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

201 lines
5.5 KiB
GLSL

//
// 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 mediump float;
#endif
uniform mat4 MVPMatrix;
in vec2 positionVertex;
in vec2 texCoordVertex;
in vec4 colorVertex;
uniform vec2 textureSize;
out vec2 texCoord;
out vec2 onex;
out vec2 oney;
out vec4 colorShift;
#define SourceSize vec4(textureSize, 1.0 / textureSize)
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 mediump float;
#endif
uniform vec2 textureSize;
uniform float opacity;
uniform float brightness;
uniform float saturation;
uniform uint shaderFlags;
uniform sampler2D textureSampler;
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(textureSampler, 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
void main()
{
bool rotated = false;
if (0x0u != (shaderFlags & 0x10u))
rotated = true;
vec4 SourceSize;
if (rotated)
SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx);
else
SourceSize = vec4(textureSize.xy, 1.0 / textureSize.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