mirror of
https://github.com/joncampbell123/dosbox-x.git
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295 lines
9.3 KiB
GLSL
295 lines
9.3 KiB
GLSL
#version 120
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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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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Notes:
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This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
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SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
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GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
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CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
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By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
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BLOOM_FACTOR controls the increase in width for bright scanlines.
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MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
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*/
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#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
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#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
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#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
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#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
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#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
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#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
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#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
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#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
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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 1
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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precision mediump float;
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#else
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#define COMPAT_PRECISION
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#endif
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float CURVATURE_X;
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uniform COMPAT_PRECISION float CURVATURE_Y;
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uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
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uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
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uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
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uniform COMPAT_PRECISION float BLOOM_FACTOR;
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uniform COMPAT_PRECISION float INPUT_GAMMA;
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uniform COMPAT_PRECISION float OUTPUT_GAMMA;
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#else
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#define CURVATURE_X 0.10
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#define CURVATURE_Y 0.25
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#define MASK_BRIGHTNESS 0.70
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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 1.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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#endif
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/* COMPATIBILITY
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- GLSL compilers
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*/
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uniform vec2 rubyTextureSize;
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#if defined(CURVATURE)
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varying vec2 screenScale;
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#endif
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varying vec2 v_texCoord;
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varying float filterWidth;
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#if defined(VERTEX)
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attribute vec4 a_position;
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attribute vec2 TexCoord;
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uniform vec2 rubyInputSize;
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uniform vec2 rubyOutputSize;
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void main()
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{
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#if defined(CURVATURE)
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screenScale = rubyTextureSize / rubyInputSize;
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#endif
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filterWidth = (rubyInputSize.y / rubyOutputSize.y) / 3.0;
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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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/*
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The following code allows the shader to override any texture filtering
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configured in DOSBox. if 'output' is set to 'opengl', bilinear filtering
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will be enabled and OPENGLNB will not be defined, if 'output' is set to
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'openglnb', nearest neighbour filtering will be enabled and OPENGLNB will
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be defined.
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If you wish to use the default filtering method that is currently enabled
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in DOSBox, use COMPAT_TEXTURE to lookup a texel from the input texture.
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If you wish to force nearest-neighbor interpolation use NN_TEXTURE.
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If you wish to force bilinear interpolation use BL_TEXTURE.
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If DOSBox is configured to use the filtering method that is being forced,
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the default hardware implementation will be used, otherwise the custom
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implementations below will be used instead.
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These custom implemenations rely on the `rubyTextureSize` uniform variable.
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The code could calculate the texture size from the sampler using the
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textureSize() GLSL function, but this would require a minimum of GLSL
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version 130, which may prevent the shader from working on older systems.
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*/
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#if defined(OPENGLNB)
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#define NN_TEXTURE texture2D
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#define BL_TEXTURE blTexture
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vec4 blTexture(in sampler2D sampler, in vec2 uv)
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{
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// subtract 0.5 here and add it again after the floor to centre the texel
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vec2 texCoord = uv * rubyTextureSize - vec2(0.5);
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vec2 s0t0 = floor(texCoord) + vec2(0.5);
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vec2 s0t1 = s0t0 + vec2(0.0, 1.0);
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vec2 s1t0 = s0t0 + vec2(1.0, 0.0);
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vec2 s1t1 = s0t0 + vec2(1.0);
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vec2 invTexSize = 1.0 / rubyTextureSize;
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vec4 c_s0t0 = texture2D(sampler, s0t0 * invTexSize);
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vec4 c_s0t1 = texture2D(sampler, s0t1 * invTexSize);
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vec4 c_s1t0 = texture2D(sampler, s1t0 * invTexSize);
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vec4 c_s1t1 = texture2D(sampler, s1t1 * invTexSize);
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vec2 weight = fract(texCoord);
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vec4 c0 = c_s0t0 + (c_s1t0 - c_s0t0) * weight.x;
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vec4 c1 = c_s0t1 + (c_s1t1 - c_s0t1) * weight.x;
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return (c0 + (c1 - c0) * weight.y);
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}
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#else
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#define BL_TEXTURE texture2D
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#define NN_TEXTURE nnTexture
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vec4 nnTexture(in sampler2D sampler, in vec2 uv)
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{
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vec2 texCoord = floor(uv * rubyTextureSize) + vec2(0.5);
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vec2 invTexSize = 1.0 / rubyTextureSize;
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return texture2D(sampler, texCoord * invTexSize);
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}
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#endif
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uniform sampler2D rubyTexture;
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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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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= screenScale;
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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); // If out of bounds, return an invalid value.
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else
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{
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coord += vec2(0.5);
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coord /= screenScale;
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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-filterWidth);
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scanLineWeight += CalcScanLineWeight(dy+filterWidth);
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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(v_texCoord);
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if (texcoord.x < 0.0)
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gl_FragColor = vec4(0.0);
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else
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#else
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vec2 texcoord = v_texCoord;
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#endif
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{
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vec2 texcoordInPixels = texcoord * rubyTextureSize;
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#if defined(SHARPER)
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vec2 tempCoord = floor(texcoordInPixels) + 0.5;
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vec2 coord = tempCoord / rubyTextureSize;
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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 /= rubyTextureSize;
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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 / rubyTextureSize.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 /= rubyTextureSize.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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vec3 colour = BL_TEXTURE(rubyTexture, 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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gl_FragColor = vec4(colour, 1.0);
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#else
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#if 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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#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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#endif
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gl_FragColor = vec4(colour * mask, 1.0);
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#endif
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}
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}
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#endif
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