mirror of https://github.com/bsnes-emu/bsnes.git
49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
GLSL
#version 150
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#define BOOST 1.0
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#define CRT_GEOM_BEAM 1
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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 vTexCoord;
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vec2 data_pix_no;
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float data_one;
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};
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out vec4 FragColor;
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vec3 beam(vec3 color, float dist)
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{
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#if CRT_GEOM_BEAM
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vec3 wid = 2.0 + 2.0 * pow(color, vec3(4.0));
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vec3 weights = vec3(abs(dist) * 3.333333333);
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return 2.0 * color * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid);
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#else
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float reciprocal_width = 4.0;
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vec3 x = dist * reciprocal_width;
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return 2.0 * color * exp(-0.5 * x * x) * reciprocal_width;
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#endif
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}
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void main() {
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vec2 texel = floor(data_pix_no);
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float phase = data_pix_no.y - texel.y;
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vec2 tex = vec2(texel + 0.5) * sourceSize[0].zw;
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vec3 top = texture(source[0], tex + vec2(0.0, 0 * data_one)).rgb;
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vec3 bottom = texture(source[0], tex + vec2(0.0, 1 * data_one)).rgb;
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float dist0 = phase;
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float dist1 = 1.0 - phase;
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vec3 scanline = vec3(0.0);
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scanline += beam(top, dist0);
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scanline += beam(bottom, dist1);
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FragColor = vec4(BOOST * scanline * 0.869565217391304, 1.0);
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} |