bsnes/shaders/GTU.shader/GTU-pass1.fs

53 lines
1.4 KiB
GLSL

#version 150
////////////////////////////////////////////////////////
// GTU version 0.40
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
////////////////////////////////////////////////////////
// SETTINGS
////////////////////////////////////////////////////////
//#define CROP_OVERSCAN
#define TV_COLOR_LEVELS
//#define COMPOSITE_CONNECTION
//#define NO_SCANLINES
#define TV_HORIZONTAL_RESOLUTION 400.0
#define TV_VERTICAL_RESOLUTION 300.0
#define SIGNAL_RESOLUTION 280.0
#define SIGNAL_RESOLUTION_I 83.0
#define SIGNAL_RESOLUTION_Q 25.0
#define TV_DISPLAY_GAMMA 2.4
#define OUTPUT_DISPLAY_GAMMA 2.2
////////////////////////////////////////////////////////
//
////////////////////////////////////////////////////////
#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
#define LEVELS(C) clamp((C -16/ 255.0)*255.0/(235.0-16.0),0.0,1.0)
uniform sampler2D source[];
uniform vec4 sourceSize[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
vec3 c=texture2D(source[0], texCoord.xy).xyz;
#ifdef TV_COLOR_LEVELS
c=LEVELS(c);
#endif
#ifdef COMPOSITE_CONNECTION
c=RGB_to_YIQ*c;
#endif
fragColor = vec4(c, 1.0);
}