From 840d67f48d4f513e398c652dabcac5d375490938 Mon Sep 17 00:00:00 2001 From: "BADIM-PC\\Vadim" Date: Thu, 22 Feb 2018 10:58:20 +0300 Subject: [PATCH] no message --- src/ext/shader/crt-lottes.frag | 117 ++++++++++++++++----------------- 1 file changed, 57 insertions(+), 60 deletions(-) diff --git a/src/ext/shader/crt-lottes.frag b/src/ext/shader/crt-lottes.frag index 1b1ad6b..355f646 100644 --- a/src/ext/shader/crt-lottes.frag +++ b/src/ext/shader/crt-lottes.frag @@ -1,16 +1,14 @@ CODE( precision highp float; -precision mediump int; -uniform sampler2D tex; +varying vec2 texCoord; +uniform sampler2D source; uniform float trg_w; uniform float trg_h; - // Emulated input resolution. vec2 res=vec2(256.0,144.0); - vec2 trg=vec2(trg_w, trg_h); // Hardness of scanline. @@ -47,84 +45,83 @@ vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));} // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. vec3 Fetch(vec2 pos,vec2 off){ - pos=(floor(pos*res+off)+vec2(0.5,0.5))/res; - return ToLinear(1.2 * texture2D(tex,pos.xy,-16.0).rgb);} + pos=(floor(pos*res+off)+vec2(0.5,0.5))/res; + return ToLinear(1.2 * texture2D(source,pos.xy,-16.0).rgb);} // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));} - + // 1D Gaussian. float Gaus(float pos,float scale){return exp2(scale*pos*pos);} // 3-tap Gaussian filter along horz line. vec3 Horz3(vec2 pos,float off){ - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - // Return filtered sample. - return (b*wb+c*wc+d*wd)/(wb+wc+wd);} + vec3 b=Fetch(pos,vec2(-1.0,off)); + vec3 c=Fetch(pos,vec2( 0.0,off)); + vec3 d=Fetch(pos,vec2( 1.0,off)); + float dst=Dist(pos).x; + // Convert distance to weight. + float scale=hardPix; + float wb=Gaus(dst-1.0,scale); + float wc=Gaus(dst+0.0,scale); + float wd=Gaus(dst+1.0,scale); + // Return filtered sample. + return (b*wb+c*wc+d*wd)/(wb+wc+wd);} // 5-tap Gaussian filter along horz line. vec3 Horz5(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-2.0,off)); - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - vec3 e=Fetch(pos,vec2( 2.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardPix; - float wa=Gaus(dst-2.0,scale); - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - float we=Gaus(dst+2.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} + vec3 a=Fetch(pos,vec2(-2.0,off)); + vec3 b=Fetch(pos,vec2(-1.0,off)); + vec3 c=Fetch(pos,vec2( 0.0,off)); + vec3 d=Fetch(pos,vec2( 1.0,off)); + vec3 e=Fetch(pos,vec2( 2.0,off)); + float dst=Dist(pos).x; + // Convert distance to weight. + float scale=hardPix; + float wa=Gaus(dst-2.0,scale); + float wb=Gaus(dst-1.0,scale); + float wc=Gaus(dst+0.0,scale); + float wd=Gaus(dst+1.0,scale); + float we=Gaus(dst+2.0,scale); + // Return filtered sample. + return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} // Return scanline weight. float Scan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardScan);} + float dst=Dist(pos).y; + return Gaus(dst+off,hardScan);} // Allow nearest three lines to effect pixel. vec3 Tri(vec2 pos){ - vec3 a=Horz3(pos,-1.0); - vec3 b=Horz5(pos, 0.0); - vec3 c=Horz3(pos, 1.0); - float wa=Scan(pos,-1.0); - float wb=Scan(pos, 0.0); - float wc=Scan(pos, 1.0); - return a*wa+b*wb+c*wc;} + vec3 a=Horz3(pos,-1.0); + vec3 b=Horz5(pos, 0.0); + vec3 c=Horz3(pos, 1.0); + float wa=Scan(pos,-1.0); + float wb=Scan(pos, 0.0); + float wc=Scan(pos, 1.0); + return a*wa+b*wb+c*wc;} // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos){ - pos=pos*2.0-1.0; - pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y); - return pos*0.5+0.5;} + pos=pos*2.0-1.0; + pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y); + return pos*0.5+0.5;} // Shadow mask. vec3 Mask(vec2 pos){ - pos.x+=pos.y*3.0; - vec3 mask=vec3(maskDark,maskDark,maskDark); - 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;} + pos.x+=pos.y*3.0; + vec3 mask=vec3(maskDark,maskDark,maskDark); + 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() -{ - vec2 pos = gl_FragCoord.xy/trg.xy; - hardScan=-12.0; -// maskDark=maskLight; - pos=Warp(gl_FragCoord.xy/trg.xy); - gl_FragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy); - gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0); +void main() { + vec2 pos = gl_FragCoord.xy/trg.xy; + hardScan=-12.0; +// maskDark=maskLight; + pos=Warp(gl_FragCoord.xy/trg.xy); + gl_FragColor.rgb=Tri(vec2(pos.s, 1.0 - pos.t))*Mask(gl_FragCoord.xy); + gl_FragColor = vec4(ToSrgb(gl_FragColor.rgb), 1.0); }) \ No newline at end of file