ES-DE/resources/shaders/glsl/core.glsl
Leon Styhre b33c7603bb Added support for rotating the application screen contents 0, 90, 180 or 270 degrees.
Also improved post processing shader rendering when running in vertical orientation.
2023-02-06 23:38:35 +01:00

134 lines
3.4 KiB
GLSL

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// core.glsl
//
// Core shader functionality:
// Clipping, brightness, saturation, opacity, 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 brightness;
uniform float saturation;
uniform float opacity;
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
// 0x00000010 - Screen rotated 90 or 270 degrees
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);
// Brightness.
if (brightness != 0.0) {
sampledColor.rgb /= sampledColor.a;
sampledColor.rgb += 0.3 * brightness;
sampledColor.rgb *= sampledColor.a;
}
// Saturation.
if (saturation != 1.0) {
vec3 grayscale;
// Premultiplied textures are all in BGRA format.
if (0x0u != (shaderFlags & 0x01u))
grayscale = vec3(dot(sampledColor.bgr, vec3(0.114, 0.587, 0.299)));
else
grayscale = vec3(dot(sampledColor.rgb, vec3(0.299, 0.587, 0.114)));
vec3 blendedColor = mix(grayscale, sampledColor.rgb, saturation);
sampledColor = vec4(blendedColor, sampledColor.a);
}
// 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;
}
// 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