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

263 lines
8.7 KiB
GLSL

#version 120
/*
zfast_crt_standard - A simple, fast CRT shader.
Copyright (C) 2017 Greg Hogan (SoltanGris42)
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
any later version.
Notes: This shader does scaling with a weighted linear filter for adjustable
sharpness on the x and y axes based on the algorithm by Inigo Quilez here:
http://http://www.iquilezles.org/www/articles/texture/texture.htm
but modified to be somewhat sharper. Then a scanline effect that varies
based on pixel brightness is applied along with a monochrome aperture mask.
This shader runs at 60fps on the Raspberry Pi 3 hardware at 2mpix/s
resolutions (1920x1080 or 1600x1200).
*/
//For testing compilation
//#define FRAGMENT
//#define VERTEX
//This can't be an option without slowing the shader down
//Comment this out for a coarser 3 pixel mask...which is currently broken
//on SNES Classic Edition due to Mali 400 gpu precision
#define FINEMASK
//Some drivers don't return black with texture coordinates out of bounds
//SNES Classic is too slow to black these areas out when using fullscreen
//overlays. But you can uncomment the below to black them out if necessary
//#define BLACK_OUT_BORDER
// Parameter lines go here:
#pragma parameter BLURSCALEX "Blur Amount X-Axis" 0.30 0.0 1.0 0.05
#pragma parameter LOWLUMSCAN "Scanline Darkness - Low" 6.0 0.0 10.0 0.5
#pragma parameter HILUMSCAN "Scanline Darkness - High" 8.0 0.0 50.0 1.0
#pragma parameter BRIGHTBOOST "Dark Pixel Brightness Boost" 1.25 0.5 1.5 0.05
#pragma parameter MASK_DARK "Mask Effect Amount" 0.25 0.0 1.0 0.05
#pragma parameter MASK_FADE "Mask/Scanline Fade" 0.8 0.0 1.0 0.05
#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;
COMPAT_VARYING float maskFade;
COMPAT_VARYING vec2 invDims;
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)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float BLURSCALEX;
//uniform COMPAT_PRECISION float BLURSCALEY;
uniform COMPAT_PRECISION float LOWLUMSCAN;
uniform COMPAT_PRECISION float HILUMSCAN;
uniform COMPAT_PRECISION float BRIGHTBOOST;
uniform COMPAT_PRECISION float MASK_DARK;
uniform COMPAT_PRECISION float MASK_FADE;
#else
#define BLURSCALEX 0.45
//#define BLURSCALEY 0.20
#define LOWLUMSCAN 5.0
#define HILUMSCAN 10.0
#define BRIGHTBOOST 1.25
#define MASK_DARK 0.25
#define MASK_FADE 0.8
#endif
void main()
{
gl_Position = a_position;
v_texCoord = vec2(a_position.x + 1.0, 1.0 - a_position.y) / 2.0 * rubyInputSize / rubyTextureSize;
maskFade = 0.3333*MASK_FADE;
invDims = 1.0/rubyTextureSize.xy;
}
#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;
COMPAT_VARYING float maskFade;
COMPAT_VARYING vec2 invDims;
// compatibility #defines
#define Source rubyTexture
#define vTexCoord v_texCoord.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(rubyTextureSize, 1.0 / rubyTextureSize) //either rubyTextureSize or rubyInputSize
#define OutSize vec4(rubyOutputSize, 1.0 / rubyOutputSize)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float BLURSCALEX;
//uniform COMPAT_PRECISION float BLURSCALEY;
uniform COMPAT_PRECISION float LOWLUMSCAN;
uniform COMPAT_PRECISION float HILUMSCAN;
uniform COMPAT_PRECISION float BRIGHTBOOST;
uniform COMPAT_PRECISION float MASK_DARK;
uniform COMPAT_PRECISION float MASK_FADE;
#else
#define BLURSCALEX 0.45
//#define BLURSCALEY 0.20
#define LOWLUMSCAN 5.0
#define HILUMSCAN 10.0
#define BRIGHTBOOST 1.25
#define MASK_DARK 0.25
#define MASK_FADE 0.8
#endif
/*
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
void main()
{
//This is just like "Quilez Scaling" but sharper
COMPAT_PRECISION vec2 p = vTexCoord * rubyTextureSize;
COMPAT_PRECISION vec2 i = floor(p) + 0.50;
COMPAT_PRECISION vec2 f = p - i;
p = (i + 4.0*f*f*f)*invDims;
p.x = mix( p.x , vTexCoord.x, BLURSCALEX);
COMPAT_PRECISION float Y = f.y*f.y;
COMPAT_PRECISION float YY = Y*Y;
#if defined(FINEMASK)
COMPAT_PRECISION float whichmask = fract( gl_FragCoord.x*-0.4999);
COMPAT_PRECISION float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
#else
COMPAT_PRECISION float whichmask = fract(gl_FragCoord.x * -0.3333);
COMPAT_PRECISION float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK;
#endif
COMPAT_PRECISION vec3 colour = BL_TEXTURE(Source, p).rgb;
COMPAT_PRECISION float scanLineWeight = (BRIGHTBOOST - LOWLUMSCAN*(Y - 2.05*YY));
COMPAT_PRECISION float scanLineWeightB = 1.0 - HILUMSCAN*(YY-2.8*YY*Y);
#if defined(BLACK_OUT_BORDER)
colour.rgb*=float(tc.x > 0.0)*float(tc.y > 0.0); //why doesn't the driver do the right thing?
#endif
FragColor.rgb = colour.rgb*mix(scanLineWeight*mask, scanLineWeightB, dot(colour.rgb,vec3(maskFade)));
}
#endif