Merge pull request #36 from rz5/patch-2

(crt/dotmask) Fix recursive macro expansion, style nits
This commit is contained in:
hizzlekizzle 2017-10-16 19:53:23 -05:00 committed by GitHub
commit 48cfce7c6c

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@ -1,9 +1,9 @@
/*
Dot Mask
Authors: cgwg, Timothy Lottes
License: GPL
Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
Dot Mask
Authors: cgwg, Timothy Lottes
License: GPL
Note: This shader is just the dotmask functions from cgwg's CRT shader and crt-lottes.
*/
// Parameter lines go here:
@ -14,21 +14,21 @@
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
@ -50,33 +50,34 @@ uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
@ -89,7 +90,6 @@ COMPAT_VARYING vec4 TEX0;
// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
@ -109,72 +109,85 @@ uniform COMPAT_PRECISION float maskLight;
#define mod_factor vTexCoord.x * SourceSize.x * outsize.x / SourceSize.x
// Shadow mask.
vec3 Mask(vec2 pos){
vec3 mask=vec3(maskDark,maskDark,maskDark);
// Very compressed TV style shadow mask.
if (shadowMask == 1.0) {
float line=maskLight;
float odd=0.0;
if(fract(pos.x/6.0)<0.5)odd=1.0;
if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
pos.x=fract(pos.x/3.0);
vec3 Mask(vec2 pos)
{
vec3 mask = vec3(maskDark, maskDark, maskDark);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
mask*=line;
}
// Very compressed TV style shadow mask.
if (shadowMask == 1.0)
{
float line = maskLight;
float odd = 0.0;
// Aperture-grille.
else if (shadowMask == 2.0) {
pos.x=fract(pos.x/3.0);
if (fract(pos.x/6.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
}
pos.x = fract(pos.x/3.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
mask*=line;
}
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0) {
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
// Aperture-grille.
else if (shadowMask == 2.0)
{
pos.x = fract(pos.x/3.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
}
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
// VGA style shadow mask.
else if (shadowMask == 4.0) {
pos.xy=floor(pos.xy*vec2(1.0,0.5));
pos.x+=pos.y*3.0;
pos.x=fract(pos.x/6.0);
// Stretched VGA style shadow mask (same as prior shaders).
else if (shadowMask == 3.0)
{
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if(pos.x<0.333)mask.r=maskLight;
else if(pos.x<0.666)mask.g=maskLight;
else mask.b=maskLight;
}
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
return mask;}
// VGA style shadow mask.
else if (shadowMask == 4.0)
{
pos.xy = floor(pos.xy*vec2(1.0, 0.5));
pos.x += pos.y*3.0;
pos.x = fract(pos.x/6.0);
if (pos.x < 0.333) mask.r = maskLight;
else if (pos.x < 0.666) mask.g = maskLight;
else mask.b = maskLight;
}
return mask;
}
void main()
{
vec3 res = texture(Source, vTexCoord).rgb;
vec3 res = COMPAT_TEXTURE(Source, vTexCoord).rgb;
float mask = 1.0 - DOTMASK_STRENGTH;
float mask = 1.0 - DOTMASK_STRENGTH;
//cgwg's dotmask emulation:
//Output pixels are alternately tinted green and magenta
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
vec3(mask, 1.0, mask),
floor(mod(mod_factor, 2.0)));
if (shadowMask == 0.) {
res *= dotMaskWeights;
}
else {
res *= Mask(floor(1.000001 * gl_FragCoord.xy + vec2(0.5)));
}
//cgwg's dotmask emulation:
//Output pixels are alternately tinted green and magenta
vec3 dotMaskWeights = mix(vec3(1.0, mask, 1.0),
vec3(mask, 1.0, mask),
floor(mod(mod_factor, 2.0)));
if (shadowMask == 0.)
{
res *= dotMaskWeights;
}
else
{
res *= Mask(floor(1.000001 * gl_FragCoord.xy + vec2(0.5)));
}
FragColor = vec4(res, 1.0);
}
#endif