = 1; i < 5; ++i) { - color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets[i]*VW * PIXEL_SIZE.y)) * sampleWeights[i]; - color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets[i]*VW * PIXEL_SIZE.y)) * sampleWeights[i]; + for (int i = 1; i < 5; i++) { + color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets[i] * VW * PIXEL_SIZE.y)) * sampleWeights[i]; + color += COMPAT_TEXTURE(Source, texcoord - vec2(0.0, sampleOffsets[i] * VW * PIXEL_SIZE.y)) * sampleWeights[i]; } -#endif + #endif - FragColor = vec4(color); + FragColor = vec4(color); } #endif diff --git a/resources/shaders/glsl/scanlines.glsl b/resources/shaders/glsl/scanlines.glsl index ce4182502..d71898deb 100644 --- a/resources/shaders/glsl/scanlines.glsl +++ b/resources/shaders/glsl/scanlines.glsl @@ -1,34 +1,24 @@ -/* - 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. - -*/ - -// Parameter lines go here: -// 0.5 = the spot stays inside the original pixel -// 1.0 = the spot bleeds up to the center of next pixel -// #pragma parameter SPOT_WIDTH "CRTCaligari Spot Width" 0.9 0.1 1.5 0.05 -// #pragma parameter SPOT_HEIGHT "CRTCaligari Spot Height" 0.75 0.1 1.5 0.05 -// Used to counteract the desaturation effect of weighting. -// #pragma parameter COLOR_BOOST "CRTCaligari Color Boost" 1.45 1.0 2.0 0.05 -// Constants used with gamma correction. -// #pragma parameter InputGamma "CRTCaligari Input Gamma" 2.4 0.0 5.0 0.1 -// #pragma parameter OutputGamma "CRTCaligari Output Gamma" 2.2 0.0 5.0 0.1 +// +// 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. +// +// Borrowed from the RetroArch project and modified for ES-DE by Leon Styhre. +// #if defined(VERTEX) @@ -64,17 +54,15 @@ uniform COMPAT_PRECISION vec2 OutputSize; uniform COMPAT_PRECISION vec2 TextureSize; uniform COMPAT_PRECISION vec2 InputSize; -#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize +#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize. void main() { - gl_Position = MVPMatrix * gl_Vertex; -// gl_Position = MVPMatrix * VertexCoord; - COL0 = COLOR; - TEX0.xy = gl_MultiTexCoord0.xy; -// TEX0.xy = TexCoord.xy; - onex = vec2(SourceSize.z, 0.0); - oney = vec2(0.0, SourceSize.w); + gl_Position = MVPMatrix * gl_Vertex; + COL0 = COLOR; + TEX0.xy = gl_MultiTexCoord0.xy; + onex = vec2(SourceSize.z, 0.0); + oney = vec2(0.0, SourceSize.w); } #elif defined(FRAGMENT) @@ -110,15 +98,15 @@ COMPAT_VARYING vec4 TEX0; COMPAT_VARYING vec2 onex; COMPAT_VARYING vec2 oney; -// compatibility #defines +// Compatibility #defines #define Source Texture #define vTexCoord TEX0.xy -#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize +#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize. #define OutputSize vec4(OutputSize, 1.0 / OutputSize) #ifdef PARAMETER_UNIFORM -// All parameter floats need to have COMPAT_PRECISION in front of them +// 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; @@ -132,77 +120,77 @@ uniform COMPAT_PRECISION float OutputGamma; #define OutputGamma 2.2 #endif -#define GAMMA_IN(color) pow(color,vec4(InputGamma)) -#define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma)) +#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) ) +#define TEX2D(coords) GAMMA_IN(COMPAT_TEXTURE(Source, coords)) -// Macro for weights computing +// Macro for weights computing. #define WEIGHT(w) \ - if(w>1.0) w=1.0; \ +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; + 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 ); + vec4 color = TEX2D(texture_coords); - float dx = coords.x - pixel_center.x; + float dx = coords.x - pixel_center.x; - float h_weight_00 = dx / SPOT_WIDTH; - WEIGHT( h_weight_00 ); + 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 ); + 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 ); + // 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 ); + float h_weight_01 = dx / SPOT_WIDTH; + WEIGHT(h_weight_01); - color = color + colorNB * vec4( 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 ); + // 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 ); + // 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 ); + 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 ); + 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); - 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 ); - - FragColor = clamp( GAMMA_OUT(color), 0.0, 1.0 ); + FragColor = clamp(GAMMA_OUT(color), 0.0, 1.0); } #endif