//uniform sampler2D source[]; //uniform vec4 sourceSize[]; //uniform vec4 targetSize; in vec2 texCoord; out vec4 fragColor; uniform sampler2D tex; // Emulated input resolution. vec2 res=vec2(256.0,144.0);//sourceSize[0].xy; // Hardness of scanline. // -8.0 = soft // -16.0 = medium float hardScan=-8.0; // Hardness of pixels in scanline. // -2.0 = soft // -4.0 = hard float hardPix=-3.0; // Display warp. // 0.0 = none // 1.0/8.0 = extreme vec2 warp=vec2(1.0/32.0,1.0/24.0); // Amount of shadow mask. float maskDark=0.5; float maskLight=1.5; //------------------------------------------------------------------------ // sRGB to Linear. // Assuing using sRGB typed textures this should not be needed. float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);} vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));} // Linear to sRGB. // Assuing using sRGB typed textures this should not be needed. float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);} 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);} //vec2??? // 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);} // 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);} // Return scanline weight. float Scan(vec2 pos,float off){ 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;} // 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;} // 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;} void main() { vec2 pos = gl_FragCoord.xy/vec2(256.0*4.0,144.0*4.0);//targetSize.xy; hardScan=-12.0; // maskDark=maskLight; pos=Warp(gl_FragCoord.xy/vec2(256.0*4.0,144.0*4.0)); fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy); fragColor.a=1.0; fragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a); }