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