mirror of
https://github.com/libretro/RetroArch
synced 2024-12-29 12:31:05 +00:00
100 lines
2.6 KiB
Plaintext
100 lines
2.6 KiB
Plaintext
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/* Default Vertex shader */
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void main_vertex
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(
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float4 position : POSITION,
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float4 color : COLOR,
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float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otexCoord = texCoord;
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}
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#define TEX2D(c) tex2D(decal,(c))
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#define PI 3.141592653589
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#define phase 0.0
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#define gamma 2.5
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#define distortion 0.04
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struct output
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{
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float4 color : COLOR;
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};
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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float2 barrelDistortion(float2 coord)
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{
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float2 cc = coord - 0.5;
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float dist = dot(cc, cc);
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return coord + cc * (dist + distortion * dist * dist) * distortion;
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}
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output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0, uniform input IN)
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{
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output OUT;
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float2 rubyInputSize = IN.video_size;
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float2 rubyOutputSize = IN.output_size;
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float2 rubyTextureSize = IN.texture_size;
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float2 xy = barrelDistortion(texCoord.xy);
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float2 one = 1.0/rubyTextureSize;
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xy = xy + float2(0.0 , -0.5 * (phase + (1-phase) * rubyInputSize.y/rubyOutputSize.y) * one.y);
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float4 texels[8];
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texels[0] = TEX2D(xy + float2(-one.x,0.0));
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texels[1] = TEX2D(xy);
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texels[2] = TEX2D(xy + float2(one.x, 0.0));
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texels[3] = TEX2D(xy + float2(2 * one.x, 0.0));
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texels[4] = TEX2D(xy + float2(-one.x,one.y));
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texels[5] = TEX2D(xy + float2(0.0, one.y));
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texels[6] = TEX2D(xy + one);
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texels[7] = TEX2D(xy + float2(2 * one.x, one.y));
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float2 uv_ratio = frac(xy*rubyTextureSize);
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float4 col, col2;
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float4 coeffs = float4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x);
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coeffs = (sin(PI * coeffs) * sin(PI * coeffs / 2.0)) / (coeffs * coeffs);
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coeffs = coeffs / (coeffs.x+coeffs.y+coeffs.z+coeffs.w);
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col = clamp(coeffs.x * texels[0] + coeffs.y * texels[1] + coeffs.z * texels[2] + coeffs.w * texels[3], 0.0, 1.0);
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col2 = clamp(coeffs.x * texels[4] + coeffs.y * texels[5] + coeffs.z * texels[6] + coeffs.w * texels[7], 0.0, 1.0);
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col = pow(col, gamma);
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col2 = pow(col2, gamma);
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float4 wid = 2 + 2 * pow(col, 4.0);
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float4 weights = uv_ratio.y/0.3;
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weights = 0.51*exp(-pow(weights*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
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wid = 2 + 4 * pow(col2,4.0);
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float4 weights2 = (1.0-uv_ratio.y)/0.3;
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weights2 = 0.51*exp(-pow(weights2*sqrt(2/wid),wid))/0.3/(0.6+0.2*wid);
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float4 mcol = 1.0;
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if ( fmod(xy.x*rubyOutputSize.x,2.0) < 1.0)
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mcol.g = 0.7;
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else
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mcol.rb = 0.7;
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OUT.color = pow(mcol*(col * weights + col2 * weights2), 1.0/2.2);
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return OUT;
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}
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