slang-shaders/gpu/shaders/powervr2.slang
2020-01-16 03:47:35 +01:00

165 lines
3.7 KiB
Plaintext

#version 450
/*
PowerVR2 buffer shader
Authors: leilei
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.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float INTERLACED, VGASIGNAL;
} params;
#pragma parameter INTERLACED "PVR - Interlace smoothing" 1.00 0.00 1.00 1.0
#pragma parameter VGASIGNAL "PVR - VGA signal loss" 0.00 0.00 1.00 1.0
#define INTERLACED params.INTERLACED
#define VGASIGNAL params.VGASIGNAL
#define HW 1.00
#define LUM_R (76.0f/255.0f)
#define LUM_G (150.0f/255.0f)
#define LUM_B (28.0f/255.0f)
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
float dithertable[16] = {
16.,4.,13.,1.,
8.,12.,5.,9.,
14.,2.,15.,3.,
6.,10.,7.,11.
};
void main()
{
float blue;
vec2 texcoord = vTexCoord;
vec2 texcoord2 = vTexCoord;
texcoord2.x *= params.SourceSize.x;
texcoord2.y *= params.SourceSize.y;
vec4 color = texture(Source, texcoord);
float fc = mod(float(params.FrameCount), 2.0);
// Blend vertically for composite mode
if (bool(INTERLACED))
{
int taps = int(3);
float tap = 2.0f/taps;
vec2 texcoord4 = vTexCoord;
texcoord4.x = texcoord4.x;
texcoord4.y = texcoord4.y + ((tap*(taps/2))/480.0f);
vec4 blur1 = texture(Source, texcoord4);
int bl;
vec4 ble;
ble.r = 0.00f;
ble.g = 0.00f;
ble.b = 0.00f;
for (bl=0;bl<taps;bl++)
{
texcoord4.y += (tap / 480.0f);
ble.rgb += texture(Source, texcoord4).rgb / taps;
}
color.rgb = ( ble.rgb );
}
// Dither. ALWAYS do this for 16bpp
int ditdex = int(mod(texcoord2.x, 4.0)) * 4 + int(mod(texcoord2.y, 4.0));
int yeh = 0;
float ohyes;
vec4 how;
for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = ((((dithertable[yeh-15]) - 1) * 0.1));
color.rb -= (ohyes / 128);
color.g -= (ohyes / 128);
{
vec4 reduct; // 16 bits per pixel (5-6-5)
reduct.r = 32;
reduct.g = 64;
reduct.b = 32;
how = color;
how = pow(how, vec4(1.0f, 1.0f, 1.0f, 1.0f)); how *= reduct; how = floor(how); how = how / reduct; how = pow(how, vec4(1.0f, 1.0f, 1.0f, 1.0f));
}
color.rb = how.rb;
color.g = how.g;
// There's a bit of a precision drop involved in the RGB565ening for VGA
// I'm not sure why that is. it's exhibited on PVR1 and PVR3 hardware too
if (INTERLACED < 0.5)
{
if (mod(color.r*32, 2.0)>0) color.r -= 0.023;
if (mod(color.g*64, 2.0)>0) color.g -= 0.01;
if (mod(color.b*32, 2.0)>0) color.b -= 0.023;
}
// RGB565 clamp
color.rb = round(color.rb * 32)/32;
color.g = round(color.g * 64)/64;
// VGA Signal Loss, which probably is very wrong but i tried my best
if (bool(VGASIGNAL))
{
int taps = 32;
float tap = 12.0f/taps;
vec2 texcoord4 = vTexCoord;
texcoord4.x = texcoord4.x + (2.0f/640.0f);
texcoord4.y = texcoord4.y;
vec4 blur1 = texture(Source, texcoord4);
int bl;
vec4 ble;
for (bl=0;bl<taps;bl++)
{
float e = 1;
if (bl>=3)
e=0.35f;
texcoord4.x -= (tap / 640);
ble.rgb += (texture(Source, texcoord4).rgb * e) / (taps/(bl+1));
}
color.rgb += ble.rgb * 0.015;
//color.rb += (4.0f/255.0f);
color.g += (9.0f/255.0f);
}
FragColor = vec4(color);
}