annotate shaders/crt.f.glsl @ 1965:3a46ff899fa6

More correct implementation of byte printing in builtin debugger. Fix GDB debugger to use helper in backend.c for reading bytes
author Michael Pavone <pavone@retrodev.com>
date Sun, 03 May 2020 23:28:42 -0700
parents 7da675d0c512
children f3cca4b3f17a
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1 #version 110
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2
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3 /* Subtle CRT shader usable in fullscreen - Anaël Seghezzi [anael(at)maratis3d.com]
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4 This shader is free software distributed under the terms of the GNU General Public
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5 License version 3 or higher. This gives you the right to redistribute and/or
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6 modify the program as long as you follow the terms of the license. See the file
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7 COPYING for full license details.
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8 */
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9
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10 #define M_PI 3.14159265358979323846
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11
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12 uniform sampler2D textures[2];
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13 uniform float width, height;
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14 varying vec2 texcoord;
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15 varying vec2 screencoord;
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16
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17
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18 float nrand(vec2 n) {
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19 return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);
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20 }
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21
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22 float scanline(vec2 texco)
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23 {
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24 return (1.0 - abs(cos(texco.y * 512.0 * M_PI)));
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25 }
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26
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27 vec2 sharp_coord(vec2 texco, vec2 dim, vec2 sharpness)
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28 {
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29 vec2 texcoif = texco * dim;
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30 vec2 texcoi = floor(texcoif);
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31 vec2 mu = (texcoif - 0.5) - texcoi;
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32 vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5;
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33 return (texcoi + mub + 0.5) / dim;
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34 }
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35
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36 void main()
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37 {
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38 float v = 1.0 / 512.0;
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39 float yforce = 0.175;
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40 float vign = length(screencoord);
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41
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42 // monitor deformation
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43 vec2 monitorcoord = (screencoord + screencoord * vign * 0.025);
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44
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45 if (monitorcoord.x < -1.0 || monitorcoord.y < -1.0 || monitorcoord.x > 1.0 || monitorcoord.y > 1.0) {
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46 gl_FragColor = vec4(0.0);
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47 return;
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48 }
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49
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50 vec2 texco = monitorcoord * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0);
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51
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52 // mask
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53 float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0);
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54 float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0);
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55 float mask = clamp(maskx * masky, 0.0, 1.0);
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56
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57 // sharp texcoord
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58 vec2 texco_sharp0 = sharp_coord(texco, vec2(512.0, 512.0), vec2(4.0, 8.0));
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59 vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 1.0 / 1024.0), vec2(512.0, 512.0), vec2(4.0, 8.0));
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60
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61 vec4 src0 = texture2D(textures[0], texco_sharp0);
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62 vec4 src1 = texture2D(textures[1], texco_sharp1);
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63
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64 // interlace mix
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65 float interlace = cos((texco.y * 1024.0) * M_PI);
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66 vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5);
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67
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68 // blur
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69 vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5);
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70
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71 #ifdef NO_SCANLINE
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72
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73 gl_FragColor = (src_mix * 0.95 + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask;
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74
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75 #else
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76 // multisample scanline with grain
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77 // TODO: offset grain with time (needs a "frame" uniform)
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78 float cosy;
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79 cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 1.0)) * 0.25) + 0.3333));
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80 cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 2.0)) * 0.25) + 0.25));
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81 cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 3.0)) * 0.25) + 0.6666));
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82 cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 4.0)) * 0.25) + 0.75));
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83 cosy *= 0.25;
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84
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85 // final scanline + burn
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86 gl_FragColor = ((src_mix * ((1.0 - yforce) + cosy * yforce)) + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask;
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87
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88 #endif
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89 }