comparison shaders/crt.f.glsl @ 1977:f3cca4b3f17a

Allow use of NPOT textures as a config option. Useful for some mobile GPUs
author Michael Pavone <pavone@retrodev.com>
date Sat, 09 May 2020 21:15:33 -0700
parents 7da675d0c512
children
comparison
equal deleted inserted replaced
1976:3dd9c68472fb 1977:f3cca4b3f17a
1 #version 110
2
3 /* Subtle CRT shader usable in fullscreen - Anaël Seghezzi [anael(at)maratis3d.com] 1 /* Subtle CRT shader usable in fullscreen - Anaël Seghezzi [anael(at)maratis3d.com]
4 This shader is free software distributed under the terms of the GNU General Public 2 This shader is free software distributed under the terms of the GNU General Public
5 License version 3 or higher. This gives you the right to redistribute and/or 3 License version 3 or higher. This gives you the right to redistribute and/or
6 modify the program as long as you follow the terms of the license. See the file 4 modify the program as long as you follow the terms of the license. See the file
7 COPYING for full license details. 5 COPYING for full license details.
8 */ 6 */
9 7
10 #define M_PI 3.14159265358979323846 8 #define M_PI 3.14159265358979323846
11 9
12 uniform sampler2D textures[2]; 10 uniform sampler2D textures[2];
13 uniform float width, height; 11 uniform mediump float width, height;
14 varying vec2 texcoord; 12 uniform mediump vec2 texsize;
15 varying vec2 screencoord; 13 varying mediump vec2 texcoord;
14 varying mediump vec2 screencoord;
16 15
17 16
18 float nrand(vec2 n) { 17 mediump float nrand(vec2 n) {
19 return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453); 18 return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453);
20 } 19 }
21 20
22 float scanline(vec2 texco) 21 mediump float scanline(vec2 texco)
23 { 22 {
24 return (1.0 - abs(cos(texco.y * 512.0 * M_PI))); 23 return (1.0 - abs(cos(texco.y * texsize.y * M_PI)));
25 } 24 }
26 25
27 vec2 sharp_coord(vec2 texco, vec2 dim, vec2 sharpness) 26 mediump vec2 sharp_coord(mediump vec2 texco, mediump vec2 dim, mediump vec2 sharpness)
28 { 27 {
29 vec2 texcoif = texco * dim; 28 mediump vec2 texcoif = texco * dim;
30 vec2 texcoi = floor(texcoif); 29 mediump vec2 texcoi = floor(texcoif);
31 vec2 mu = (texcoif - 0.5) - texcoi; 30 mediump vec2 mu = (texcoif - 0.5) - texcoi;
32 vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5; 31 mediump vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5;
33 return (texcoi + mub + 0.5) / dim; 32 return (texcoi + mub + 0.5) / dim;
34 } 33 }
35 34
36 void main() 35 void main()
37 { 36 {
38 float v = 1.0 / 512.0; 37 mediump float v = 1.0 / texsize.y;
39 float yforce = 0.175; 38 mediump float yforce = 0.175;
40 float vign = length(screencoord); 39 mediump float vign = length(screencoord);
41 40
42 // monitor deformation 41 // monitor deformation
43 vec2 monitorcoord = (screencoord + screencoord * vign * 0.025); 42 mediump vec2 monitorcoord = (screencoord + screencoord * vign * 0.025);
44 43
45 if (monitorcoord.x < -1.0 || monitorcoord.y < -1.0 || monitorcoord.x > 1.0 || monitorcoord.y > 1.0) { 44 if (monitorcoord.x < -1.0 || monitorcoord.y < -1.0 || monitorcoord.x > 1.0 || monitorcoord.y > 1.0) {
46 gl_FragColor = vec4(0.0); 45 gl_FragColor = vec4(0.0);
47 return; 46 return;
48 } 47 }
49 48
50 vec2 texco = monitorcoord * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0); 49 mediump vec2 texco = monitorcoord * vec2(0.5*width/texsize.x, -0.5 * height/texsize.y) + vec2(0.5*width/texsize.x, 0.5*height/texsize.y);
51 50
52 // mask 51 // mask
53 float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0); 52 mediump float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0);
54 float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0); 53 mediump float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0);
55 float mask = clamp(maskx * masky, 0.0, 1.0); 54 mediump float mask = clamp(maskx * masky, 0.0, 1.0);
56 55
57 // sharp texcoord 56 // sharp texcoord
58 vec2 texco_sharp0 = sharp_coord(texco, vec2(512.0, 512.0), vec2(4.0, 8.0)); 57 mediump vec2 texco_sharp0 = sharp_coord(texco, texsize, vec2(4.0, 8.0));
59 vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 1.0 / 1024.0), vec2(512.0, 512.0), vec2(4.0, 8.0)); 58 mediump vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 0.5 / texsize.y), texsize, vec2(4.0, 8.0));
60 59
61 vec4 src0 = texture2D(textures[0], texco_sharp0); 60 mediump vec4 src0 = texture2D(textures[0], texco_sharp0);
62 vec4 src1 = texture2D(textures[1], texco_sharp1); 61 mediump vec4 src1 = texture2D(textures[1], texco_sharp1);
63 62
64 // interlace mix 63 // interlace mix
65 float interlace = cos((texco.y * 1024.0) * M_PI); 64 mediump float interlace = cos((texco.y * 2.0 * texsize.y) * M_PI);
66 vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5); 65 mediump vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5);
67 66
68 // blur 67 // blur
69 vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5); 68 mediump vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5);
70 69
71 #ifdef NO_SCANLINE 70 #ifdef NO_SCANLINE
72 71
73 gl_FragColor = (src_mix * 0.95 + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask; 72 gl_FragColor = (src_mix * 0.95 + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask;
74 73
75 #else 74 #else
76 // multisample scanline with grain 75 // multisample scanline with grain
77 // TODO: offset grain with time (needs a "frame" uniform) 76 // TODO: offset grain with time (needs a "frame" uniform)
78 float cosy; 77 mediump float cosy;
79 cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 1.0)) * 0.25) + 0.3333)); 78 cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 512.0/texsize.y)) * 0.25) + 512.0*0.3333/texsize.y));
80 cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 2.0)) * 0.25) + 0.25)); 79 cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 1024.0/texsize.y)) * 0.25) + 512.0*0.25/texsize.y));
81 cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 3.0)) * 0.25) + 0.6666)); 80 cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 1536.0/texsize.y)) * 0.25) + 512.0*0.6666/texsize.y));
82 cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 4.0)) * 0.25) + 0.75)); 81 cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 2048.0/texsize.y)) * 0.25) + 512.0*0.75/texsize.y));
83 cosy *= 0.25; 82 cosy *= 0.25;
84 83
85 // final scanline + burn 84 // final scanline + burn
86 gl_FragColor = ((src_mix * ((1.0 - yforce) + cosy * yforce)) + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask; 85 gl_FragColor = ((src_mix * ((1.0 - yforce) + cosy * yforce)) + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask;
87 86