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Scanline shaders added, renamed 2x-prescale shader
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145
Copy_To_RetroPie/shaders/sharp-bilinear-scanlines-thick.glsl
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/* | ||
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. | ||
*/ | ||
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#if defined(VERTEX) | ||
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#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 | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform int FrameDirection; | ||
uniform int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// 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) | ||
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/* uncomment for precalculation (not compatible with Raspberry Pi) | ||
out VertexData | ||
{ | ||
vec2 texel; | ||
vec2 prescale; | ||
} precalcOut; | ||
*/ | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
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/* 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)); | ||
*/ | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#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 | ||
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#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 | ||
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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; | ||
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// 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) | ||
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/* uncomment for precalculation (not compatible with Raspberry Pi) | ||
in VertexData | ||
{ | ||
vec2 texel; | ||
vec2 prescale; | ||
} precalcIn; | ||
*/ | ||
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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)); | ||
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vec2 texel_floored = floor(texel); | ||
vec2 s = fract(texel); | ||
vec2 region_range = 0.5 - 0.5 / scale; | ||
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// 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. | ||
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vec2 center_dist = s - 0.5; | ||
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; | ||
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vec2 mod_texel = texel_floored + f; | ||
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// 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
145
Copy_To_RetroPie/shaders/sharp-bilinear-scanlines-thin.glsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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 | ||
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||
#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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||
COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform int FrameDirection; | ||
uniform int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// 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) | ||
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/* uncomment for precalculation (not compatible with Raspberry Pi) | ||
out VertexData | ||
{ | ||
vec2 texel; | ||
vec2 prescale; | ||
} precalcOut; | ||
*/ | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
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/* 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)); | ||
*/ | ||
} | ||
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#elif defined(FRAGMENT) | ||
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||
#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 | ||
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#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 | ||
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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; | ||
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// 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) | ||
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/* uncomment for precalculation (not compatible with Raspberry Pi) | ||
in VertexData | ||
{ | ||
vec2 texel; | ||
vec2 prescale; | ||
} precalcIn; | ||
*/ | ||
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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)); | ||
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vec2 texel_floored = floor(texel); | ||
vec2 s = fract(texel); | ||
vec2 region_range = 0.5 - 0.5 / scale; | ||
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// 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. | ||
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vec2 center_dist = s - 0.5; | ||
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; | ||
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vec2 mod_texel = texel_floored + f; | ||
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// 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 |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,4 @@ | ||
shaders = 1 | ||
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shader0 = shaders/sharp-bilinear-scanlines-thick.glsl | ||
filter_linear0 = true |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,4 @@ | ||
shaders = 1 | ||
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shader0 = shaders/sharp-bilinear-scanlines-thin.glsl | ||
filter_linear0 = true |
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