mirror of
https://github.com/libretro/bsnes-libretro.git
synced 2024-11-23 08:59:40 +00:00
ec18efcb04
git-subtree-dir: bsnes/gb git-subtree-mainline:844e23d0f4
git-subtree-split:919a88ec23
163 lines
6.8 KiB
GLSL
163 lines
6.8 KiB
GLSL
#define COLOR_LOW 0.7
|
|
#define COLOR_HIGH 1.0
|
|
#define VERTICAL_BORDER_DEPTH 0.6
|
|
#define SCANLINE_DEPTH 0.3
|
|
#define CURVENESS 0.3
|
|
|
|
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
|
|
{
|
|
/* Curve and pixel ratio */
|
|
float y_curve = cos(position.x - 0.5) * CURVENESS + (1 - CURVENESS);
|
|
float y_multiplier = 8.0 / 7.0 / y_curve;
|
|
position.y *= y_multiplier;
|
|
position.y -= (y_multiplier - 1) / 2;
|
|
if (position.y < 0.0) return vec4(0,0,0,0);
|
|
if (position.y > 1.0) return vec4(0,0,0,0);
|
|
|
|
float x_curve = cos(position.y - 0.5) * CURVENESS + (1 - CURVENESS);
|
|
float x_multiplier = 1/x_curve;
|
|
position.x *= x_multiplier;
|
|
position.x -= (x_multiplier - 1) / 2;
|
|
if (position.x < 0.0) return vec4(0,0,0,0);
|
|
if (position.x > 1.0) return vec4(0,0,0,0);
|
|
|
|
/* Setting up common vars */
|
|
vec2 pos = fract(position * input_resolution);
|
|
vec2 sub_pos = fract(position * input_resolution * 6);
|
|
|
|
vec4 center = texture(image, position);
|
|
vec4 left = texture(image, position - vec2(1.0 / input_resolution.x, 0));
|
|
vec4 right = texture(image, position + vec2(1.0 / input_resolution.x, 0));
|
|
|
|
/* Vertical blurring */
|
|
if (pos.y < 1.0 / 6.0) {
|
|
center = mix(center, texture(image, position + vec2(0, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
|
|
left = mix(left, texture(image, position + vec2(-1.0 / input_resolution.x, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
|
|
right = mix(right, texture(image, position + vec2( 1.0 / input_resolution.x, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
|
|
}
|
|
else if (pos.y > 5.0 / 6.0) {
|
|
center = mix(center, texture(image, position + vec2(0, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
|
|
left = mix(left, texture(image, position + vec2(-1.0 / input_resolution.x, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
|
|
right = mix(right, texture(image, position + vec2( 1.0 / input_resolution.x, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
|
|
}
|
|
|
|
/* Scanlines */
|
|
float scanline_multiplier;
|
|
if (pos.y < 0.5) {
|
|
scanline_multiplier = (pos.y * 2) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
|
|
}
|
|
else {
|
|
scanline_multiplier = ((1 - pos.y) * 2) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
|
|
}
|
|
|
|
center *= scanline_multiplier;
|
|
left *= scanline_multiplier;
|
|
right *= scanline_multiplier;
|
|
|
|
/* Vertical seperator for shadow masks */
|
|
bool odd = bool(int((position * input_resolution).x) & 1);
|
|
if (odd) {
|
|
pos.y += 0.5;
|
|
pos.y = fract(pos.y);
|
|
}
|
|
|
|
if (pos.y < 1.0 / 3.0) {
|
|
float gradient_position = pos.y * 3.0;
|
|
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
}
|
|
else if (pos.y > 2.0 / 3.0) {
|
|
float gradient_position = (1 - pos.y) * 3.0;
|
|
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
}
|
|
|
|
/* Blur the edges of the separators of adjacent columns */
|
|
if (pos.x < 1.0 / 6.0 || pos.x > 5.0 / 6.0) {
|
|
pos.y += 0.5;
|
|
pos.y = fract(pos.y);
|
|
|
|
if (pos.y < 1.0 / 3.0) {
|
|
float gradient_position = pos.y * 3.0;
|
|
if (pos.x < 0.5) {
|
|
gradient_position = 1 - (1 - gradient_position) * (1 - (pos.x) * 6.0);
|
|
}
|
|
else {
|
|
gradient_position = 1 - (1 - gradient_position) * (1 - (1 - pos.x) * 6.0);
|
|
}
|
|
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
}
|
|
else if (pos.y > 2.0 / 3.0) {
|
|
float gradient_position = (1 - pos.y) * 3.0;
|
|
if (pos.x < 0.5) {
|
|
gradient_position = 1 - (1 - gradient_position) * (1 - (pos.x) * 6.0);
|
|
}
|
|
else {
|
|
gradient_position = 1 - (1 - gradient_position) * (1 - (1 - pos.x) * 6.0);
|
|
}
|
|
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1 - VERTICAL_BORDER_DEPTH);
|
|
}
|
|
}
|
|
|
|
|
|
/* Subpixel blurring, like LCD filter*/
|
|
|
|
vec4 midleft = mix(left, center, 0.5);
|
|
vec4 midright = mix(right, center, 0.5);
|
|
|
|
vec4 ret;
|
|
if (pos.x < 1.0 / 6.0) {
|
|
ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
|
|
vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
|
|
sub_pos.x);
|
|
}
|
|
else if (pos.x < 2.0 / 6.0) {
|
|
ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
|
|
vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
|
|
sub_pos.x);
|
|
}
|
|
else if (pos.x < 3.0 / 6.0) {
|
|
ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
|
|
vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
|
|
sub_pos.x);
|
|
}
|
|
else if (pos.x < 4.0 / 6.0) {
|
|
ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
|
|
vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
|
|
sub_pos.x);
|
|
}
|
|
else if (pos.x < 5.0 / 6.0) {
|
|
ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
|
|
vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
|
|
sub_pos.x);
|
|
}
|
|
else {
|
|
ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
|
|
vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
|
|
sub_pos.x);
|
|
}
|
|
|
|
/* Anti alias the curve */
|
|
vec2 pixel_position = position * output_resolution;
|
|
if (pixel_position.x < 1) {
|
|
ret *= pixel_position.x;
|
|
}
|
|
else if (pixel_position.x > output_resolution.x - 1) {
|
|
ret *= output_resolution.x - pixel_position.x;
|
|
}
|
|
if (pixel_position.y < 1) {
|
|
ret *= pixel_position.y;
|
|
}
|
|
else if (pixel_position.y > output_resolution.y - 1) {
|
|
ret *= output_resolution.y - pixel_position.y;
|
|
}
|
|
|
|
return ret;
|
|
}
|