diff --git a/data/shaders/crtpi_fragment.glsl b/data/shaders/crtpi_fragment.glsl deleted file mode 100644 index cd63e80..0000000 --- a/data/shaders/crtpi_fragment.glsl +++ /dev/null @@ -1,157 +0,0 @@ -#version 330 core - -// Configuración -#define SCANLINES -#define MULTISAMPLE -#define GAMMA -//#define FAKE_GAMMA -//#define CURVATURE -//#define SHARPER -#define MASK_TYPE 2 - -#define CURVATURE_X 0.05 -#define CURVATURE_Y 0.1 -#define MASK_BRIGHTNESS 0.80 -#define SCANLINE_WEIGHT 6.0 -#define SCANLINE_GAP_BRIGHTNESS 0.12 -#define BLOOM_FACTOR 3.5 -#define INPUT_GAMMA 2.4 -#define OUTPUT_GAMMA 2.2 - -// Inputs desde vertex shader -in vec2 vTexCoord; -in float vFilterWidth; -#if defined(CURVATURE) -in vec2 vScreenScale; -#endif - -// Output -out vec4 FragColor; - -// Uniforms -uniform sampler2D Texture; -uniform vec2 TextureSize; - -#if defined(CURVATURE) -vec2 Distort(vec2 coord) -{ - vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y); - vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION); - coord *= vScreenScale; - 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); - else - { - coord += vec2(0.5); - coord /= vScreenScale; - } - 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 - vFilterWidth); - scanLineWeight += CalcScanLineWeight(dy + vFilterWidth); - scanLineWeight *= 0.3333333; -#endif - return scanLineWeight; -} - -void main() -{ -#if defined(CURVATURE) - vec2 texcoord = Distort(vTexCoord); - if (texcoord.x < 0.0) { - FragColor = vec4(0.0); - return; - } -#else - vec2 texcoord = vTexCoord; -#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 = texture(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 - FragColor = vec4(colour, 1.0); -#elif MASK_TYPE == 1 - float whichMask = fract(gl_FragCoord.x * 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); - FragColor = vec4(colour * mask, 1.0); -#elif MASK_TYPE == 2 - float whichMask = fract(gl_FragCoord.x * 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; - FragColor = vec4(colour * mask, 1.0); -#endif -} diff --git a/data/shaders/crtpi_fragment_es.glsl b/data/shaders/crtpi_fragment_es.glsl deleted file mode 100644 index 363b6a9..0000000 --- a/data/shaders/crtpi_fragment_es.glsl +++ /dev/null @@ -1,160 +0,0 @@ -#version 300 es - -// OpenGL ES 3.0 - Compatible con Raspberry Pi 5 -precision highp float; - -// Configuración -#define SCANLINES -#define MULTISAMPLE -#define GAMMA -//#define FAKE_GAMMA -//#define CURVATURE -//#define SHARPER -#define MASK_TYPE 2 - -#define CURVATURE_X 0.05 -#define CURVATURE_Y 0.1 -#define MASK_BRIGHTNESS 0.80 -#define SCANLINE_WEIGHT 6.0 -#define SCANLINE_GAP_BRIGHTNESS 0.12 -#define BLOOM_FACTOR 3.5 -#define INPUT_GAMMA 2.4 -#define OUTPUT_GAMMA 2.2 - -// Inputs desde vertex shader -in vec2 vTexCoord; -in float vFilterWidth; -#if defined(CURVATURE) -in vec2 vScreenScale; -#endif - -// Output -out vec4 FragColor; - -// Uniforms -uniform sampler2D Texture; -uniform vec2 TextureSize; - -#if defined(CURVATURE) -vec2 Distort(vec2 coord) -{ - vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y); - vec2 barrelScale = vec2(1.0) - (0.23 * CURVATURE_DISTORTION); - coord *= vScreenScale; - 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); - else - { - coord += vec2(0.5); - coord /= vScreenScale; - } - 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 - vFilterWidth); - scanLineWeight += CalcScanLineWeight(dy + vFilterWidth); - scanLineWeight *= 0.3333333; -#endif - return scanLineWeight; -} - -void main() -{ -#if defined(CURVATURE) - vec2 texcoord = Distort(vTexCoord); - if (texcoord.x < 0.0) { - FragColor = vec4(0.0); - return; - } -#else - vec2 texcoord = vTexCoord; -#endif - - vec2 texcoordInPixels = texcoord * TextureSize; - -#if defined(SHARPER) - vec2 tempCoord = floor(texcoordInPixels) + vec2(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 = texture(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 - FragColor = vec4(colour, 1.0); -#elif MASK_TYPE == 1 - float whichMask = fract(gl_FragCoord.x * 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); - FragColor = vec4(colour * mask, 1.0); -#elif MASK_TYPE == 2 - float whichMask = fract(gl_FragCoord.x * 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; - FragColor = vec4(colour * mask, 1.0); -#endif -} diff --git a/data/shaders/crtpi_vertex.glsl b/data/shaders/crtpi_vertex.glsl deleted file mode 100644 index 66102c6..0000000 --- a/data/shaders/crtpi_vertex.glsl +++ /dev/null @@ -1,48 +0,0 @@ -#version 330 core - -// Configuración -#define SCANLINES -#define MULTISAMPLE -#define GAMMA -//#define FAKE_GAMMA -//#define CURVATURE -//#define SHARPER -#define MASK_TYPE 2 - -#define CURVATURE_X 0.05 -#define CURVATURE_Y 0.1 -#define MASK_BRIGHTNESS 0.80 -#define SCANLINE_WEIGHT 6.0 -#define SCANLINE_GAP_BRIGHTNESS 0.12 -#define BLOOM_FACTOR 3.5 -#define INPUT_GAMMA 2.4 -#define OUTPUT_GAMMA 2.2 - -// Inputs (desde VAO) -layout(location = 0) in vec2 aPosition; -layout(location = 1) in vec2 aTexCoord; - -// Outputs al fragment shader -out vec2 vTexCoord; -out float vFilterWidth; -#if defined(CURVATURE) -out vec2 vScreenScale; -#endif - -// Uniforms -uniform vec2 TextureSize; - -void main() -{ -#if defined(CURVATURE) - vScreenScale = vec2(1.0, 1.0); -#endif - // Calcula filterWidth dinámicamente basándose en la altura de la textura - vFilterWidth = (768.0 / TextureSize.y) / 3.0; - - // Pasar coordenadas de textura (invertir Y para SDL) - vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001; - - // Posición del vértice (ya en espacio de clip [-1, 1]) - gl_Position = vec4(aPosition, 0.0, 1.0); -} diff --git a/data/shaders/crtpi_vertex_es.glsl b/data/shaders/crtpi_vertex_es.glsl deleted file mode 100644 index dd04db5..0000000 --- a/data/shaders/crtpi_vertex_es.glsl +++ /dev/null @@ -1,51 +0,0 @@ -#version 300 es - -// OpenGL ES 3.0 - Compatible con Raspberry Pi 5 -precision highp float; - -// Configuración -#define SCANLINES -#define MULTISAMPLE -#define GAMMA -//#define FAKE_GAMMA -//#define CURVATURE -//#define SHARPER -#define MASK_TYPE 2 - -#define CURVATURE_X 0.05 -#define CURVATURE_Y 0.1 -#define MASK_BRIGHTNESS 0.80 -#define SCANLINE_WEIGHT 6.0 -#define SCANLINE_GAP_BRIGHTNESS 0.12 -#define BLOOM_FACTOR 3.5 -#define INPUT_GAMMA 2.4 -#define OUTPUT_GAMMA 2.2 - -// Inputs (desde VAO) -layout(location = 0) in vec2 aPosition; -layout(location = 1) in vec2 aTexCoord; - -// Outputs al fragment shader -out vec2 vTexCoord; -out float vFilterWidth; -#if defined(CURVATURE) -out vec2 vScreenScale; -#endif - -// Uniforms -uniform vec2 TextureSize; - -void main() -{ -#if defined(CURVATURE) - vScreenScale = vec2(1.0, 1.0); -#endif - // Calcula filterWidth dinámicamente basándose en la altura de la textura - vFilterWidth = (768.0 / TextureSize.y) / 3.0; - - // Pasar coordenadas de textura (invertir Y para SDL) - vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001; - - // Posición del vértice (ya en espacio de clip [-1, 1]) - gl_Position = vec4(aPosition, 0.0, 1.0); -}