Mercurial > repos > blastem
view shaders/crt.f.glsl @ 2276:709036ee222a
Don't set write pending flag for non-existent RF5C164 registers
author | Michael Pavone <pavone@retrodev.com> |
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date | Mon, 02 Jan 2023 11:37:31 -0800 |
parents | f3cca4b3f17a |
children |
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/* 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 mediump float width, height; uniform mediump vec2 texsize; varying mediump vec2 texcoord; varying mediump vec2 screencoord; mediump float nrand(vec2 n) { return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453); } mediump float scanline(vec2 texco) { return (1.0 - abs(cos(texco.y * texsize.y * M_PI))); } mediump vec2 sharp_coord(mediump vec2 texco, mediump vec2 dim, mediump vec2 sharpness) { mediump vec2 texcoif = texco * dim; mediump vec2 texcoi = floor(texcoif); mediump vec2 mu = (texcoif - 0.5) - texcoi; mediump vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5; return (texcoi + mub + 0.5) / dim; } void main() { mediump float v = 1.0 / texsize.y; mediump float yforce = 0.175; mediump float vign = length(screencoord); // monitor deformation mediump 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; } 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); // mask mediump float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0); mediump float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0); mediump float mask = clamp(maskx * masky, 0.0, 1.0); // sharp texcoord mediump vec2 texco_sharp0 = sharp_coord(texco, texsize, vec2(4.0, 8.0)); mediump vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 0.5 / texsize.y), texsize, vec2(4.0, 8.0)); mediump vec4 src0 = texture2D(textures[0], texco_sharp0); mediump vec4 src1 = texture2D(textures[1], texco_sharp1); // interlace mix mediump float interlace = cos((texco.y * 2.0 * texsize.y) * M_PI); mediump vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5); // blur mediump 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) mediump float cosy; cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 512.0/texsize.y)) * 0.25) + 512.0*0.3333/texsize.y)); cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 1024.0/texsize.y)) * 0.25) + 512.0*0.25/texsize.y)); cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 1536.0/texsize.y)) * 0.25) + 512.0*0.6666/texsize.y)); cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 2048.0/texsize.y)) * 0.25) + 512.0*0.75/texsize.y)); 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 }