mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-10 13:33:24 -05:00
99 lines
3.0 KiB
GLSL
99 lines
3.0 KiB
GLSL
/*
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dot fragment shader
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Original code by Themaister, released into the public domain
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'Ported' (i.e. copy/paste) to PPSSPP format by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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//=== Config
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#define gamma 2.4 // "Dot Gamma" - default: 2.4, min: 0.0, max: 5.0, step: 0.05
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#define shine 0.05 // "Dot Shine" - default: 0.05, min: 0.0, max: 0.5, step: 0.01
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#define blend 0.65 // "Dot Blend" - default: 0.65, min: 0.0, max: 1.0, step: 0.01
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//================
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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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// For android, use this instead...
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//precision highp float;
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//precision highp int;
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//
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#endif
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//================
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uniform sampler2D sampler0;
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uniform vec2 u_texelDelta;
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in vec2 r_texcoord;
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out vec4 o_color;
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//================
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float dist(vec2 coord, vec2 source)
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{
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vec2 delta = coord - source;
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return sqrt(dot(delta, delta));
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}
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float color_bloom(vec3 color)
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{
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const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
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float bright = dot(color, gray_coeff);
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return mix(1.0 + shine, 1.0 - shine, bright);
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}
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vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
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{
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vec2 offset = vec2(offset_x, offset_y);
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float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
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return color * exp(-gamma * delta * color_bloom(color));
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}
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//================
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void main()
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{
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float dx = u_texelDelta.x;
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float dy = u_texelDelta.y;
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vec4 v_texcoord1 = vec4(r_texcoord + vec2(-dx, -dy), r_texcoord + vec2(0.0, -dy));
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// c20_01
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vec4 v_texcoord2 = vec4(r_texcoord + vec2(dx, -dy), r_texcoord + vec2(-dx, 0.0));
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// c21_02
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vec4 v_texcoord3 = vec4(r_texcoord + vec2(dx, 0.0), r_texcoord + vec2(-dx, dy));
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// c12_22
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vec4 v_texcoord4 = vec4(r_texcoord + vec2(0.0, dy), r_texcoord + vec2(dx, dy));
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// c11
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vec2 v_texcoord5 = r_texcoord;
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// pixel_no
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vec2 v_texcoord6 = r_texcoord * (1.0 / u_texelDelta.xy);
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// pixel_no == v_texcoord6
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vec3 mid_color = lookup(v_texcoord6, 0.0, 0.0, texture(sampler0, v_texcoord5).rgb); // c11
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vec3 color = vec3(0.0, 0.0, 0.0);
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color += lookup(v_texcoord6, -1.0, -1.0, texture(sampler0, v_texcoord1.xy).rgb); // c00_10
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color += lookup(v_texcoord6, 0.0, -1.0, texture(sampler0, v_texcoord1.zw).rgb); // c00_10
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color += lookup(v_texcoord6, 1.0, -1.0, texture(sampler0, v_texcoord2.xy).rgb); // c20_01
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color += lookup(v_texcoord6, -1.0, 0.0, texture(sampler0, v_texcoord2.zw).rgb); // c20_01
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color += mid_color;
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color += lookup(v_texcoord6, 1.0, 0.0, texture(sampler0, v_texcoord3.xy).rgb); // c21_02
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color += lookup(v_texcoord6, -1.0, 1.0, texture(sampler0, v_texcoord3.zw).rgb); // c21_02
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color += lookup(v_texcoord6, 0.0, 1.0, texture(sampler0, v_texcoord4.xy).rgb); // c12_22
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color += lookup(v_texcoord6, 1.0, 1.0, texture(sampler0, v_texcoord4.zw).rgb); // c12_22
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vec3 out_color = mix(1.2 * mid_color, color, blend);
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o_color = vec4(out_color, 1.0);
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}
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