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dot+psp_color.fsh
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dot+psp_color.fsh
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/*
dot+psp_color fragment shader
- Original 'dot' code by Themaister, released into the public domain
- Original 'psp_color' code written by hunterk, modified by Pokefan531 and
released into the public domain
'Ported' (i.e. copy/paste) to PPSSPP format 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.
*/
//=== Config
#define gamma 2.4 // "Dot Gamma" - default: 2.4, min: 0.0, max: 5.0, step: 0.05
#define shine 0.05 // "Dot Shine" - default: 0.05, min: 0.0, max: 0.5, step: 0.01
#define blend 0.65 // "Dot Blend" - default: 0.65, min: 0.0, max: 1.0, step: 0.01
//================
#ifdef GL_ES
precision mediump float;
precision mediump int;
// For android, use this instead...
//precision highp float;
//precision highp int;
//
#endif
//================
#define target_gamma 2.21
#define display_gamma 2.2
#define r 0.98
#define g 0.795
#define b 0.98
#define rg 0.04
#define rb 0.01
#define gr 0.20
#define gb 0.01
#define br -0.18
#define bg 0.165
//================
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
varying vec2 v_texcoord0;
// OK - brace yourselves! This is going to get ugly...
// In order for this to work with the Vukan backend, we can only use
// variables with specific names (determined by the automated shader
// translation). So everything gets called v_texcoord<N>...
varying vec4 v_texcoord1; // c00_10
varying vec4 v_texcoord2; // c20_01
varying vec4 v_texcoord3; // c21_02
varying vec4 v_texcoord4; // c12_22
varying vec2 v_texcoord5; // c11
varying vec2 v_texcoord6; // pixel_no
//================
float dist(vec2 coord, vec2 source)
{
vec2 delta = coord - source;
return sqrt(dot(delta, delta));
}
float color_bloom(vec3 color)
{
const vec3 gray_coeff = vec3(0.30, 0.59, 0.11);
float bright = dot(color, gray_coeff);
return mix(1.0 + shine, 1.0 - shine, bright);
}
vec3 lookup(vec2 pixel_no, float offset_x, float offset_y, vec3 color)
{
vec2 offset = vec2(offset_x, offset_y);
float delta = dist(fract(pixel_no), offset + vec2(0.5, 0.5));
return color * exp(-gamma * delta * color_bloom(color));
}
//================
void main()
{
// pixel_no == v_texcoord6
vec3 mid_color = lookup(v_texcoord6, 0.0, 0.0, texture2D(sampler0, v_texcoord5).rgb); // c11
vec3 color = vec3(0.0, 0.0, 0.0);
color += lookup(v_texcoord6, -1.0, -1.0, texture2D(sampler0, v_texcoord1.xy).rgb); // c00_10
color += lookup(v_texcoord6, 0.0, -1.0, texture2D(sampler0, v_texcoord1.zw).rgb); // c00_10
color += lookup(v_texcoord6, 1.0, -1.0, texture2D(sampler0, v_texcoord2.xy).rgb); // c20_01
color += lookup(v_texcoord6, -1.0, 0.0, texture2D(sampler0, v_texcoord2.zw).rgb); // c20_01
color += mid_color;
color += lookup(v_texcoord6, 1.0, 0.0, texture2D(sampler0, v_texcoord3.xy).rgb); // c21_02
color += lookup(v_texcoord6, -1.0, 1.0, texture2D(sampler0, v_texcoord3.zw).rgb); // c21_02
color += lookup(v_texcoord6, 0.0, 1.0, texture2D(sampler0, v_texcoord4.xy).rgb); // c12_22
color += lookup(v_texcoord6, 1.0, 1.0, texture2D(sampler0, v_texcoord4.zw).rgb); // c12_22
// Apply colour correction
// > This is not quite right, but should be good enough...
vec3 out_color = pow(mix(1.2 * mid_color, color, blend), vec3(target_gamma));
out_color = clamp(out_color, 0.0, 1.0);
out_color = pow(
mat3(r, rg, rb,
gr, g, gb,
br, bg, b) * out_color,
vec3(1.0 / display_gamma)
);
gl_FragColor = vec4(out_color, 1.0);
}