view shaders/crt.f.glsl @ 1637:95880d947257

Fix for VRAM byte write order broke VDP FIFO testing ROM results. This change cleans up VRAM writes and fixes the regression while preserving the correct VRAM byte write order
author Michael Pavone <pavone@retrodev.com>
date Sun, 11 Nov 2018 22:39:29 -0800
parents 7da675d0c512
children f3cca4b3f17a
line wrap: on
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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
}