diff --git a/data/crtpi.glsl b/data/crtpi.glsl deleted file mode 100644 index 7739b85..0000000 --- a/data/crtpi.glsl +++ /dev/null @@ -1,234 +0,0 @@ -/* - crt-pi - A Raspberry Pi friendly CRT shader. - - Copyright (C) 2015-2016 davej - - This program is free software; you can redistribute it and/or modify it - under the terms of the GNU General Public License as published by the Free - Software Foundation; either version 2 of the License, or (at your option) - any later version. - - -Notes: - -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. - -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. - -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. - -CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot. - -By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER. - -BLOOM_FACTOR controls the increase in width for bright scanlines. - -MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen. - -*/ - -#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01 -#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01 -#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01 -#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1 -#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01 -#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01 -#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01 -#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01 - -// Haven't put these as parameters as it would slow the code down. -#define SCANLINES -#define MULTISAMPLE -#define GAMMA -//#define FAKE_GAMMA -#define CURVATURE -//#define SHARPER -// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish) -#define MASK_TYPE 1 - - -#ifdef GL_ES -#define COMPAT_PRECISION mediump -precision mediump float; -#else -#define COMPAT_PRECISION -#endif - -#ifdef PARAMETER_UNIFORM -uniform COMPAT_PRECISION float CURVATURE_X; -uniform COMPAT_PRECISION float CURVATURE_Y; -uniform COMPAT_PRECISION float MASK_BRIGHTNESS; -uniform COMPAT_PRECISION float SCANLINE_WEIGHT; -uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS; -uniform COMPAT_PRECISION float BLOOM_FACTOR; -uniform COMPAT_PRECISION float INPUT_GAMMA; -uniform COMPAT_PRECISION float OUTPUT_GAMMA; -#else -#define CURVATURE_X 0.25 -#define CURVATURE_Y 0.45 -#define MASK_BRIGHTNESS 0.70 -#define SCANLINE_WEIGHT 6.0 -#define SCANLINE_GAP_BRIGHTNESS 0.12 -#define BLOOM_FACTOR 1.5 -#define INPUT_GAMMA 2.4 -#define OUTPUT_GAMMA 2.2 -#endif - -/* COMPATIBILITY - - GLSL compilers -*/ - -//uniform vec2 TextureSize; -#if defined(CURVATURE) -varying vec2 screenScale; -#endif -varying vec2 TEX0; -varying float filterWidth; - -#if defined(VERTEX) -//uniform mat4 MVPMatrix; -//attribute vec4 VertexCoord; -//attribute vec2 TexCoord; -//uniform vec2 InputSize; -//uniform vec2 OutputSize; - -void main() -{ -#if defined(CURVATURE) - screenScale = vec2(1.0, 1.0); //TextureSize / InputSize; -#endif - filterWidth = (768.0 / 240.0) / 3.0; - TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001; - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -} -#elif defined(FRAGMENT) - -uniform sampler2D Texture; - -#if defined(CURVATURE) -vec2 Distort(vec2 coord) -{ - vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y); - // Barrel distortion shrinks the display area a bit, this will allow us to counteract that. - vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); - coord *= screenScale; - coord -= vec2(0.5); - float rsq = coord.x * coord.x + coord.y * coord.y; - coord += coord * (CURVATURE_DISTORTION * rsq); - coord *= barrelScale; - if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) - coord = vec2(-1.0); // If out of bounds, return an invalid value. - else - { - coord += vec2(0.5); - coord /= screenScale; - } - - return coord; -} -#endif - -float CalcScanLineWeight(float dist) -{ - return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS); -} - -float CalcScanLine(float dy) -{ - float scanLineWeight = CalcScanLineWeight(dy); -#if defined(MULTISAMPLE) - scanLineWeight += CalcScanLineWeight(dy-filterWidth); - scanLineWeight += CalcScanLineWeight(dy+filterWidth); - scanLineWeight *= 0.3333333; -#endif - return scanLineWeight; -} - -void main() -{ - vec2 TextureSize = vec2(320.0, 240.0); -#if defined(CURVATURE) - vec2 texcoord = Distort(TEX0); - if (texcoord.x < 0.0) - gl_FragColor = vec4(0.0); - else -#else - vec2 texcoord = TEX0; -#endif - { - vec2 texcoordInPixels = texcoord * TextureSize; -#if defined(SHARPER) - vec2 tempCoord = floor(texcoordInPixels) + 0.5; - vec2 coord = tempCoord / TextureSize; - vec2 deltas = texcoordInPixels - tempCoord; - float scanLineWeight = CalcScanLine(deltas.y); - vec2 signs = sign(deltas); - deltas.x *= 2.0; - deltas = deltas * deltas; - deltas.y = deltas.y * deltas.y; - deltas.x *= 0.5; - deltas.y *= 8.0; - deltas /= TextureSize; - deltas *= signs; - vec2 tc = coord + deltas; -#else - float tempY = floor(texcoordInPixels.y) + 0.5; - float yCoord = tempY / TextureSize.y; - float dy = texcoordInPixels.y - tempY; - float scanLineWeight = CalcScanLine(dy); - float signY = sign(dy); - dy = dy * dy; - dy = dy * dy; - dy *= 8.0; - dy /= TextureSize.y; - dy *= signY; - vec2 tc = vec2(texcoord.x, yCoord + dy); -#endif - - vec3 colour = texture2D(Texture, tc).rgb; - -#if defined(SCANLINES) -#if defined(GAMMA) -#if defined(FAKE_GAMMA) - colour = colour * colour; -#else - colour = pow(colour, vec3(INPUT_GAMMA)); -#endif -#endif - scanLineWeight *= BLOOM_FACTOR; - colour *= scanLineWeight; - -#if defined(GAMMA) -#if defined(FAKE_GAMMA) - colour = sqrt(colour); -#else - colour = pow(colour, vec3(1.0/OUTPUT_GAMMA)); -#endif -#endif -#endif -#if MASK_TYPE == 0 - gl_FragColor = vec4(colour, 1.0); -#else -#if MASK_TYPE == 1 - float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5); - vec3 mask; - if (whichMask < 0.5) - mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS); - else - mask = vec3(1.0, MASK_BRIGHTNESS, 1.0); -#elif MASK_TYPE == 2 - float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333); - vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS); - if (whichMask < 0.3333333) - mask.x = 1.0; - else if (whichMask < 0.6666666) - mask.y = 1.0; - else - mask.z = 1.0; -#endif - - gl_FragColor = vec4(colour * mask, 1.0); -#endif - } -} -#endif diff --git a/data/ffase.gif b/data/gfx/ffase.gif similarity index 100% rename from data/ffase.gif rename to data/gfx/ffase.gif diff --git a/data/final.gif b/data/gfx/final.gif similarity index 100% rename from data/final.gif rename to data/gfx/final.gif diff --git a/data/finals.gif b/data/gfx/finals.gif similarity index 100% rename from data/finals.gif rename to data/gfx/finals.gif diff --git a/data/frames.gif b/data/gfx/frames.gif similarity index 100% rename from data/frames.gif rename to data/gfx/frames.gif diff --git a/data/frames2.gif b/data/gfx/frames2.gif similarity index 100% rename from data/frames2.gif rename to data/gfx/frames2.gif diff --git a/data/gameover.gif b/data/gfx/gameover.gif similarity index 100% rename from data/gameover.gif rename to data/gfx/gameover.gif diff --git a/data/intro.gif b/data/gfx/intro.gif similarity index 100% rename from data/intro.gif rename to data/gfx/intro.gif diff --git a/data/intro2.gif b/data/gfx/intro2.gif similarity index 100% rename from data/intro2.gif rename to data/gfx/intro2.gif diff --git a/data/intro3.gif b/data/gfx/intro3.gif similarity index 100% rename from data/intro3.gif rename to data/gfx/intro3.gif diff --git a/data/logo.gif b/data/gfx/logo.gif similarity index 100% rename from data/logo.gif rename to data/gfx/logo.gif diff --git a/data/logo/logo_new.gif b/data/gfx/logo_new.gif similarity index 100% rename from data/logo/logo_new.gif rename to data/gfx/logo_new.gif diff --git a/data/menu.gif b/data/gfx/menu.gif similarity index 100% rename from data/menu.gif rename to data/gfx/menu.gif diff --git a/data/menu2.gif b/data/gfx/menu2.gif similarity index 100% rename from data/menu2.gif rename to data/gfx/menu2.gif diff --git a/data/tomba1.gif b/data/gfx/tomba1.gif similarity index 100% rename from data/tomba1.gif rename to data/gfx/tomba1.gif diff --git a/data/tomba2.gif b/data/gfx/tomba2.gif similarity index 100% rename from data/tomba2.gif rename to data/gfx/tomba2.gif diff --git a/data/00000001.ogg b/data/music/00000001.ogg similarity index 100% rename from data/00000001.ogg rename to data/music/00000001.ogg diff --git a/data/00000002.ogg b/data/music/00000002.ogg similarity index 100% rename from data/00000002.ogg rename to data/music/00000002.ogg diff --git a/data/00000003.ogg b/data/music/00000003.ogg similarity index 100% rename from data/00000003.ogg rename to data/music/00000003.ogg diff --git a/data/00000004.ogg b/data/music/00000004.ogg similarity index 100% rename from data/00000004.ogg rename to data/music/00000004.ogg diff --git a/data/00000005.ogg b/data/music/00000005.ogg similarity index 100% rename from data/00000005.ogg rename to data/music/00000005.ogg diff --git a/data/00000006.ogg b/data/music/00000006.ogg similarity index 100% rename from data/00000006.ogg rename to data/music/00000006.ogg diff --git a/data/00000007.ogg b/data/music/00000007.ogg similarity index 100% rename from data/00000007.ogg rename to data/music/00000007.ogg diff --git a/data/00000008.ogg b/data/music/00000008.ogg similarity index 100% rename from data/00000008.ogg rename to data/music/00000008.ogg diff --git a/data/ui/.gitkeep b/data/ui/.gitkeep deleted file mode 100644 index e69de29..0000000