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lcd1x_sharp_mobile.fsh
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lcd1x_sharp_mobile.fsh
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/*
lcd1x_sharp shader
This is an attempt to make a shader with a non-blurry LCD effect.
It combines the existing shader code:
- Nearest neighbour scaling, taken from zfast_lcd
[Original code copyright (C) 2017 Greg Hogan (SoltanGris42)]
- lcd3x 'grille effect', but without colour seperation
[Original code by Gigaherz, released into the public domain]
[Code here derived from PPSSPP version of lcd3x made by LunaMoo]
Code mashed together by jdgleaver...
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.
*** Requires rendering resolution to be set to 1xPSP
*** Surprisingly, looks reasonably good on low resolution (720p/768p)
displays...
*/
//=== Config
#define BRIGHTEN_SCANLINES 16.0 // "Brighten Scanlines" - default: 16.0, min: 1.0, max: 32.0, step: 0.5
// (brightness of horizontal lines)
#define BRIGHTEN_LCD 4.0 // "Brighten LCD" - default: 4.0, min: 1.0, max: 12.0, step: 0.1
// (brightness of vertical lines)
//================
#ifdef GL_ES
//precision mediump float;
//precision mediump int;
// For android, use this instead...
precision highp float;
precision highp int;
#endif
//================
#define PI 3.141592654
//================
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
varying vec2 v_texcoord0;
// Have to use standard names to ensure compatibility with
// Vulkan backend...
varying vec2 v_texcoord1; // TextureSize
//================
const float INV_BRIGHTEN_SCANLINES_INC = 1.0 / (BRIGHTEN_SCANLINES + 1.0);
const float INV_BRIGHTEN_LCD_INC = 1.0 / (BRIGHTEN_LCD + 1.0);
//================
void main()
{
// Generate LCD grid effect
// > Note the 0.25 pixel offset -> required to ensure that
// scanlines occur *between* pixels
vec2 angle = 2.0 * PI * ((v_texcoord0.xy * v_texcoord1.xy) - 0.25); // v_texcoord1 == TextureSize
float yfactor = (BRIGHTEN_SCANLINES + sin(angle.y)) * INV_BRIGHTEN_SCANLINES_INC;
float xfactor = (BRIGHTEN_LCD + sin(angle.x)) * INV_BRIGHTEN_LCD_INC;
// Get colour sample
vec2 centerCoord = floor(v_texcoord0.xy * v_texcoord1.xy) + vec2(0.5, 0.5); // v_texcoord1 == TextureSize
vec3 colour = texture2D(sampler0, u_texelDelta.xy * centerCoord).rgb;
// Apply LCD grid effect
colour.rgb = yfactor * xfactor * colour.rgb;
gl_FragColor = vec4(colour.rgb, 1.0);
}