mirror of
https://github.com/libretro/glsl-shaders.git
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88d1c3f59c
* fix for GL_ES 2.0 * fix for GL_ES 2.0 * improve mono mode * Update zfast_crt_composite.glsl * Update zfast_crt_composite.glsl * Update zfast_crt_composite.glsl * Update CRT-Beam.glsl * Update fake-CRT-Geom.glsl
183 lines
4.3 KiB
GLSL
183 lines
4.3 KiB
GLSL
/*
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Copyright (C) 2010 Team XBMC
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http://www.xbmc.org
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Copyright (C) 2011 Stefanos A.
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http://www.opentk.com
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This Program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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#pragma parameter S16_ANTI_RINGING "Spline16 Anti-Ringing [ OFF | ON ]" 1.0 0.0 1.0 1.0
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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 mediump
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precision COMPAT_PRECISION float;
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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 COL0;
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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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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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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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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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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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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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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 S16_ANTI_RINGING;
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#else
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#define S16_ANTI_RINGING 1.0
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#endif
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float weight(float x)
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{
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x = abs(x);
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if (x < 1.0)
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{
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return
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(
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((x - 9.0 / 5.0) * x - 1.0 / 5.0 ) * x + 1.0
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);
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}
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else if ((x >= 1.0) && (x < 2.0))
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{
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return
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(
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(( -1.0 / 3.0 * (x - 1.0) + 4.0 / 5.0 ) * (x - 1.0) - 7.0 / 15.0 ) * (x - 1.0)
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);
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}
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else
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{
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return 0.0;
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}
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}
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vec4 weight4(float x)
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{
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return vec4(
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weight(x - 2.0),
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weight(x - 1.0),
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weight(x),
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weight(x + 1.0)
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);
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}
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void main()
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{
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vec2 ps = SourceSize.zw;
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vec2 pos = vTexCoord.xy + ps * vec2(0.5, 0.0);
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vec2 fp = fract(pos / ps);
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vec2 xystart = (-1.5 - fp) * ps + pos;
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float ypos = xystart.y + ps.y * 2.0;
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vec4 C0 = COMPAT_TEXTURE(Source, vec2(xystart.x , ypos));
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vec4 C1 = COMPAT_TEXTURE(Source, vec2(xystart.x + ps.x , ypos));
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vec4 C2 = COMPAT_TEXTURE(Source, vec2(xystart.x + ps.x * 2.0, ypos));
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vec4 C3 = COMPAT_TEXTURE(Source, vec2(xystart.x + ps.x * 3.0, ypos));
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vec4 w = weight4(1.0 - fp.x);
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float sum = dot( w, vec4(1.0));
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w /= sum;
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vec4 color = mat4( C0, C1, C2, C3 ) * w;
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// Anti-ringing
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if (S16_ANTI_RINGING == 1.0)
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{
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vec3 aux = color.rgb;
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vec3 min_sample = min(min(C0.rgb, C1.rgb), min(C2.rgb, C3.rgb));
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vec3 max_sample = max(max(C0.rgb, C1.rgb), max(C2.rgb, C3.rgb));
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color.rgb = clamp(color.rgb, min_sample, max_sample);
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color.rgb = mix(aux, color.rgb, step(0.0, (C0.rgb-C1.rgb)*(C2.rgb-C3.rgb)));
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}
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FragColor = color;
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}
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#endif
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