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Scanline shaders added, renamed 2x-prescale shader
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rsn8887 committed Aug 23, 2017
1 parent 440f8b8 commit e2bd247
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145 changes: 145 additions & 0 deletions Copy_To_RetroPie/shaders/sharp-bilinear-scanlines-thick.glsl
@@ -0,0 +1,145 @@
/*
Author: rsn8887 (based on TheMaister)
License: Public domain
This is an integer prescale filter that should be combined
with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve
a smooth scaling result with minimum blur. This is good for pixelgraphics
that are scaled by non-integer factors.
The prescale factor and texel coordinates are precalculated
in the vertex shader for speed. The precalculation only works on Windows
but doesn't work on Raspberry Pi and is therefore disabled for now.
*/

#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 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

/* uncomment for precalculation (not compatible with Raspberry Pi)
out VertexData
{
vec2 texel;
vec2 prescale;
} precalcOut;
*/

void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;

/* uncomment for precalculation (not compatible with Raspberry Pi)
precalcOut.texel = vTexCoord * SourceSize.xy;
precalcOut.prescale = max(floor(outsize.xy / InputSize.xy), vec2(1.0, 1.0));
*/
}

#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 int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

/* uncomment for precalculation (not compatible with Raspberry Pi)
in VertexData
{
vec2 texel;
vec2 prescale;
} precalcIn;
*/

void main()
{
/* uncomment for precalculation (not compatible with Raspberry Pi)
vec2 texel = precalcIn.texel;
vec2 scale = precalcIn.prescale;
*/
// comment out next to lines for precalculation (not compatible with RPi)
vec2 texel = vTexCoord * SourceSize.xy;
vec2 scale = max(floor(outsize.xy / InputSize.xy), vec2(1.0, 1.0));

vec2 texel_floored = floor(texel);
vec2 s = fract(texel);
vec2 region_range = 0.5 - 0.5 / scale;

// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.

vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;

vec2 mod_texel = texel_floored + f;

// thick scanlines based on source resolution
if (mod(floor(vTexCoord.y * 2.0 * InputSize.y), 2.0) == 0.0)
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else
FragColor = vec4(texture(Source, mod_texel / SourceSize.xy).rgb, 1.0);
}
#endif
145 changes: 145 additions & 0 deletions Copy_To_RetroPie/shaders/sharp-bilinear-scanlines-thin.glsl
@@ -0,0 +1,145 @@
/*
Author: rsn8887 (based on TheMaister)
License: Public domain
This is an integer prescale filter that should be combined
with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve
a smooth scaling result with minimum blur. This is good for pixelgraphics
that are scaled by non-integer factors.
The prescale factor and texel coordinates are precalculated
in the vertex shader for speed. The precalculation only works on Windows
but doesn't work on Raspberry Pi and is therefore disabled for now.
*/

#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 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;

uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;

// vertex compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

/* uncomment for precalculation (not compatible with Raspberry Pi)
out VertexData
{
vec2 texel;
vec2 prescale;
} precalcOut;
*/

void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;

/* uncomment for precalculation (not compatible with Raspberry Pi)
precalcOut.texel = vTexCoord * SourceSize.xy;
precalcOut.prescale = max(floor(outsize.xy / InputSize.xy), vec2(1.0, 1.0));
*/
}

#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 int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;

// fragment compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)

/* uncomment for precalculation (not compatible with Raspberry Pi)
in VertexData
{
vec2 texel;
vec2 prescale;
} precalcIn;
*/

void main()
{
/* uncomment for precalculation (not compatible with Raspberry Pi)
vec2 texel = precalcIn.texel;
vec2 scale = precalcIn.prescale;
*/
// comment out next to lines for precalculation (not compatible with RPi)
vec2 texel = vTexCoord * SourceSize.xy;
vec2 scale = max(floor(outsize.xy / InputSize.xy), vec2(1.0, 1.0));

vec2 texel_floored = floor(texel);
vec2 s = fract(texel);
vec2 region_range = 0.5 - 0.5 / scale;

// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.

vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;

vec2 mod_texel = texel_floored + f;

// thin scanlines based on output display resolution
if (mod(floor(vTexCoord.y * outsize.y), 2.0) == 0.0)
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else
FragColor = vec4(texture(Source, mod_texel / SourceSize.xy).rgb, 1.0);
}
#endif
4 changes: 4 additions & 0 deletions Copy_To_RetroPie/sharp-bilinear-scanlines-thick.glslp
@@ -0,0 +1,4 @@
shaders = 1

shader0 = shaders/sharp-bilinear-scanlines-thick.glsl
filter_linear0 = true
4 changes: 4 additions & 0 deletions Copy_To_RetroPie/sharp-bilinear-scanlines-thin.glslp
@@ -0,0 +1,4 @@
shaders = 1

shader0 = shaders/sharp-bilinear-scanlines-thin.glsl
filter_linear0 = true
17 changes: 13 additions & 4 deletions README.md
Expand Up @@ -3,17 +3,26 @@ Sharp-Bilinear Shaders for Retroarch

This is a collection of shaders for sharp pixels without pixel wobble and minimal blurring in RetroArch/Libretro.

There are two shaders included.
There are four shaders included.

- "2x-prescale-sharp-bilinear"
- "sharp-bilinear-2x-prescale"

This shader does a fixed 2x integer prescale resulting in a small amount of image blurring but no pixelwobble. This is a simple two-pass shader configuration. First, an integer 2x prescale is applied, followed by a bilinear scaling to fullscreen.

- "sharp-bilinear-simple"

This shader does an automatic optimum integer prescale (2x, 3x, 4x etc.), depending on game and screen resolution. I recommend this shader since the autoscaling results in sharper images for some games than the fixed 2x prescale.

Both shader configurations give sharp pixels with zero pixel wobble in all games.
- "sharp-bilinear-scanlines-thin"

same as above, but with an overlay of thin black scanlines (scanline on every even display line)

- "sharp-bilinear-scanlines-thick"

same as above, but with an overlay of thick black scanlines (half of each game pixel, vertically is a scanline)


All these shader configurations give sharp pixels with zero pixel wobble in all games.

Compared to the "video smoothing=ON" setting with no shaders, pixels are less blurry. Compared to the "video smoothing=OFF" setting with no shaders, the pixels do not change shape/wobble as they move across the screen.

Expand All @@ -26,7 +35,7 @@ To install this shader in RetroPie:
- Copy the contents of the included "Copy_To_RetroPie" folder to /opt/retropie/emulators/retroarch/shader/
- open the RetroPie-Setup menu and choose "Edit RetroPie/RetroArch Configurations"-> "configure basic libretro emulator options"-> "configure default options for all libretro emulators"
- set "Video Shader Enable" to "True"
- set "Video Shader File" to "sharp-bilinear-simple.glslp," or "2x-prescale-sharp-bilinear.glslp" depending on your preference.
- set "Video Shader File" to "sharp-bilinear-xxxxx.glslp," choosing xxxxx depending on your preference.

Example Images
--------------
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