// // 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. // // Vertex section of code: #if defined(VERTEX) #ifdef GL_ES precision highp float; #endif uniform mat4 MVPMatrix; in vec2 positionVertex; in vec2 texCoordVertex; in vec4 colorVertex; uniform vec2 texSize; out vec2 texCoord; out vec2 onex; out vec2 oney; out vec4 colorShift; #define SourceSize vec4(texSize, 1.0 / texSize) void main() { gl_Position = MVPMatrix * vec4(positionVertex, 0.0, 1.0); texCoord = texCoordVertex; onex = vec2(SourceSize.z, 0.0); oney = vec2(0.0, SourceSize.w); colorShift.abgr = colorVertex.rgba; } // Fragment section of code: #elif defined(FRAGMENT) #ifdef GL_ES precision highp float; #endif uniform vec2 texSize; uniform float opacity; uniform float brightness; uniform float saturation; uniform uint shaderFlags; uniform sampler2D textureSampler0; in vec2 texCoord; in vec2 onex; in vec2 oney; in vec4 colorShift; out vec4 FragColor; #ifdef PARAMETER_UNIFORM uniform float SPOT_WIDTH; uniform float SPOT_HEIGHT; uniform float COLOR_BOOST; uniform float InputGamma; uniform 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(texture(textureSampler0, coords)) // Macro for weights computing. #define WEIGHT(w) \ if (w > 1.0) \ w = 1.0; \ w = 1.0 - w * w; \ w = w * w; // shaderFlags: // 0x00000001 - Premultiplied alpha (BGRA) // 0x00000002 - Font texture // 0x00000004 - Post processing // 0x00000008 - Clipping // 0x00000010 - Screen rotated 90 or 270 degrees // 0x00000020 - Rounded corners // 0x00000040 - Rounded corners with no anti-aliasing // 0x00000080 - Convert pixel format void main() { bool rotated = false; if (0x0u != (shaderFlags & 0x10u)) rotated = true; vec4 SourceSize; if (rotated) SourceSize = vec4(texSize.yx, 1.0 / texSize.yx); else SourceSize = vec4(texSize.xy, 1.0 / texSize.xy); vec2 coords = (texCoord * 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; if (rotated) dy = coords.x - pixel_center.x; else 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); // Brightness. if (brightness != 0.0) { colorTemp.rgb /= colorTemp.a; colorTemp.rgb += 0.3 * brightness; colorTemp.rgb *= colorTemp.a; } // Saturation. if (saturation != 1.0) { vec3 grayscale; grayscale = vec3(dot(colorTemp.bgr, vec3(0.114, 0.587, 0.299))); vec3 blendedColor = mix(grayscale, colorTemp.rgb, saturation); colorTemp = vec4(blendedColor, colorTemp.a); } // Color shift. colorTemp.rgb *= colorShift.rgb; colorTemp.a *= colorShift.a; FragColor = vec4(colorTemp.rgb, colorTemp.a * opacity); } #endif