bsnes/shaders/GTU.shader/GTU-pass3.fs

64 lines
1.7 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 pi 3.14159265358
#define a(x) abs(x)
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
#define X(i) (offset-(i))
#define GETC (texture(source[0], vec2(texCoord.x - X*sourceSize[0].z,texCoord.y)).xyz)
#define VAL (c*STU(X,(TV_HORIZONTAL_RESOLUTION*sourceSize[0].z)))
#define PROCESS(i) X=X(i);c=GETC;tempColor+=VAL;
uniform sampler2D source[];
uniform vec4 sourceSize[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
float offset = fract((texCoord.x * sourceSize[0].x) - 0.5);
vec3 tempColor = vec3(0.0);
float X;
vec3 c;
PROCESS(-6)PROCESS(-5)PROCESS(-4)PROCESS(-3)PROCESS(-2)PROCESS(-1)PROCESS( 0)
PROCESS( 7)PROCESS( 6)PROCESS( 5)PROCESS( 4)PROCESS( 3)PROCESS( 2)PROCESS( 1)
// tempColor=pow(tempColor,vec3(1.0/2.2));
fragColor = vec4(tempColor,1.0);
}