mirror of https://github.com/bsnes-emu/bsnes.git
48 lines
1.3 KiB
GLSL
48 lines
1.3 KiB
GLSL
// Gaussian Scanlines
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//
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// adapted from NTSC Shader - written by Hans-Kristian Arntzen
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// License: GPLv3
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// pulled from git://github.com/libretro/common-shaders.git on 08/05/2013
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#version 150
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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uniform vec4 targetSize;
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uniform int phase;
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#define DISPLAY_GAMMA 2.1
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#define CRT_GAMMA 2.5
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#define one (sourceSize[0]) //this is set to 1.0 / sourceSize[0] in the original version, but I think this looks better
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#define pix_no texCoord.y * sourceSize[0]
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#define TEX(off) pow(texture(source[0], texCoord - vec2(0.0, (off) * one.y)).rgb, vec3(CRT_GAMMA))
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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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vec3 frame0 = TEX(-2.0);
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vec3 frame1 = TEX(-1.0);
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vec3 frame2 = TEX(0.0);
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vec3 frame3 = TEX(1.0);
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vec3 frame4 = TEX(2.0);
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float offset_dist = fract(pix_no.y) - 0.5;
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float dist0 = 2.0 + offset_dist;
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float dist1 = 1.0 + offset_dist;
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float dist2 = 0.0 + offset_dist;
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float dist3 = -1.0 + offset_dist;
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float dist4 = -2.0 + offset_dist;
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vec3 scanline = frame0 * exp(-5.0 * dist0 * dist0);
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scanline += frame1 * exp(-5.0 * dist1 * dist1);
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scanline += frame2 * exp(-5.0 * dist2 * dist2);
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scanline += frame3 * exp(-5.0 * dist3 * dist3);
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scanline += frame4 * exp(-5.0 * dist4 * dist4);
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fragColor = vec4(pow(1.15 * scanline, vec3(1.0 / DISPLAY_GAMMA)), 1.0);
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} |