213 lines
5.0 KiB
GLSL
213 lines
5.0 KiB
GLSL
/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Modernized to OpenGL 3.3 Core Profile
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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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*/
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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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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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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 CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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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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#if defined(VERTEX)
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// ============================================================================
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// VERTEX SHADER
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// ============================================================================
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#version 330 core
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// Inputs (desde VAO)
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layout(location = 0) in vec2 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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// Outputs al fragment shader
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out vec2 vTexCoord;
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out float vFilterWidth;
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#if defined(CURVATURE)
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out vec2 vScreenScale;
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#endif
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// Uniforms
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uniform vec2 TextureSize;
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void main()
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{
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#if defined(CURVATURE)
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vScreenScale = vec2(1.0, 1.0);
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#endif
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// Calcula filterWidth dinámicamente basándose en la altura de la textura
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vFilterWidth = (768.0 / TextureSize.y) / 3.0;
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// Pasar coordenadas de textura (invertir Y para SDL)
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vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y) * 1.0001;
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// Posición del vértice (ya en espacio de clip [-1, 1])
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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#elif defined(FRAGMENT)
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// ============================================================================
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// FRAGMENT SHADER
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// ============================================================================
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#version 330 core
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// Inputs desde vertex shader
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in vec2 vTexCoord;
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in float vFilterWidth;
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#if defined(CURVATURE)
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in vec2 vScreenScale;
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#endif
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// Output
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out vec4 FragColor;
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// Uniforms
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uniform sampler2D Texture;
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uniform vec2 TextureSize;
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#if defined(CURVATURE)
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vec2 Distort(vec2 coord)
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{
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vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= vScreenScale;
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coord -= vec2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = vec2(-1.0);
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else
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{
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coord += vec2(0.5);
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coord /= vScreenScale;
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}
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return coord;
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}
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#endif
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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 - vFilterWidth);
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scanLineWeight += CalcScanLineWeight(dy + vFilterWidth);
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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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#if defined(CURVATURE)
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vec2 texcoord = Distort(vTexCoord);
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if (texcoord.x < 0.0) {
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FragColor = vec4(0.0);
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return;
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}
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#else
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vec2 texcoord = vTexCoord;
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#endif
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vec2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord / TextureSize;
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vec2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y);
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vec2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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vec2 tc = coord + deltas;
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#else
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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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#endif
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// texture() en vez de texture2D() (OpenGL 3.3+)
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vec3 colour = texture(Texture, tc).rgb;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = colour * colour;
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#else
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colour = pow(colour, vec3(INPUT_GAMMA));
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#endif
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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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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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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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#endif
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#if MASK_TYPE == 0
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FragColor = vec4(colour, 1.0);
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#elif MASK_TYPE == 1
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float whichMask = fract(gl_FragCoord.x * 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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FragColor = vec4(colour * mask, 1.0);
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#elif MASK_TYPE == 2
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float whichMask = fract(gl_FragCoord.x * 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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FragColor = vec4(colour * mask, 1.0);
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#endif
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}
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#endif
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