- [FIX] Arreglat error al carregar arxius zero_terminated. - [ONGOING] Un poc de treball en shaders més avançats.
142 lines
4.5 KiB
GLSL
142 lines
4.5 KiB
GLSL
/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Copyright (C) 2015-2016 davej
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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Notes:
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This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
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SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
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GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
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CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
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By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
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BLOOM_FACTOR controls the increase in width for bright scanlines.
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MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
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*/
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// Haven't put these as parameters as it would slow the code down.
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 2
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#define COMPAT_PRECISION
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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/* COMPATIBILITY
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- GLSL compilers
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*/
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uniform vec2 TextureSize;
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varying vec2 TEX0;
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varying float filterWidth;
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#if defined(VERTEX)
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void main()
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{
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filterWidth = (768.0 / TextureSize.x) / 3.0;
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TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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#elif defined(FRAGMENT)
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uniform sampler2D Texture;
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float CalcScanLineWeight(float dist)
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{
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return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy)
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{
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy-filterWidth);
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scanLineWeight += CalcScanLineWeight(dy+filterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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void main()
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{
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//vec2 TextureSize = vec2(320.0, 256.0);
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vec2 texcoord = TEX0;
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{
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vec2 texcoordInPixels = texcoord * TextureSize;
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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float dy = texcoordInPixels.y - tempY;
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float scanLineWeight = CalcScanLine(dy);
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float signY = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
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vec2 tc = vec2(texcoord.x, yCoord + dy);
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vec3 colour = texture2D(Texture, tc).rgb;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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colour = pow(colour, vec3(INPUT_GAMMA));
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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#if defined(GAMMA)
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colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
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#endif
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#endif
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#if MASK_TYPE == 0
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gl_FragColor = vec4(colour, 1.0);
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#else
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#if MASK_TYPE == 1
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float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
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vec3 mask;
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if (whichMask < 0.5)
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mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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else
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mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
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#elif MASK_TYPE == 2
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float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
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vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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if (whichMask < 0.3333333)
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mask.x = 1.0;
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else if (whichMask < 0.6666666)
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mask.y = 1.0;
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else
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mask.z = 1.0;
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#endif
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gl_FragColor = vec4(colour * mask, 1.0);
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#endif
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}
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}
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#endif
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