pcsx2/plugins/GSdx/res/shadeboost.h

113 lines
3.2 KiB
C

/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This file was generated by glsl2h.pl script
*
* 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, 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.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "stdafx.h"
static const char* shadeboost_glsl =
"//#version 420 // Keep it for editor detection\n"
"\n"
"/*\n"
"** Contrast, saturation, brightness\n"
"** Code of this function is from TGM's shader pack\n"
"** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057\n"
"*/\n"
"\n"
"struct vertex_basic\n"
"{\n"
" vec4 p;\n"
" vec2 t;\n"
"};\n"
"\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
"#if __VERSION__ > 140 && !(defined(NO_STRUCT))\n"
"layout(location = 0) in vertex_basic PSin;\n"
"#define PSin_p (PSin.p)\n"
"#define PSin_t (PSin.t)\n"
"#else\n"
"#ifdef DISABLE_SSO\n"
"in vec4 SHADERp;\n"
"in vec2 SHADERt;\n"
"#else\n"
"layout(location = 0) in vec4 SHADERp;\n"
"layout(location = 1) in vec2 SHADERt;\n"
"#endif\n"
"#define PSin_p SHADERp\n"
"#define PSin_t SHADERt\n"
"#endif\n"
"\n"
"layout(location = 0) out vec4 SV_Target0;\n"
"\n"
"#ifdef DISABLE_GL42\n"
"layout(std140) uniform cb12\n"
"#else\n"
"layout(std140, binding = 12) uniform cb12\n"
"#endif\n"
"{\n"
" vec4 BGColor;\n"
"};\n"
"\n"
"#ifdef DISABLE_GL42\n"
"uniform sampler2D TextureSampler;\n"
"#else\n"
"layout(binding = 0) uniform sampler2D TextureSampler;\n"
"#endif\n"
"\n"
"// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% \n"
"vec4 ContrastSaturationBrightness(vec4 color)\n"
"{\n"
" const float sat = SB_SATURATION / 50.0;\n"
" const float brt = SB_BRIGHTNESS / 50.0;\n"
" const float con = SB_CONTRAST / 50.0;\n"
" \n"
" // Increase or decrease theese values to adjust r, g and b color channels seperately\n"
" const float AvgLumR = 0.5;\n"
" const float AvgLumG = 0.5;\n"
" const float AvgLumB = 0.5;\n"
" \n"
" const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);\n"
" \n"
" vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);\n"
" vec3 brtColor = color.rgb * brt;\n"
" float dot_intensity = dot(brtColor, LumCoeff);\n"
" vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);\n"
" vec3 satColor = mix(intensity, brtColor, sat);\n"
" vec3 conColor = mix(AvgLumin, satColor, con);\n"
"\n"
" color.rgb = conColor; \n"
" return color;\n"
"}\n"
"\n"
"\n"
"void ps_main()\n"
"{\n"
" vec4 c = texture(TextureSampler, PSin_t);\n"
" SV_Target0 = ContrastSaturationBrightness(c);\n"
"}\n"
"\n"
"\n"
"#endif\n"
;