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https://github.com/libretro/glsl-shaders.git
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Add lcd1x shaders
This commit is contained in:
parent
7eb7bf107e
commit
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10
handheld/lcd1x.glslp
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10
handheld/lcd1x.glslp
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shaders = "1"
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shader0 = "shaders/lcd1x.glsl"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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10
handheld/lcd1x_nds.glslp
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10
handheld/lcd1x_nds.glslp
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shaders = "1"
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shader0 = "shaders/lcd1x_nds.glsl"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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10
handheld/lcd1x_psp.glslp
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10
handheld/lcd1x_psp.glslp
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shaders = "1"
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shader0 = "shaders/lcd1x_psp.glsl"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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122
handheld/shaders/lcd1x.glsl
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122
handheld/shaders/lcd1x.glsl
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@ -0,0 +1,122 @@
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/*
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lcd1x shader
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A slightly tweaked version of lcd3x, original code written by Gigaherz
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and released into the public domain:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION highp
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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/*
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VERTEX_SHADER
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*/
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void main()
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{
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TEX0 = TexCoord * 1.0001;
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gl_Position = MVPMatrix * VertexCoord;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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precision highp float;
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precision highp int;
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#define COMPAT_PRECISION highp
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float BRIGHTEN_SCANLINES;
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uniform COMPAT_PRECISION float BRIGHTEN_LCD;
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#else
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#define BRIGHTEN_SCANLINES 16.0
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#define BRIGHTEN_LCD 4.0
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#endif
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// Magic Numbers
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#define PI 3.141592654
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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COMPAT_PRECISION vec2 angle = 2.0 * PI * ((TEX0.xy * TextureSize.xy) - 0.25);
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COMPAT_PRECISION float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) / (BRIGHTEN_SCANLINES + 1.0);
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COMPAT_PRECISION float xfactor = (BRIGHTEN_LCD + sin(angle.x)) / (BRIGHTEN_LCD + 1.0);
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// Get colour sample
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COMPAT_PRECISION vec3 colour = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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FragColor = vec4(colour.rgb, 1.0);
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}
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#endif
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160
handheld/shaders/lcd1x_nds.glsl
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160
handheld/shaders/lcd1x_nds.glsl
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@ -0,0 +1,160 @@
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/*
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lcd1x_nds shader
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A slightly tweaked version of lcd3x:
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- Original lcd3x code written by Gigaherz and released into the public domain
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- Original 'nds_color' code written by hunterk, modified by Pokefan531 and
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released into the public domain
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Notes:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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> Includes NDS colour correction
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> Supports any NDS internal resolution setting
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION highp
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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varying COMPAT_PRECISION float InvInputHeight;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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/*
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VERTEX_SHADER
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*/
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void main()
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{
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TEX0 = TexCoord * 1.0001;
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gl_Position = MVPMatrix * VertexCoord;
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// Cache divisions here for efficiency...
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// (Assuming it is more efficient...?)
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InvInputHeight = 1.0 / InputSize.y;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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precision highp float;
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precision highp int;
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#define COMPAT_PRECISION highp
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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varying COMPAT_PRECISION float InvInputHeight;
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float BRIGHTEN_SCANLINES;
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uniform COMPAT_PRECISION float BRIGHTEN_LCD;
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#else
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#define BRIGHTEN_SCANLINES 16.0
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#define BRIGHTEN_LCD 4.0
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#endif
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// Magic Numbers
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#define PI 3.141592654
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#define NDS_SCREEN_HEIGHT 192.0
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.85
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#define CC_G 0.655
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#define CC_B 0.865
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#define CC_RG 0.095
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#define CC_RB 0.06
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#define CC_GR 0.20
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#define CC_GB 0.075
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#define CC_BR -0.05
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#define CC_BG 0.25
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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// > Divide pixel coordinate by current scale factor
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// (input_video_height / nds_screen_height)
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COMPAT_PRECISION vec2 angle = 2.0 * PI * (((TEX0.xy * TextureSize.xy) * NDS_SCREEN_HEIGHT * InvInputHeight) - 0.25);
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COMPAT_PRECISION float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) / (BRIGHTEN_SCANLINES + 1.0);
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COMPAT_PRECISION float xfactor = (BRIGHTEN_LCD + sin(angle.x)) / (BRIGHTEN_LCD + 1.0);
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// Get colour sample
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COMPAT_PRECISION vec3 colour = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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// Apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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FragColor = vec4(colour.rgb, 1.0);
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}
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#endif
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160
handheld/shaders/lcd1x_psp.glsl
Normal file
160
handheld/shaders/lcd1x_psp.glsl
Normal file
@ -0,0 +1,160 @@
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/*
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lcd1x_psp shader
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A slightly tweaked version of lcd3x:
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- Original lcd3x code written by Gigaherz and released into the public domain
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- Original 'psp_color' code written by hunterk, modified by Pokefan531 and
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released into the public domain
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Notes:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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> Includes PSP colour correction
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> Supports any PSP internal resolution setting
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION highp
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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varying COMPAT_PRECISION float InvInputHeight;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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/*
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VERTEX_SHADER
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*/
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void main()
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{
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TEX0 = TexCoord * 1.0001;
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gl_Position = MVPMatrix * VertexCoord;
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// Cache divisions here for efficiency...
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// (Assuming it is more efficient...?)
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InvInputHeight = 1.0 / InputSize.y;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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precision highp float;
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precision highp int;
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#define COMPAT_PRECISION highp
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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varying COMPAT_PRECISION float InvInputHeight;
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float BRIGHTEN_SCANLINES;
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uniform COMPAT_PRECISION float BRIGHTEN_LCD;
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#else
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#define BRIGHTEN_SCANLINES 16.0
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#define BRIGHTEN_LCD 4.0
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#endif
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// Magic Numbers
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#define PI 3.141592654
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#define PSP_SCREEN_HEIGHT 272.0
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#define TARGET_GAMMA 2.21
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.98
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#define CC_G 0.795
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#define CC_B 0.98
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#define CC_RG 0.04
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#define CC_RB 0.01
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#define CC_GR 0.20
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#define CC_GB 0.01
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#define CC_BR -0.18
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#define CC_BG 0.165
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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// > Divide pixel coordinate by current scale factor
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// (input_video_height / psp_screen_height)
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COMPAT_PRECISION vec2 angle = 2.0 * PI * (((TEX0.xy * TextureSize.xy) * PSP_SCREEN_HEIGHT * InvInputHeight) - 0.25);
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COMPAT_PRECISION float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) / (BRIGHTEN_SCANLINES + 1.0);
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COMPAT_PRECISION float xfactor = (BRIGHTEN_LCD + sin(angle.x)) / (BRIGHTEN_LCD + 1.0);
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// Get colour sample
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COMPAT_PRECISION vec3 colour = COMPAT_TEXTURE(Texture, TEX0.xy).rgb;
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// Apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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|
||||
FragColor = vec4(colour.rgb, 1.0);
|
||||
}
|
||||
#endif
|
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Reference in New Issue
Block a user