Mercurial > repos > blastem
view shaders/crt.f.glsl @ 1596:437e80a700aa
Initial heuristics for detecting controller types and showing different labels in UI. Modified controller settings view to first display a list of controllers, only showing mapping after selecting controller
author | Michael Pavone <pavone@retrodev.com> |
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date | Sun, 22 Jul 2018 17:48:46 -0700 |
parents | 7da675d0c512 |
children | f3cca4b3f17a |
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#version 110 /* Subtle CRT shader usable in fullscreen - Anaƫl Seghezzi [anael(at)maratis3d.com] This shader is free software distributed under the terms of the GNU General Public License version 3 or higher. This gives you the right to redistribute and/or modify the program as long as you follow the terms of the license. See the file COPYING for full license details. */ #define M_PI 3.14159265358979323846 uniform sampler2D textures[2]; uniform float width, height; varying vec2 texcoord; varying vec2 screencoord; float nrand(vec2 n) { return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453); } float scanline(vec2 texco) { return (1.0 - abs(cos(texco.y * 512.0 * M_PI))); } vec2 sharp_coord(vec2 texco, vec2 dim, vec2 sharpness) { vec2 texcoif = texco * dim; vec2 texcoi = floor(texcoif); vec2 mu = (texcoif - 0.5) - texcoi; vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5; return (texcoi + mub + 0.5) / dim; } void main() { float v = 1.0 / 512.0; float yforce = 0.175; float vign = length(screencoord); // monitor deformation vec2 monitorcoord = (screencoord + screencoord * vign * 0.025); if (monitorcoord.x < -1.0 || monitorcoord.y < -1.0 || monitorcoord.x > 1.0 || monitorcoord.y > 1.0) { gl_FragColor = vec4(0.0); return; } vec2 texco = monitorcoord * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0); // mask float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0); float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0); float mask = clamp(maskx * masky, 0.0, 1.0); // sharp texcoord vec2 texco_sharp0 = sharp_coord(texco, vec2(512.0, 512.0), vec2(4.0, 8.0)); vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 1.0 / 1024.0), vec2(512.0, 512.0), vec2(4.0, 8.0)); vec4 src0 = texture2D(textures[0], texco_sharp0); vec4 src1 = texture2D(textures[1], texco_sharp1); // interlace mix float interlace = cos((texco.y * 1024.0) * M_PI); vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5); // blur vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5); #ifdef NO_SCANLINE gl_FragColor = (src_mix * 0.95 + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask; #else // multisample scanline with grain // TODO: offset grain with time (needs a "frame" uniform) float cosy; cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 1.0)) * 0.25) + 0.3333)); cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 2.0)) * 0.25) + 0.25)); cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 3.0)) * 0.25) + 0.6666)); cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 4.0)) * 0.25) + 0.75)); cosy *= 0.25; // final scanline + burn gl_FragColor = ((src_mix * ((1.0 - yforce) + cosy * yforce)) + (src_blur * (1.6 - vign * 0.4) * 0.1)) * mask; #endif }