SameBoy/Shaders/FlatCRT.fsh

147 lines
6.1 KiB
GLSL

#define COLOR_LOW 0.45
#define COLOR_HIGH 1.0
#define VERTICAL_BORDER_DEPTH 0.6
#define SCANLINE_DEPTH 0.55
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
/* Setting up common vars */
vec2 pos = fract(position * input_resolution);
vec2 sub_pos = pos * 6.0;
vec4 center = texture_relative(image, position, vec2(0, 0));
vec4 left = texture_relative(image, position, vec2(-1, 0));
vec4 right = texture_relative(image, position, vec2(1, 0));
/* Vertical blurring */
if (sub_pos.y < 1.0) {
center = mix(center, texture_relative(image, position, vec2( 0, -1)), 0.5 - sub_pos.y / 2.0);
left = mix(left, texture_relative(image, position, vec2(-1, -1)), 0.5 - sub_pos.y / 2.0);
right = mix(right, texture_relative(image, position, vec2( 1, -1)), 0.5 - sub_pos.y / 2.0);
}
else if (sub_pos.y > 5.0) {
center = mix(center, texture_relative(image, position, vec2( 0, 1)), (sub_pos.y - 5.0) / 2.0);
left = mix(left, texture_relative(image, position, vec2(-1, 1)), (sub_pos.y - 5.0) / 2.0);
right = mix(right, texture_relative(image, position, vec2( 1, 1)), (sub_pos.y - 5.0) / 2.0);
}
/* Scanlines */
float scanline_multiplier;
if (pos.y < 0.5) {
scanline_multiplier = (pos.y * 2.0) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
}
else {
scanline_multiplier = ((1.0 - pos.y) * 2.0) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
}
center *= scanline_multiplier;
left *= scanline_multiplier;
right *= scanline_multiplier;
/* Vertical separator for shadow masks */
bool odd = bool(int((position * input_resolution).x) & 1);
if (odd) {
pos.y += 0.5;
pos.y = fract(pos.y);
}
if (pos.y < 1.0 / 3.0) {
float gradient_position = pos.y * 3.0;
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
}
else if (pos.y > 2.0 / 3.0) {
float gradient_position = (1.0 - pos.y) * 3.0;
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
}
/* Blur the edges of the separators of adjacent columns */
if (sub_pos.x < 1.0 || sub_pos.x > 5.0) {
pos.y += 0.5;
pos.y = fract(pos.y);
if (pos.y < 1.0 / 3.0) {
float gradient_position = pos.y * 3.0;
if (pos.x < 0.5) {
gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (pos.x) * 6.0);
}
else {
gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (1.0 - pos.x) * 6.0);
}
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
}
else if (pos.y > 2.0 / 3.0) {
float gradient_position = (1.0 - pos.y) * 3.0;
if (pos.x < 0.5) {
gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (pos.x) * 6.0);
}
else {
gradient_position = 1.0 - (1.0 - gradient_position) * (1.0 - (1.0 - pos.x) * 6.0);
}
center *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
left *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
right *= gradient_position * VERTICAL_BORDER_DEPTH + (1.0 - VERTICAL_BORDER_DEPTH);
}
}
/* Subpixel blurring, like LCD filter*/
vec4 midleft = mix(left, center, 0.5);
vec4 midright = mix(right, center, 0.5);
vec4 ret;
if (sub_pos.x < 1.0) {
ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
sub_pos.x);
}
else if (sub_pos.x < 2.0) {
ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
sub_pos.x - 1.0);
}
else if (sub_pos.x < 3.0) {
ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
sub_pos.x - 2.0);
}
else if (sub_pos.x < 4.0) {
ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
sub_pos.x - 3.0);
}
else if (sub_pos.x < 5.0) {
ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
sub_pos.x - 4.0);
}
else {
ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
sub_pos.x - 5.0);
}
/* Anti alias the curve */
vec2 pixel_position = position * output_resolution;
if (pixel_position.x < 1.0) {
ret *= pixel_position.x;
}
else if (pixel_position.x > output_resolution.x - 1.0) {
ret *= output_resolution.x - pixel_position.x;
}
if (pixel_position.y < 1.0) {
ret *= pixel_position.y;
}
else if (pixel_position.y > output_resolution.y - 1.0) {
ret *= output_resolution.y - pixel_position.y;
}
return ret;
}