mirror of
https://github.com/Abdess/retroarch_system.git
synced 2026-10-11 22:13:23 -05:00
161 lines
4.3 KiB
Plaintext
161 lines
4.3 KiB
Plaintext
//
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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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#ifdef GL_ES
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precision mediump float;
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#endif
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#define hardScan -8.0
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#define hardPix -3.0
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#define warpX 0.031
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#define warpY 0.041
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#define maskDark 0.5
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#define maskLight 1.5
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#define scaleInLinearGamma 1
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#define shadowMask 1.0
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#define brightboost 1.0
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struct inputdata
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{
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vec2 video_size;
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vec2 texture_size;
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vec2 output_size;
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float frame_count;
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float frame_direction;
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float frame_rotation;
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};
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uniform sampler2D Sample;
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varying vec2 v_texCoord;
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uniform inputdata IN;
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#define warp vec2(warpX,warpY)
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//------------------------------------------------------------------------
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// sRGB to Linear.
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// Assuing using sRGB typed textures this should not be needed.
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float ToLinear1(float c)
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{
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if (scaleInLinearGamma==0) return c;
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return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);
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}
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vec3 ToLinear(vec3 c)
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{
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if (scaleInLinearGamma==0) return c;
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return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));
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}
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// Linear to sRGB.
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// Assuing using sRGB typed textures this should not be needed.
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float ToSrgb1(float c)
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{
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if (scaleInLinearGamma==0) return c;
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return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);
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}
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vec3 ToSrgb(vec3 c)
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{
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if (scaleInLinearGamma==0) return c;
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return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));
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}
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=(floor(pos*IN.texture_size.xy+off)+vec2(0.5,0.5))/IN.texture_size.xy;
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return ToLinear(brightboost * texture2D(Sample,pos.xy).rgb);
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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*IN.texture_size.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*pos*pos);}
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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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pos.x+=pos.y*3.0;
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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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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return mask;}
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void main()
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{
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vec2 pos=Warp(v_texCoord.xy*(IN.texture_size.xy/IN.video_size.xy))*(IN.video_size.xy/IN.texture_size.xy);
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vec3 outColor = Tri(pos);
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if(shadowMask != 0.0)
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outColor.rgb*=Mask(floor(v_texCoord.xy*(IN.texture_size.xy/IN.video_size.xy)*IN.output_size.xy)+vec2(0.5,0.5));
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gl_FragColor = vec4(ToSrgb(outColor.rgb),1.0);
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}
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