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libretro/bios/Other/epsxe/shaders/CRT-Hyllian/gpuCore.slf
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#ifdef GL_ES
precision mediump float;
#endif
#define PHOSPHOR 0.0
#define InputGamma 2.4
#define OutputGamma 2.2
#define SHARPNESS 1.0
#define COLOR_BOOST 1.5
#define RED_BOOST 1.0
#define GREEN_BOOST 1.0
#define BLUE_BOOST 1.0
#define SCANLINES_STRENGTH 0.72
#define BEAM_MIN_WIDTH 0.86
#define BEAM_MAX_WIDTH 1.0
#define CRT_ANTI_RINGING 1.0
/*
Hyllian's CRT Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
// Horizontal cubic filter.
// Some known filters use these values:
// B = 0.0, C = 0.0 => Hermite cubic filter.
// B = 1.0, C = 0.0 => Cubic B-Spline filter.
// B = 0.0, C = 0.5 => Catmull-Rom Spline filter. This is the default used in this shader.
// B = C = 1.0/3.0 => Mitchell-Netravali cubic filter.
// B = 0.3782, C = 0.3109 => Robidoux filter.
// B = 0.2620, C = 0.3690 => Robidoux Sharp filter.
// B = 0.36, C = 0.28 => My best config for ringing elimination in pixel art (Hyllian).
// For more info, see: http://www.imagemagick.org/Usage/img_diagrams/cubic_survey.gif
// Change these params to configure the horizontal filter.
const float B = 0.0;
const float C = 0.5;
const mat4 invX = mat4( (-B - 6.0*C)/6.0, (12.0 - 9.0*B - 6.0*C)/6.0, -(12.0 - 9.0*B - 6.0*C)/6.0, (B + 6.0*C)/6.0,
(3.0*B + 12.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, -C,
(-3.0*B - 6.0*C)/6.0, 0.0, (3.0*B + 6.0*C)/6.0, 0.0,
B/6.0, (6.0 - 2.0*B)/6.0, B/6.0, 0.0);
struct inputdata
{
vec2 video_size;
vec2 texture_size;
vec2 output_size;
float frame_count;
float frame_direction;
float frame_rotation;
};
varying vec2 v_texCoord;
uniform sampler2D Sample;
uniform inputdata IN;
void main()
{
vec2 TextureSize = vec2(SHARPNESS*IN.texture_size.x, IN.texture_size.y);
// vec2 TextureSize = vec2(SHARPNESS*1024.0, 512.0);
vec3 color;
vec2 dx = vec2(1.0/TextureSize.x, 0.0);
vec2 dy = vec2(0.0, 1.0/TextureSize.y);
vec2 pix_coord = v_texCoord*TextureSize+vec2(-0.5,0.5);
vec2 tc = (floor(pix_coord)+vec2(0.5,0.5))/TextureSize;
vec2 fp = fract(pix_coord);
vec4 c00 = vec4(GAMMA_IN(texture2D(Sample, tc - dx - dy).xyz),1.0);
vec4 c01 = vec4(GAMMA_IN(texture2D(Sample, tc - dy).xyz),1.0);
vec4 c02 = vec4(GAMMA_IN(texture2D(Sample, tc + dx - dy).xyz),1.0);
vec4 c03 = vec4(GAMMA_IN(texture2D(Sample, tc + 2.0*dx - dy).xyz),1.0);
vec4 c10 = vec4(GAMMA_IN(texture2D(Sample, tc - dx).xyz),1.0);
vec4 c11 = vec4(GAMMA_IN(texture2D(Sample, tc ).xyz),1.0);
vec4 c12 = vec4(GAMMA_IN(texture2D(Sample, tc + dx).xyz),1.0);
vec4 c13 = vec4(GAMMA_IN(texture2D(Sample, tc + 2.0*dx).xyz),1.0);
// Get min/max samples
vec4 min_sample = min(min(c01,c11), min(c02,c12));
vec4 max_sample = max(max(c01,c11), max(c02,c12));
mat4 color_matrix0 = mat4(c00, c01, c02, c03);
mat4 color_matrix1 = mat4(c10, c11, c12, c13);
vec4 lobes = vec4(fp.x*fp.x*fp.x, fp.x*fp.x, fp.x, 1.0);
vec4 invX_Px = invX * lobes;
vec4 color0 = color_matrix0 * invX_Px;
vec4 color1 = color_matrix1 * invX_Px;
// Anti-ringing
vec4 aux = color0;
color0 = clamp(color0, min_sample, max_sample);
color0 = mix(aux, color0, CRT_ANTI_RINGING);
aux = color1;
color1 = clamp(color1, min_sample, max_sample);
color1 = mix(aux, color1, CRT_ANTI_RINGING);
float pos0 = fp.y;
float pos1 = 1.0 - fp.y;
vec3 color0x = color0.rgb;
vec3 color1x = color1.rgb;
vec3 lum0 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color0x);
vec3 lum1 = mix(vec3(BEAM_MIN_WIDTH), vec3(BEAM_MAX_WIDTH), color1x);
vec3 d0 = clamp(pos0/(lum0+0.0000001), 0.0, 1.0);
vec3 d1 = clamp(pos1/(lum1+0.0000001), 0.0, 1.0);
d0 = exp(-10.0*SCANLINES_STRENGTH*d0*d0);
d1 = exp(-10.0*SCANLINES_STRENGTH*d1*d1);
color = clamp(color0x*d0+color1x*d1, 0.0, 1.0);
color *= COLOR_BOOST*vec3(RED_BOOST, GREEN_BOOST, BLUE_BOOST);
float mod_factor = v_texCoord.x * IN.output_size.x * IN.texture_size.x / IN.video_size.x;
vec3 dotMaskWeights = mix(
vec3(1.0, 0.7, 1.0),
vec3(0.7, 1.0, 0.7),
floor(mod(mod_factor, 2.0))
);
color.rgb *= mix(vec3(1.0,1.0,1.0), dotMaskWeights, PHOSPHOR);
color = GAMMA_OUT(color);
gl_FragColor = vec4(color, 1.0);
}