duckstation/data/shaders/dolphinfx/scanlines.glsl

120 lines
4.0 KiB
GLSL

/*===============================================================================*\
|######################## [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));
}