mirror of https://github.com/bsnes-emu/bsnes.git
64 lines
1.7 KiB
GLSL
64 lines
1.7 KiB
GLSL
#version 150
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////////////////////////////////////////////////////////
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// GTU version 0.40
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////
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// SETTINGS
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////////////////////////////////////////////////////////
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//#define CROP_OVERSCAN
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#define TV_COLOR_LEVELS
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//#define COMPOSITE_CONNECTION
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//#define NO_SCANLINES
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#define TV_HORIZONTAL_RESOLUTION 400.0
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#define TV_VERTICAL_RESOLUTION 300.0
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#define SIGNAL_RESOLUTION 280.0
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#define SIGNAL_RESOLUTION_I 83.0
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#define SIGNAL_RESOLUTION_Q 25.0
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#define TV_DISPLAY_GAMMA 2.4
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#define OUTPUT_DISPLAY_GAMMA 2.2
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////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////
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#define pi 3.14159265358
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#define a(x) abs(x)
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#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
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#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
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#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
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#define X(i) (offset-(i))
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#define GETC (texture(source[0], vec2(texCoord.x - X*sourceSize[0].z,texCoord.y)).xyz)
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#define VAL (c*STU(X,(TV_HORIZONTAL_RESOLUTION*sourceSize[0].z)))
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#define PROCESS(i) X=X(i);c=GETC;tempColor+=VAL;
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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void main() {
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float offset = fract((texCoord.x * sourceSize[0].x) - 0.5);
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vec3 tempColor = vec3(0.0);
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float X;
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vec3 c;
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PROCESS(-6)PROCESS(-5)PROCESS(-4)PROCESS(-3)PROCESS(-2)PROCESS(-1)PROCESS( 0)
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PROCESS( 7)PROCESS( 6)PROCESS( 5)PROCESS( 4)PROCESS( 3)PROCESS( 2)PROCESS( 1)
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// tempColor=pow(tempColor,vec3(1.0/2.2));
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fragColor = vec4(tempColor,1.0);
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}
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