mirror of
https://github.com/Abdess/retroarch_system.git
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194 lines
5.2 KiB
GLSL
194 lines
5.2 KiB
GLSL
//
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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//
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// by Timothy Lottes
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//
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// This is more along the style of a really good CGA arcade monitor.
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// With RGB inputs instead of NTSC.
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// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
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//
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// Left it unoptimized to show the theory behind the algorithm.
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//
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// It is an example what I personally would want as a display option for pixel art games.
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// Please take and use, change, or whatever.
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//
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// ported, tweaked, fast version and bloom by guest.r
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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in vec2 r_texcoord;
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uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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out vec4 o_color;
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const vec2 OGLSize = vec2(480.0,272.0);
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const vec2 OGLInvSize = vec2(1.0/480.0,1.0/272.0);
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// CRT-Lottes settings (editable)
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#define shadowMask 1 // 1, 2, 3 or 4 (CRT style)
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#define maskDark 0.5
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#define maskLight 1.5
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#define hardScan -8.0
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#define hardPix -3.0
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#define warpX 0.045 // x-curvature setting, 0.0 - 0.1
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#define warpY 0.041 // y-curvature setting, 0.0 - 0.1
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#define shape 2.0
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#define brightboost 1.1
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#define GAMMA 0.416 // output gamma, 0.5 is default
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#define warp vec2(warpX,warpY)
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vec3 ToLinear(vec3 c)
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{
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return c*c;
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}
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// Linear to sRGB.
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// Assuming using sRGB typed textures this should not be needed.
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vec3 ToSrgb(vec3 c)
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{
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return pow(c,vec3(GAMMA));
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}
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// Nearest emulated sample given floating point position and texel offset.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=(floor(pos*OGLSize.xy+off)+vec2(0.5,0.5))/OGLSize;
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return ToLinear(texture(sampler0,pos.xy).xyz);
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*OGLSize.xy;return -((pos-floor(pos))-vec2(0.5));}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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// 5-tap Gaussian filter along horz line.
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vec3 Horz5(vec2 pos,float off){
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vec3 a=Fetch(pos,vec2(-2.0,off));
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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vec3 e=Fetch(pos,vec2( 2.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wa=Gaus(dst-2.0,scale);
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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float we=Gaus(dst+2.0,scale);
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// Return filtered sample.
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return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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vec3 a=Horz3(pos,-1.0);
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vec3 b=Horz5(pos, 0.0);
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vec3 c=Horz3(pos, 1.0);
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float wa=Scan(pos,-1.0);
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float wb=Scan(pos, 0.0);
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float wc=Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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pos=pos*2.0-1.0;
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pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
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return pos*0.5+0.5;}
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// Shadow mask
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vec3 Mask(vec2 pos) {
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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// Very compressed TV style shadow mask.
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if (shadowMask == 1) {
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float lineM = maskLight;
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float oddM = 0.0;
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if(fract(pos.x / 6.0) < 0.5) oddM = 1.0;
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if(fract((pos.y + oddM) / 2.0) < 0.5) lineM = maskDark;
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pos.x= fract(pos.x / 3.0);
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if(pos.x < 0.333) mask.r = maskLight;
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else if(pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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mask *= lineM;
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} else if (shadowMask == 2) {
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// Aperture-grille.
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pos.x = fract(pos.x / 3.0);
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if(pos.x < 0.333) mask.r = maskLight;
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else if(pos.x < 0.666) mask.g = maskLight;
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else mask.b=maskLight;
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} else if (shadowMask == 3) {
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// Stretched VGA style shadow mask (same as prior shaders).
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pos.x += pos.y * 3.0;
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pos.x = fract(pos.x / 6.0);
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if(pos.x < 0.333) mask.r = maskLight;
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else if(pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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} else if (shadowMask == 4) {
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// VGA style shadow mask.
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pos.xy = floor(pos.xy * vec2(1.0,0.5));
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pos.x += pos.y * 3.0;
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pos.x = fract(pos.x / 6.0);
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if(pos.x < 0.333) mask.r = maskLight;
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else if(pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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return mask;
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}
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void main()
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{
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vec2 OGL2bPos = (r_texcoord + vec2(0.000001)) * (1.0/u_pixelDelta.xy);
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vec2 pos = Warp(r_texcoord);
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vec3 color = Tri(pos)*brightboost;
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color = min(color,1.0);
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color = pow(color, vec3(1.2));
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color*= Mask(OGL2bPos); // Tweak by SimoneT
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color = ToSrgb(color);
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float black = 1.0;
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if (pos.x < 0.0 || pos.x > 1.0 || pos.y < 0.0 || pos.y > 1.0) black = 0.0;
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o_color.rgb = color*black;
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o_color.a= 1.0;
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}
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