mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 22:25:38 +00:00
149 lines
4.4 KiB
GLSL
149 lines
4.4 KiB
GLSL
//
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// Implementation based on the article "Efficient Gaussian blur with linear sampling"
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// http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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// A version for MasterEffect Reborn, a standalone version, and a custom shader version for SweetFX
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// can be found at http://reshade.me/forum/shader-presentation/27-gaussian-blur-bloom-unsharpmask
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//
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// Taken from the RetroArch project and modified for ES-DE.
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//
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#define HW 1.00
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * gl_Vertex;
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COL0 = COLOR;
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TEX0.xy = gl_MultiTexCoord0.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// Compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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vec2 texcoord = vTexCoord;
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vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w);
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#if __VERSION__ < 130
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float sampleOffsets1 = 0.0;
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float sampleOffsets2 = 1.4347826;
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float sampleOffsets3 = 3.3478260;
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float sampleOffsets4 = 5.2608695;
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float sampleOffsets5 = 7.1739130;
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float sampleWeights1 = 0.16818994;
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float sampleWeights2 = 0.27276957;
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float sampleWeights3 = 0.11690125;
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float sampleWeights4 = 0.024067905;
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float sampleWeights5 = 0.0021112196;
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// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
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vec4 color = COMPAT_TEXTURE(Source, texcoord);
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color = vec4(color.rgb, 1.0) * sampleWeights1;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets2 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights2;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets3 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights3;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets4 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights4;
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color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights5;
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color += COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets5 * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights5;
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#else
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float sampleOffsets[5] = {0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130};
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float sampleWeights[5] = {0.16818994, 0.27276957, 0.11690125, 0.024067905, 0.0021112196};
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vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights[0];
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for (int i = 1; i < 5; i++) {
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color +=
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COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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color +=
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COMPAT_TEXTURE(Source, texcoord - vec2(sampleOffsets[i] * HW * PIXEL_SIZE.x, 0.0)) *
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sampleWeights[i];
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}
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#endif
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FragColor = vec4(color);
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}
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#endif
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