dosbox-x/contrib/glshaders/yeetron.glsl
2024-02-28 19:08:20 -08:00

240 lines
6.6 KiB
GLSL

#version 120
// ported from ReShade
#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;
// compatibility #defines
#define vTexCoord v_texCoord.xy
#define SourceSize vec4(rubyTextureSize, 1.0 / rubyTextureSize) //either rubyTextureSize or rubyInputSize
#define OutSize vec4(rubyOutputSize, 1.0 / rubyOutputSize)
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)
#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
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#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 OutSize vec4(rubyOutputSize, 1.0 / rubyOutputSize)
/*
The following code allows the shader to override any texture filtering
configured in DOSBox. if 'output' is set to 'opengl', bilinear filtering
will be enabled and OPENGLNB will not be defined, if 'output' is set to
'openglnb', nearest neighbour filtering will be enabled and OPENGLNB will
be defined.
If you wish to use the default filtering method that is currently enabled
in DOSBox, use COMPAT_TEXTURE to lookup a texel from the input texture.
If you wish to force nearest-neighbor interpolation use NN_TEXTURE.
If you wish to force bilinear interpolation use BL_TEXTURE.
If DOSBox is configured to use the filtering method that is being forced,
the default hardware implementation will be used, otherwise the custom
implementations below will be used instead.
These custom implementations rely on the `rubyTextureSize` uniform variable.
The code could calculate the texture size from the sampler using the
textureSize() GLSL function, but this would require a minimum of GLSL
version 130, which may prevent the shader from working on older systems.
*/
#if defined(OPENGLNB)
#define NN_TEXTURE COMPAT_TEXTURE
#define BL_TEXTURE blTexture
vec4 blTexture(in sampler2D sampler, in vec2 uv)
{
// subtract 0.5 here and add it again after the floor to centre the texel
vec2 texCoord = uv * rubyTextureSize - vec2(0.5);
vec2 s0t0 = floor(texCoord) + vec2(0.5);
vec2 s0t1 = s0t0 + vec2(0.0, 1.0);
vec2 s1t0 = s0t0 + vec2(1.0, 0.0);
vec2 s1t1 = s0t0 + vec2(1.0);
vec2 invTexSize = 1.0 / rubyTextureSize;
vec4 c_s0t0 = COMPAT_TEXTURE(sampler, s0t0 * invTexSize);
vec4 c_s0t1 = COMPAT_TEXTURE(sampler, s0t1 * invTexSize);
vec4 c_s1t0 = COMPAT_TEXTURE(sampler, s1t0 * invTexSize);
vec4 c_s1t1 = COMPAT_TEXTURE(sampler, s1t1 * invTexSize);
vec2 weight = fract(texCoord);
vec4 c0 = c_s0t0 + (c_s1t0 - c_s0t0) * weight.x;
vec4 c1 = c_s0t1 + (c_s1t1 - c_s0t1) * weight.x;
return (c0 + (c1 - c0) * weight.y);
}
#else
#define BL_TEXTURE COMPAT_TEXTURE
#define NN_TEXTURE nnTexture
vec4 nnTexture(in sampler2D sampler, in vec2 uv)
{
vec2 texCoord = floor(uv * rubyTextureSize) + vec2(0.5);
vec2 invTexSize = 1.0 / rubyTextureSize;
return COMPAT_TEXTURE(sampler, texCoord * invTexSize);
}
#endif
vec4 cmp(vec4 src0, vec4 src1, vec4 src2) {
return vec4(
src0.x >= 0 ? src1.x : src2.x,
src0.y >= 0 ? src1.y : src2.y,
src0.z >= 0 ? src1.z : src2.z,
src0.w >= 0 ? src1.w : src2.w
);
}
#define saturate(c) clamp(c, 0.0, 1.0)
void main()
{
//Declare parameters
//pixelSize
vec4 c0 = rubyInputSize.xyyy;
//textureSize
vec4 c1 = SourceSize;
//viewSize
vec4 c2 = OutSize;
//Declare constants
const vec4 c3 = vec4(1.5, 0.800000012, 1.25, 0.75);
const vec4 c4 = vec4(6.28318548, -3.14159274, 0.25, -0.25);
const vec4 c5 = vec4(1., 0.5, 720., 3.);
const vec4 c6 = vec4(0.166666672, -0.333000004, -0.666000009, 0.899999976);
const vec4 c7 = vec4(0.899999976, 1.10000002, 0., 0.);
const vec4 c8 = vec4(-0.5, -0.25, 2., 0.5);
//Declare registers
vec4 r0, r1, r2, r3, r4, r5, r6, r7, r8, r9;
//Code starts here
vec4 v0 = vTexCoord.xyyy;
//dcl_2d s0
r0.x = 1.0 / c0.x;
r0.y = 1.0 / c0.y;
r0.xy = (r0 * c1).xy;
r0.xy = (r0 * v0).xy;
r0.xy = (r0 * c2).xy;
r0.zw = fract(r0.xyxy).zw;
r0.xy = (-r0.zwzw + r0).xy;
r0.xy = (r0 + c8.wwww).xy;
r0.x = r0.y * c5.w + r0.x;
r0.x = r0.x * c6.x;
r0.x = fract(r0.x);
r0.xy = (r0.xxxx + c6.yzzw).xy;
r1.yz = (r0.y >= 0 ? c7.xxyw : c7.xyxw).yz;
r1.x = c6.w;
r0.xyz = (r0.x >= 0 ? r1 : c7.yxxw).xyz;
r1.xy = (c1 * v0).xy;
r0.w = r1.y * c8.w + c8.w;
r0.w = fract(r0.w);
r0.w = r0.w * c4.x + c4.y;
r2.y = sin(r0.w);
r1.zw = (abs(r2).yyyy + c4).zw;
r1.z = clamp(r1.z, 0.0, 1.0);
r0.w = r1.w >= 0 ? r1.z : c8.w;
r2 = fract(r1.xyxy);
r1.xy = (r1 + -r2.zwzw).xy;
r2 = r2 + c8.xxyy;
r1.zw = (r1.xyxy + c8.wwww).zw;
r1.zw = (v0.xyxy * -c1.xyxy + r1).zw;
r1.w = r1.w + r1.w;
r1.z = r1.z * c8.w;
r1.z = -abs(r1).z + c3.x;
r3.x = max(c3.y, r1.z);
r4.x = min(r3.x, c3.z);
r1.zw = (-abs(r1).wwww + c3).zw;
r1.z = clamp(r1.z, 0.0, 1.0);
r1.z = r1.w >= 0 ? r1.z : c8.w;
r4.y = r0.w + r1.z;
r0.w = r0.w * r4.x;
r1.z = r1.z * r4.x;
r3.xy = (r4 * c5).xy;
r1.w = r3.y * r3.x;
r2.z = cmp(r2, r2.xyxy, c8.yyyy).z;
r3.xy = max(c8.yyyy, -r2.zwzw).xy;
r2.xy = (r2 + r3).xy;
r1.xy = (r2 * c8.zzzz + r1).xy;
r1.xy = (r1 + c8.wwww).xy;
r2.x = 1.0 / c1.x;
r2.y = 1.0 / c1.y;
r1.xy = (r1 * r2).xy;
r2 = NN_TEXTURE(Source, r1.xy);
r3.x = r0.w * r2.x;
r3.yz = (r1.xzww * r2).yz;
FragColor.w = r2.w;
r0.xyz = (r0 * r3).xyz;
r1.z = c5.z;
r0.w = r1.z + -c2.y;
FragColor.xyz = (r0.w >= 0 ? r3 : r0).xyz;
}
#endif