mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-29 17:45:38 +00:00
125 lines
3.1 KiB
GLSL
125 lines
3.1 KiB
GLSL
// SPDX-License-Identifier: MIT
|
|
//
|
|
// EmulationStation Desktop Edition
|
|
// core.glsl
|
|
//
|
|
// Core shader functionality:
|
|
// Clipping, opacity, saturation, dimming and reflections falloff.
|
|
//
|
|
|
|
// Vertex section of code:
|
|
#if defined(VERTEX)
|
|
|
|
uniform mat4 MVPMatrix;
|
|
in vec2 positionVertex;
|
|
in vec2 texCoordVertex;
|
|
in vec4 colorVertex;
|
|
|
|
out vec2 position;
|
|
out vec2 texCoord;
|
|
out vec4 color;
|
|
|
|
void main(void)
|
|
{
|
|
gl_Position = MVPMatrix * vec4(positionVertex.xy, 0.0, 1.0);
|
|
position = positionVertex;
|
|
texCoord = texCoordVertex;
|
|
color.abgr = colorVertex.rgba;
|
|
}
|
|
|
|
// Fragment section of code:
|
|
#elif defined(FRAGMENT)
|
|
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
in vec2 position;
|
|
in vec2 texCoord;
|
|
in vec4 color;
|
|
|
|
uniform vec4 clipRegion;
|
|
uniform float opacity;
|
|
uniform float saturation;
|
|
uniform float dimming;
|
|
uniform float reflectionsFalloff;
|
|
uniform uint shaderFlags;
|
|
|
|
uniform sampler2D textureSampler;
|
|
out vec4 FragColor;
|
|
|
|
// shaderFlags:
|
|
// 0x00000001 - Premultiplied alpha (BGRA)
|
|
// 0x00000002 - Font texture
|
|
// 0x00000004 - Post processing
|
|
// 0x00000008 - Clipping
|
|
|
|
void main()
|
|
{
|
|
// Discard any pixels outside the clipping region.
|
|
if (0x0u != (shaderFlags & 0x8u)) {
|
|
if (position.x < clipRegion.x)
|
|
discard;
|
|
else if (position.y < clipRegion.y)
|
|
discard;
|
|
else if (position.x > clipRegion.z)
|
|
discard;
|
|
else if (position.y > clipRegion.w)
|
|
discard;
|
|
}
|
|
|
|
vec4 sampledColor = texture(textureSampler, texCoord);
|
|
|
|
// For fonts the alpha information is stored in the red channel.
|
|
if (0x0u != (shaderFlags & 0x2u))
|
|
sampledColor = vec4(1.0, 1.0, 1.0, sampledColor.r);
|
|
|
|
// We need different color calculations depending on whether the texture contains
|
|
// premultiplied alpha or straight alpha values.
|
|
if (0x0u != (shaderFlags & 0x01u)) {
|
|
sampledColor.rgb *= color.rgb;
|
|
sampledColor *= color.a;
|
|
}
|
|
else {
|
|
sampledColor *= color;
|
|
}
|
|
|
|
// When post-processing we drop the alpha channel to avoid strange issues with some
|
|
// graphics drivers.
|
|
if (0x0u != (shaderFlags & 0x4u))
|
|
sampledColor.a = 1.0;
|
|
|
|
// Opacity.
|
|
if (opacity != 1.0) {
|
|
if (0x0u == (shaderFlags & 0x01u))
|
|
sampledColor.a *= opacity;
|
|
else
|
|
sampledColor *= opacity;
|
|
}
|
|
|
|
// Saturation.
|
|
if (saturation != 1.0) {
|
|
vec3 grayscale;
|
|
// Premultiplied textures are all in BGRA format.
|
|
if (0x0u != (shaderFlags & 0x01u))
|
|
grayscale = vec3(dot(sampledColor.bgr, vec3(0.34, 0.55, 0.11)));
|
|
else
|
|
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;
|
|
}
|
|
|
|
// Reflections falloff.
|
|
if (reflectionsFalloff > 0.0)
|
|
sampledColor.argb *= mix(0.0, 1.0, reflectionsFalloff - position.y) / reflectionsFalloff;
|
|
|
|
FragColor = sampledColor;
|
|
}
|
|
#endif
|