bsnes/shaders/CRT-Glow.shader/gauss_vert.fs

49 lines
1.1 KiB
GLSL

#version 150
#define BOOST 1.0
#define CRT_GEOM_BEAM 1
uniform sampler2D source[];
uniform vec4 sourceSize[];
in Vertex {
vec2 vTexCoord;
vec2 data_pix_no;
float data_one;
};
out vec4 FragColor;
vec3 beam(vec3 color, float dist)
{
#if CRT_GEOM_BEAM
vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0));
vec3 weights = vec3(abs(dist) * 3.333333333);
return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
#else
float reciprocal_width = 4.0;
vec3 x = dist * reciprocal_width;
return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
#endif
}
void main() {
vec2 texel = floor(data_pix_no);
float phase = data_pix_no.y - texel.y;
vec2 tex = vec2(texel + 0.5) * sourceSize[0].zw;
vec3 top = texture(source[0], tex + vec2(0.0, 0 * data_one)).rgb;
vec3 bottom = texture(source[0], tex + vec2(0.0, 1 * data_one)).rgb;
float dist0 = phase;
float dist1 = 1.0 - phase;
vec3 scanline = vec3(0.0);
scanline += beam(top, dist0);
scanline += beam(bottom, dist1);
FragColor = vec4(BOOST * scanline * 0.869565217391304, 1.0);
}