mirror of https://github.com/PCSX2/pcsx2.git
113 lines
3.2 KiB
C
113 lines
3.2 KiB
C
/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This file was generated by glsl2h.pl script
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "stdafx.h"
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static const char* shadeboost_glsl =
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"//#version 420 // Keep it for editor detection\n"
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"\n"
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"/*\n"
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"** Contrast, saturation, brightness\n"
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"** Code of this function is from TGM's shader pack\n"
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"** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057\n"
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"*/\n"
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"\n"
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"struct vertex_basic\n"
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"{\n"
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" vec4 p;\n"
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" vec2 t;\n"
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"};\n"
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"\n"
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"#if __VERSION__ > 140 && !(defined(NO_STRUCT))\n"
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"layout(location = 0) in vertex_basic PSin;\n"
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"#define PSin_p (PSin.p)\n"
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"#define PSin_t (PSin.t)\n"
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"#else\n"
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"#ifdef DISABLE_SSO\n"
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"in vec4 SHADERp;\n"
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"in vec2 SHADERt;\n"
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"#else\n"
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"layout(location = 0) in vec4 SHADERp;\n"
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"layout(location = 1) in vec2 SHADERt;\n"
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"#endif\n"
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"#define PSin_p SHADERp\n"
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"#define PSin_t SHADERt\n"
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"#endif\n"
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"\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb12\n"
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"#else\n"
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"layout(std140, binding = 12) uniform cb12\n"
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"#endif\n"
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"{\n"
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" vec4 BGColor;\n"
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"};\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"#else\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"#endif\n"
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"\n"
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"// For all settings: 1.0 = 100\% 0.5=50\% 1.5 = 150\% \n"
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"vec4 ContrastSaturationBrightness(vec4 color)\n"
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"{\n"
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" const float sat = SB_SATURATION / 50.0;\n"
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" const float brt = SB_BRIGHTNESS / 50.0;\n"
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" const float con = SB_CONTRAST / 50.0;\n"
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" \n"
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" // Increase or decrease theese values to adjust r, g and b color channels seperately\n"
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" const float AvgLumR = 0.5;\n"
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" const float AvgLumG = 0.5;\n"
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" const float AvgLumB = 0.5;\n"
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" \n"
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" const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);\n"
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" \n"
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" vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);\n"
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" vec3 brtColor = color.rgb * brt;\n"
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" float dot_intensity = dot(brtColor, LumCoeff);\n"
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" vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);\n"
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" vec3 satColor = mix(intensity, brtColor, sat);\n"
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" vec3 conColor = mix(AvgLumin, satColor, con);\n"
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"\n"
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" color.rgb = conColor; \n"
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" return color;\n"
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"}\n"
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"\n"
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"\n"
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"void ps_main()\n"
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"{\n"
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" vec4 c = texture(TextureSampler, PSin_t);\n"
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" SV_Target0 = ContrastSaturationBrightness(c);\n"
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"}\n"
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"\n"
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"\n"
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"#endif\n"
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;
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