Add lcd1x shaders

This commit is contained in:
jdgleaver 2020-06-29 12:14:15 +01:00
parent 7eb7bf107e
commit ac2352f4ed
6 changed files with 472 additions and 0 deletions

10
handheld/lcd1x.glslp Normal file
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shaders = "1"
shader0 = "shaders/lcd1x.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"

10
handheld/lcd1x_nds.glslp Normal file
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shaders = "1"
shader0 = "shaders/lcd1x_nds.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"

10
handheld/lcd1x_psp.glslp Normal file
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shaders = "1"
shader0 = "shaders/lcd1x_psp.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"

122
handheld/shaders/lcd1x.glsl Normal file
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/*
lcd1x shader
A slightly tweaked version of lcd3x, original code written by Gigaherz
and released into the public domain:
> Omits LCD 'colour seperation' effect
> Has 'properly' aligned scanlines
Edited by jdgleaver
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
*/
#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
#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
#ifdef GL_ES
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
/*
VERTEX_SHADER
*/
void main()
{
TEX0 = TexCoord * 1.0001;
gl_Position = MVPMatrix * VertexCoord;
}
#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
#ifdef GL_ES
precision highp float;
precision highp int;
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float BRIGHTEN_SCANLINES;
uniform COMPAT_PRECISION float BRIGHTEN_LCD;
#else
#define BRIGHTEN_SCANLINES 16.0
#define BRIGHTEN_LCD 4.0
#endif
// Magic Numbers
#define PI 3.141592654
/*
FRAGMENT SHADER
*/
void main()
{
// Generate LCD grid effect
// > Note the 0.25 pixel offset -> required to ensure that
// scanlines occur *between* pixels
COMPAT_PRECISION vec2 angle = 2.0 * PI * ((TEX0.xy * TextureSize.xy) - 0.25);
COMPAT_PRECISION float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) / (BRIGHTEN_SCANLINES + 1.0);
COMPAT_PRECISION float xfactor = (BRIGHTEN_LCD + sin(angle.x)) / (BRIGHTEN_LCD + 1.0);
// Get colour sample
COMPAT_PRECISION vec3 colour = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
// Apply LCD grid effect
colour.rgb = yfactor * xfactor * colour.rgb;
FragColor = vec4(colour.rgb, 1.0);
}
#endif

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/*
lcd1x_nds shader
A slightly tweaked version of lcd3x:
- Original lcd3x code written by Gigaherz and released into the public domain
- Original 'nds_color' code written by hunterk, modified by Pokefan531 and
released into the public domain
Notes:
> Omits LCD 'colour seperation' effect
> Has 'properly' aligned scanlines
> Includes NDS colour correction
> Supports any NDS internal resolution setting
Edited by jdgleaver
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
*/
#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
#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
#ifdef GL_ES
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
varying COMPAT_PRECISION float InvInputHeight;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
/*
VERTEX_SHADER
*/
void main()
{
TEX0 = TexCoord * 1.0001;
gl_Position = MVPMatrix * VertexCoord;
// Cache divisions here for efficiency...
// (Assuming it is more efficient...?)
InvInputHeight = 1.0 / InputSize.y;
}
#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
#ifdef GL_ES
precision highp float;
precision highp int;
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
varying COMPAT_PRECISION float InvInputHeight;
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float BRIGHTEN_SCANLINES;
uniform COMPAT_PRECISION float BRIGHTEN_LCD;
#else
#define BRIGHTEN_SCANLINES 16.0
#define BRIGHTEN_LCD 4.0
#endif
// Magic Numbers
#define PI 3.141592654
#define NDS_SCREEN_HEIGHT 192.0
#define TARGET_GAMMA 2.2
const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
#define CC_R 0.85
#define CC_G 0.655
#define CC_B 0.865
#define CC_RG 0.095
#define CC_RB 0.06
#define CC_GR 0.20
#define CC_GB 0.075
#define CC_BR -0.05
#define CC_BG 0.25
/*
FRAGMENT SHADER
*/
void main()
{
// Generate LCD grid effect
// > Note the 0.25 pixel offset -> required to ensure that
// scanlines occur *between* pixels
// > Divide pixel coordinate by current scale factor
// (input_video_height / nds_screen_height)
COMPAT_PRECISION vec2 angle = 2.0 * PI * (((TEX0.xy * TextureSize.xy) * NDS_SCREEN_HEIGHT * InvInputHeight) - 0.25);
COMPAT_PRECISION float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) / (BRIGHTEN_SCANLINES + 1.0);
COMPAT_PRECISION float xfactor = (BRIGHTEN_LCD + sin(angle.x)) / (BRIGHTEN_LCD + 1.0);
// Get colour sample
COMPAT_PRECISION vec3 colour = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
// Apply colour correction
colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
colour.rgb = mat3(CC_R, CC_RG, CC_RB,
CC_GR, CC_G, CC_GB,
CC_BR, CC_BG, CC_B) * colour.rgb;
colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
// Apply LCD grid effect
colour.rgb = yfactor * xfactor * colour.rgb;
FragColor = vec4(colour.rgb, 1.0);
}
#endif

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/*
lcd1x_psp shader
A slightly tweaked version of lcd3x:
- Original lcd3x code written by Gigaherz and released into the public domain
- Original 'psp_color' code written by hunterk, modified by Pokefan531 and
released into the public domain
Notes:
> Omits LCD 'colour seperation' effect
> Has 'properly' aligned scanlines
> Includes PSP colour correction
> Supports any PSP internal resolution setting
Edited by jdgleaver
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
*/
#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
#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
#ifdef GL_ES
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
varying COMPAT_PRECISION float InvInputHeight;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
/*
VERTEX_SHADER
*/
void main()
{
TEX0 = TexCoord * 1.0001;
gl_Position = MVPMatrix * VertexCoord;
// Cache divisions here for efficiency...
// (Assuming it is more efficient...?)
InvInputHeight = 1.0 / InputSize.y;
}
#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
#ifdef GL_ES
precision highp float;
precision highp int;
#define COMPAT_PRECISION highp
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
varying COMPAT_PRECISION float InvInputHeight;
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float BRIGHTEN_SCANLINES;
uniform COMPAT_PRECISION float BRIGHTEN_LCD;
#else
#define BRIGHTEN_SCANLINES 16.0
#define BRIGHTEN_LCD 4.0
#endif
// Magic Numbers
#define PI 3.141592654
#define PSP_SCREEN_HEIGHT 272.0
#define TARGET_GAMMA 2.21
const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
#define CC_R 0.98
#define CC_G 0.795
#define CC_B 0.98
#define CC_RG 0.04
#define CC_RB 0.01
#define CC_GR 0.20
#define CC_GB 0.01
#define CC_BR -0.18
#define CC_BG 0.165
/*
FRAGMENT SHADER
*/
void main()
{
// Generate LCD grid effect
// > Note the 0.25 pixel offset -> required to ensure that
// scanlines occur *between* pixels
// > Divide pixel coordinate by current scale factor
// (input_video_height / psp_screen_height)
COMPAT_PRECISION vec2 angle = 2.0 * PI * (((TEX0.xy * TextureSize.xy) * PSP_SCREEN_HEIGHT * InvInputHeight) - 0.25);
COMPAT_PRECISION float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) / (BRIGHTEN_SCANLINES + 1.0);
COMPAT_PRECISION float xfactor = (BRIGHTEN_LCD + sin(angle.x)) / (BRIGHTEN_LCD + 1.0);
// Get colour sample
COMPAT_PRECISION vec3 colour = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
// Apply colour correction
colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
colour.rgb = mat3(CC_R, CC_RG, CC_RB,
CC_GR, CC_G, CC_GB,
CC_BR, CC_BG, CC_B) * colour.rgb;
colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
// Apply LCD grid effect
colour.rgb = yfactor * xfactor * colour.rgb;
FragColor = vec4(colour.rgb, 1.0);
}
#endif