mirror of
https://github.com/joncampbell123/dosbox-x.git
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108 lines
2.8 KiB
GLSL
108 lines
2.8 KiB
GLSL
#version 120
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// Parameter lines go here:
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#pragma parameter SCANTHICK "Scanline Thickness" 2.0 2.0 4.0 2.0
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#pragma parameter INTENSITY "Scanline Intensity" 0.15 0.0 1.0 0.01
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#pragma parameter BRIGHTBOOST "Luminance Boost" 0.15 0.0 1.0 0.01
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 a_position;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec2 v_texCoord;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int rubyFrameCount;
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uniform COMPAT_PRECISION vec2 rubyOutputSize;
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uniform COMPAT_PRECISION vec2 rubyTextureSize;
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uniform COMPAT_PRECISION vec2 rubyInputSize;
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void main()
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{
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gl_Position = a_position;
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v_texCoord = vec2(a_position.x + 1.0, 1.0 - a_position.y) / 2.0 * rubyInputSize / rubyTextureSize;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int rubyFrameCount;
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uniform COMPAT_PRECISION vec2 rubyOutputSize;
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uniform COMPAT_PRECISION vec2 rubyTextureSize;
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uniform COMPAT_PRECISION vec2 rubyInputSize;
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uniform sampler2D rubyTexture;
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COMPAT_VARYING vec2 v_texCoord;
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// compatibility #defines
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#define Source rubyTexture
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#define vTexCoord v_texCoord.xy
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#define SourceSize vec4(rubyTextureSize, 1.0 / rubyTextureSize) //either rubyTextureSize or rubyInputSize
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#define rubyOutputSize vec4(rubyOutputSize, 1.0 / rubyOutputSize)
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float SCANTHICK;
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uniform COMPAT_PRECISION float INTENSITY;
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uniform COMPAT_PRECISION float BRIGHTBOOST;
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#else
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#define SCANTHICK 2.0
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#define INTENSITY 0.15
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#define BRIGHTBOOST 0.15
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#endif
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void main()
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{
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vec3 texel = COMPAT_TEXTURE(rubyTexture, v_texCoord.xy).rgb;
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vec3 pixelHigh = ((1.0 + BRIGHTBOOST) - (0.2 * texel)) * texel;
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vec3 pixelLow = ((1.0 - INTENSITY) + (0.1 * texel)) * texel;
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float selectY = mod(v_texCoord.y * SCANTHICK * rubyTextureSize.y, 2.0);
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float selectHigh = step(1.0, selectY);
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float selectLow = 1.0 - selectHigh;
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vec3 pixelColor = (selectLow * pixelLow) + (selectHigh * pixelHigh);
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FragColor = vec4(pixelColor, 1.0);
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}
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#endif
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