Files
dosbox-x/contrib/glshaders/crt-nes-mini.glsl
2020-09-22 14:02:29 -04:00

108 lines
2.8 KiB
GLSL

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