Add simple shaders and some ported from DolphinFX
This commit is contained in:
parent
ed5c03e0d5
commit
6ababf7e53
|
@ -0,0 +1,238 @@
|
|||
/*===============================================================================*\
|
||||
|######################## [Dolphin FX Suite 2.20] #######################|
|
||||
|########################## By Asmodean ##########################|
|
||||
|| ||
|
||||
|| This program is free software; you can redistribute it and/or ||
|
||||
|| modify it under the terms of the GNU General Public License ||
|
||||
|| as published by the Free Software Foundation; either version 2 ||
|
||||
|| of the License, or (at your option) any later version. ||
|
||||
|| ||
|
||||
|| This program is distributed in the hope that it will be useful, ||
|
||||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|
||||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|
||||
|| GNU General Public License for more details. (C)2015 ||
|
||||
|| ||
|
||||
|#################################################################################|
|
||||
\*===============================================================================*/
|
||||
|
||||
// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeInteger]
|
||||
GUIName = BloomType
|
||||
OptionName = A_BLOOM_TYPE
|
||||
MinValue = 0
|
||||
MaxValue = 5
|
||||
StepAmount = 1
|
||||
DefaultValue = 0
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BloomStrength
|
||||
OptionName = B_BLOOM_STRENGTH
|
||||
MinValue = 0.000
|
||||
MaxValue = 1.000
|
||||
StepAmount = 0.001
|
||||
DefaultValue = 0.220
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BlendStrength
|
||||
OptionName = C_BLEND_STRENGTH
|
||||
MinValue = 0.000
|
||||
MaxValue = 1.200
|
||||
StepAmount = 0.010
|
||||
DefaultValue = 1.000
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BloomDefocus
|
||||
OptionName = D_B_DEFOCUS
|
||||
MinValue = 1.000
|
||||
MaxValue = 4.000
|
||||
StepAmount = 0.100
|
||||
DefaultValue = 2.000
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BloomWidth
|
||||
OptionName = D_BLOOM_WIDTH
|
||||
MinValue = 1.000
|
||||
MaxValue = 8.000
|
||||
StepAmount = 0.100
|
||||
DefaultValue = 3.200
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BloomReds
|
||||
OptionName = E_BLOOM_REDS
|
||||
MinValue = 0.000
|
||||
MaxValue = 0.500
|
||||
StepAmount = 0.001
|
||||
DefaultValue = 0.020
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BloomGreens
|
||||
OptionName = F_BLOOM_GREENS
|
||||
MinValue = 0.000
|
||||
MaxValue = 0.500
|
||||
StepAmount = 0.001
|
||||
DefaultValue = 0.010
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = BloomBlues
|
||||
OptionName = G_BLOOM_BLUES
|
||||
MinValue = 0.000
|
||||
MaxValue = 0.500
|
||||
StepAmount = 0.001
|
||||
DefaultValue = 0.010
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
//Average relative luminance
|
||||
CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
|
||||
float AvgLuminance(float3 color)
|
||||
{
|
||||
return sqrt(
|
||||
(color.x * color.x * lumCoeff.x) +
|
||||
(color.y * color.y * lumCoeff.y) +
|
||||
(color.z * color.z * lumCoeff.z));
|
||||
}
|
||||
|
||||
float smootherstep(float a, float b, float x)
|
||||
{
|
||||
x = saturate((x - a) / (b - a));
|
||||
return x*x*x*(x*(x * 6.0 - 15.0) + 10.0);
|
||||
}
|
||||
|
||||
float3 BlendAddLight(float3 bloom, float3 blend)
|
||||
{
|
||||
return saturate(bloom + blend);
|
||||
}
|
||||
|
||||
float3 BlendScreen(float3 bloom, float3 blend)
|
||||
{
|
||||
return (bloom + blend) - (bloom * blend);
|
||||
}
|
||||
|
||||
float3 BlendAddGlow(float3 bloom, float3 blend)
|
||||
{
|
||||
float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
|
||||
return lerp(saturate(bloom + blend),
|
||||
(blend + blend) - (blend * blend), glow);
|
||||
}
|
||||
|
||||
float3 BlendGlow(float3 bloom, float3 blend)
|
||||
{
|
||||
float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
|
||||
return lerp((bloom + blend) - (bloom * blend),
|
||||
(blend + blend) - (blend * blend), glow);
|
||||
}
|
||||
|
||||
float3 BlendLuma(float3 bloom, float3 blend)
|
||||
{
|
||||
float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend));
|
||||
return lerp((bloom * blend), (1.0 -
|
||||
((1.0 - bloom) * (1.0 - blend))), lumavg);
|
||||
}
|
||||
|
||||
float3 BlendOverlay(float3 bloom, float3 blend)
|
||||
{
|
||||
float3 overlay = step(0.5, bloom);
|
||||
return lerp((bloom * blend * 2.0), (1.0 - (2.0 *
|
||||
(1.0 - bloom) * (1.0 - blend))), overlay);
|
||||
}
|
||||
|
||||
float3 BloomCorrection(float3 color)
|
||||
{
|
||||
float3 bloom = color;
|
||||
|
||||
bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r));
|
||||
bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g));
|
||||
bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b));
|
||||
|
||||
bloom.r = saturate(color.r + GetOption(E_BLOOM_REDS) * bloom.r);
|
||||
bloom.g = saturate(color.g + GetOption(F_BLOOM_GREENS) * bloom.g);
|
||||
bloom.b = saturate(color.b + GetOption(G_BLOOM_BLUES) * bloom.b);
|
||||
|
||||
color = saturate(bloom);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
float4 PyramidFilter(float2 texcoord, float2 width)
|
||||
{
|
||||
float4 X = SampleLocation(texcoord + float2(0.5, 0.5) * width);
|
||||
float4 Y = SampleLocation(texcoord + float2(-0.5, 0.5) * width);
|
||||
float4 Z = SampleLocation(texcoord + float2(0.5, -0.5) * width);
|
||||
float4 W = SampleLocation(texcoord + float2(-0.5, -0.5) * width);
|
||||
|
||||
return (X + Y + Z + W) / 4.0;
|
||||
}
|
||||
|
||||
float3 Blend(float3 bloom, float3 blend)
|
||||
{
|
||||
if (GetOption(A_BLOOM_TYPE) == 0) { return BlendGlow(bloom, blend); }
|
||||
else if (GetOption(A_BLOOM_TYPE) == 1) { return BlendAddGlow(bloom, blend); }
|
||||
else if (GetOption(A_BLOOM_TYPE) == 2) { return BlendAddLight(bloom, blend); }
|
||||
else if (GetOption(A_BLOOM_TYPE) == 3) { return BlendScreen(bloom, blend); }
|
||||
else if (GetOption(A_BLOOM_TYPE) == 4) { return BlendLuma(bloom, blend); }
|
||||
else /*if (GetOption(A_BLOOM_TYPE) == 5) */ { return BlendOverlay(bloom, blend); }
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 color = Sample();
|
||||
float2 texcoord = GetCoordinates();
|
||||
float2 pixelSize = GetInvResolution();
|
||||
|
||||
float anflare = 4.0;
|
||||
|
||||
float2 defocus = float2(GetOption(D_B_DEFOCUS), GetOption(D_B_DEFOCUS));
|
||||
float4 bloom = PyramidFilter(texcoord, pixelSize * defocus);
|
||||
|
||||
float2 dx = float2(pixelSize.x * GetOption(D_BLOOM_WIDTH), 0.0);
|
||||
float2 dy = float2(0.0, pixelSize.y * GetOption(D_BLOOM_WIDTH));
|
||||
|
||||
float2 mdx = mul(dx, 2.0);
|
||||
float2 mdy = mul(dy, 2.0);
|
||||
|
||||
float4 blend = bloom * 0.22520613262190495;
|
||||
|
||||
blend += 0.002589001911021066 * SampleLocation(texcoord - mdx + mdy);
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord - dx + mdy);
|
||||
blend += 0.024146616900339800 * SampleLocation(texcoord + mdy);
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord + dx + mdy);
|
||||
blend += 0.002589001911021066 * SampleLocation(texcoord + mdx + mdy);
|
||||
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord - mdx + dy);
|
||||
blend += 0.044875475183061630 * SampleLocation(texcoord - dx + dy);
|
||||
blend += 0.100529757860782610 * SampleLocation(texcoord + dy);
|
||||
blend += 0.044875475183061630 * SampleLocation(texcoord + dx + dy);
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord + mdx + dy);
|
||||
|
||||
blend += 0.024146616900339800 * SampleLocation(texcoord - mdx);
|
||||
blend += 0.100529757860782610 * SampleLocation(texcoord - dx);
|
||||
blend += 0.100529757860782610 * SampleLocation(texcoord + dx);
|
||||
blend += 0.024146616900339800 * SampleLocation(texcoord + mdx);
|
||||
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord - mdx - dy);
|
||||
blend += 0.044875475183061630 * SampleLocation(texcoord - dx - dy);
|
||||
blend += 0.100529757860782610 * SampleLocation(texcoord - dy);
|
||||
blend += 0.044875475183061630 * SampleLocation(texcoord + dx - dy);
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord + mdx - dy);
|
||||
|
||||
blend += 0.002589001911021066 * SampleLocation(texcoord - mdx - mdy);
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord - dx - mdy);
|
||||
blend += 0.024146616900339800 * SampleLocation(texcoord - mdy);
|
||||
blend += 0.010778807494659370 * SampleLocation(texcoord + dx - mdy);
|
||||
blend += 0.002589001911021066 * SampleLocation(texcoord + mdx - mdy);
|
||||
blend = lerp(color, blend, GetOption(C_BLEND_STRENGTH));
|
||||
|
||||
bloom.xyz = Blend(bloom.xyz, blend.xyz);
|
||||
bloom.xyz = BloomCorrection(bloom.xyz);
|
||||
|
||||
color.a = AvgLuminance(color.xyz);
|
||||
bloom.a = AvgLuminance(bloom.xyz);
|
||||
bloom.a *= anflare;
|
||||
|
||||
SetOutput(lerp(color, bloom, GetOption(B_BLOOM_STRENGTH)));
|
||||
}
|
|
@ -0,0 +1,174 @@
|
|||
/*===============================================================================*\
|
||||
|######################## [Dolphin FX Suite 2.20] #######################|
|
||||
|########################## By Asmodean ##########################|
|
||||
|| ||
|
||||
|| This program is free software; you can redistribute it and/or ||
|
||||
|| modify it under the terms of the GNU General Public License ||
|
||||
|| as published by the Free Software Foundation; either version 2 ||
|
||||
|| of the License, or (at your option) any later version. ||
|
||||
|| ||
|
||||
|| This program is distributed in the hope that it will be useful, ||
|
||||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|
||||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|
||||
|| GNU General Public License for more details. (C)2015 ||
|
||||
|| ||
|
||||
|#################################################################################|
|
||||
\*===============================================================================*/
|
||||
|
||||
// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = EdgeStrength
|
||||
OptionName = A_EDGE_STRENGTH
|
||||
MinValue = 0.00
|
||||
MaxValue = 4.00
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 1.00
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = EdgeFilter
|
||||
OptionName = B_EDGE_FILTER
|
||||
MinValue = 0.25
|
||||
MaxValue = 1.00
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.60
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = EdgeThickness
|
||||
OptionName = C_EDGE_THICKNESS
|
||||
MinValue = 0.25
|
||||
MaxValue = 2.00
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 1.00
|
||||
|
||||
[OptionRangeInteger]
|
||||
GUIName = PaletteType
|
||||
OptionName = D_PALETTE_TYPE
|
||||
MinValue = 0
|
||||
MaxValue = 2
|
||||
StepAmount = 1
|
||||
DefaultValue = 1
|
||||
|
||||
[OptionRangeInteger]
|
||||
GUIName = UseYuvLuma
|
||||
OptionName = E_YUV_LUMA
|
||||
MinValue = 0
|
||||
MaxValue = 1
|
||||
StepAmount = 1
|
||||
DefaultValue = 0
|
||||
|
||||
[OptionRangeInteger]
|
||||
GUIName = ColourRounding
|
||||
OptionName = G_COLOR_ROUNDING
|
||||
MinValue = 0
|
||||
MaxValue = 1
|
||||
StepAmount = 1
|
||||
DefaultValue = 1
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
//Average relative luminance
|
||||
CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
|
||||
float AvgLuminance(float3 color)
|
||||
{
|
||||
return sqrt(
|
||||
(color.x * color.x * lumCoeff.x) +
|
||||
(color.y * color.y * lumCoeff.y) +
|
||||
(color.z * color.z * lumCoeff.z));
|
||||
}
|
||||
|
||||
float3 YUVtoRGB(float3 YUV)
|
||||
{
|
||||
const float3x3 m = float3x3(
|
||||
1.000, 0.000, 1.28033,
|
||||
1.000,-0.21482,-0.38059,
|
||||
1.000, 2.12798, 0.000 );
|
||||
|
||||
return mul(m, YUV);
|
||||
}
|
||||
|
||||
float3 RGBtoYUV(float3 RGB)
|
||||
{
|
||||
const float3x3 m = float3x3(
|
||||
0.2126, 0.7152, 0.0722,
|
||||
-0.09991,-0.33609, 0.436,
|
||||
0.615, -0.55861, -0.05639 );
|
||||
|
||||
return mul(m, RGB);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 color = Sample();
|
||||
float2 texcoord = GetCoordinates();
|
||||
float2 pixelSize = GetInvResolution();
|
||||
float2 texSize = GetResolution();
|
||||
|
||||
float3 yuv;
|
||||
float3 sum = color.rgb;
|
||||
|
||||
const int NUM = 9;
|
||||
const float2 RoundingOffset = float2(0.25, 0.25);
|
||||
const float3 thresholds = float3(9.0, 8.0, 6.0);
|
||||
|
||||
float lum[NUM];
|
||||
float3 col[NUM];
|
||||
float2 set[NUM] = BEGIN_ARRAY(float2, NUM)
|
||||
float2(-0.0078125, -0.0078125),
|
||||
float2(0.00, -0.0078125),
|
||||
float2(0.0078125, -0.0078125),
|
||||
float2(-0.0078125, 0.00),
|
||||
float2(0.00, 0.00),
|
||||
float2(0.0078125, 0.00),
|
||||
float2(-0.0078125, 0.0078125),
|
||||
float2(0.00, 0.0078125),
|
||||
float2(0.0078125, 0.0078125) END_ARRAY;
|
||||
|
||||
for (int i = 0; i < NUM; i++)
|
||||
{
|
||||
col[i] = SampleLocation(texcoord + set[i] * RoundingOffset).rgb;
|
||||
|
||||
if (GetOption(G_COLOR_ROUNDING) == 1) {
|
||||
col[i].r = round(col[i].r * thresholds.r) / thresholds.r;
|
||||
col[i].g = round(col[i].g * thresholds.g) / thresholds.g;
|
||||
col[i].b = round(col[i].b * thresholds.b) / thresholds.b; }
|
||||
|
||||
lum[i] = AvgLuminance(col[i].xyz);
|
||||
yuv = RGBtoYUV(col[i]);
|
||||
|
||||
if (GetOption(E_YUV_LUMA) == 0)
|
||||
{ yuv.r = round(yuv.r * thresholds.r) / thresholds.r; }
|
||||
else
|
||||
{ yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); }
|
||||
|
||||
yuv = YUVtoRGB(yuv);
|
||||
sum += yuv;
|
||||
}
|
||||
|
||||
float3 shadedColor = (sum / NUM);
|
||||
float2 pixel = float2((1.0/texSize.x) * GetOption(C_EDGE_THICKNESS),
|
||||
(1.0/texSize.y) * GetOption(C_EDGE_THICKNESS));
|
||||
|
||||
float edgeX = dot(SampleLocation(texcoord + pixel).rgb, lumCoeff);
|
||||
edgeX = dot(float4(SampleLocation(texcoord - pixel).rgb, edgeX), float4(lumCoeff, -1.0));
|
||||
|
||||
float edgeY = dot(SampleLocation(texcoord + float2(pixel.x, -pixel.y)).rgb, lumCoeff);
|
||||
edgeY = dot(float4(SampleLocation(texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(lumCoeff, -1.0));
|
||||
|
||||
float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY));
|
||||
|
||||
if (GetOption(D_PALETTE_TYPE) == 0)
|
||||
{ color.rgb = lerp(color.rgb, color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), GetOption(A_EDGE_STRENGTH)); }
|
||||
else if (GetOption(D_PALETTE_TYPE) == 1)
|
||||
{ color.rgb = lerp(color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), shadedColor, 0.25); }
|
||||
else if (GetOption(D_PALETTE_TYPE) == 2)
|
||||
{ color.rgb = lerp(shadedColor + edge * -GetOption(A_EDGE_STRENGTH), pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH) + color.rgb, 0.50); }
|
||||
|
||||
color.a = AvgLuminance(color.rgb);
|
||||
|
||||
SetOutput(saturate(color));
|
||||
}
|
|
@ -0,0 +1,120 @@
|
|||
/*===============================================================================*\
|
||||
|######################## [Dolphin FX Suite 2.20] #######################|
|
||||
|########################## By Asmodean ##########################|
|
||||
|| ||
|
||||
|| This program is free software; you can redistribute it and/or ||
|
||||
|| modify it under the terms of the GNU General Public License ||
|
||||
|| as published by the Free Software Foundation; either version 2 ||
|
||||
|| of the License, or (at your option) any later version. ||
|
||||
|| ||
|
||||
|| This program is distributed in the hope that it will be useful, ||
|
||||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|
||||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|
||||
|| GNU General Public License for more details. (C)2015 ||
|
||||
|| ||
|
||||
|#################################################################################|
|
||||
\*===============================================================================*/
|
||||
|
||||
// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeInteger]
|
||||
GUIName = ScanlineType
|
||||
OptionName = A_SCANLINE_TYPE
|
||||
MinValue = 0
|
||||
MaxValue = 2
|
||||
StepAmount = 1
|
||||
DefaultValue = 0
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = ScanlineIntensity
|
||||
OptionName = B_SCANLINE_INTENSITY
|
||||
MinValue = 0.15
|
||||
MaxValue = 0.30
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.18
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = ScanlineThickness
|
||||
OptionName = B_SCANLINE_THICKNESS
|
||||
MinValue = 0.20
|
||||
MaxValue = 0.80
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.50
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = ScanlineBrightness
|
||||
OptionName = B_SCANLINE_BRIGHTNESS
|
||||
MinValue = 0.50
|
||||
MaxValue = 2.00
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 1.10
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = ScanlineSpacing
|
||||
OptionName = B_SCANLINE_SPACING
|
||||
MinValue = 0.10
|
||||
MaxValue = 0.99
|
||||
StepAmount = 0.01
|
||||
DefaultValue = 0.25
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
//Average relative luminance
|
||||
CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
|
||||
float AvgLuminance(float3 color)
|
||||
{
|
||||
return sqrt(
|
||||
(color.x * color.x * lumCoeff.x) +
|
||||
(color.y * color.y * lumCoeff.y) +
|
||||
(color.z * color.z * lumCoeff.z));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
float4 color = Sample();
|
||||
float4 intensity = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
if (GetOption(A_SCANLINE_TYPE) == 0) { //X coord scanlines
|
||||
if (fract(gl_FragCoord.y * GetOption(B_SCANLINE_SPACING)) > GetOption(B_SCANLINE_THICKNESS))
|
||||
{
|
||||
intensity = float4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
intensity = smoothstep(0.2, GetOption(B_SCANLINE_BRIGHTNESS), color) +
|
||||
normalize(float4(color.xyz, AvgLuminance(color.xyz)));
|
||||
} }
|
||||
|
||||
else if (GetOption(A_SCANLINE_TYPE) == 1) { //Y coord scanlines
|
||||
if (fract(gl_FragCoord.x * GetOption(B_SCANLINE_SPACING)) > GetOption(B_SCANLINE_THICKNESS))
|
||||
{
|
||||
intensity = float4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
intensity = smoothstep(0.2, GetOption(B_SCANLINE_BRIGHTNESS), color) +
|
||||
normalize(float4(color.xyz, AvgLuminance(color.xyz)));
|
||||
} }
|
||||
|
||||
else if (GetOption(A_SCANLINE_TYPE) == 2) { //XY coord scanlines
|
||||
if (fract(gl_FragCoord.x * GetOption(B_SCANLINE_SPACING)) > GetOption(B_SCANLINE_THICKNESS) &&
|
||||
fract(gl_FragCoord.y * GetOption(B_SCANLINE_SPACING)) > GetOption(B_SCANLINE_THICKNESS))
|
||||
{
|
||||
intensity = float4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
intensity = smoothstep(0.2, GetOption(B_SCANLINE_BRIGHTNESS), color) +
|
||||
normalize(float4(color.xyz, AvgLuminance(color.xyz)));
|
||||
} }
|
||||
|
||||
float level = (4.0-GetCoordinates().x) * GetOption(B_SCANLINE_INTENSITY);
|
||||
|
||||
color = intensity * (0.5 - level) + color * 1.1;
|
||||
|
||||
SetOutput(saturate(color));
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
void main()
|
||||
{
|
||||
vec2 uv = GetCoordinates();
|
||||
vec2 ts = GetInvResolution();
|
||||
|
||||
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
sum += SampleLocation(uv + vec2(-1.0, 0.0) * ts) * -1.0;
|
||||
sum += SampleLocation(uv + vec2(0.0, -1.0) * ts) * -1.0;
|
||||
sum += SampleLocation(uv) * 5.0;
|
||||
sum += SampleLocation(uv + vec2(0.0, 1.0) * ts) * -1.0;
|
||||
sum += SampleLocation(uv + vec2(1.0, 0.0) * ts) * -1.0;
|
||||
|
||||
SetOutput(saturate(sum));
|
||||
}
|
Loading…
Reference in New Issue