diff --git a/Cocoa/GBPreferencesWindow.m b/Cocoa/GBPreferencesWindow.m index 655ab0a..66d8e4c 100644 --- a/Cocoa/GBPreferencesWindow.m +++ b/Cocoa/GBPreferencesWindow.m @@ -28,6 +28,7 @@ @"NearestNeighbor", @"Bilinear", @"SmoothBilinear", + @"LCD", @"Scale2x", @"Scale4x", @"AAScale2x", diff --git a/Cocoa/Preferences.xib b/Cocoa/Preferences.xib index b8bd246..da85324 100644 --- a/Cocoa/Preferences.xib +++ b/Cocoa/Preferences.xib @@ -35,7 +35,7 @@ - + @@ -45,6 +45,7 @@ + @@ -119,15 +120,15 @@ - + - + - + diff --git a/SDL/gui.c b/SDL/gui.c index c84895b..03c9513 100644 --- a/SDL/gui.c +++ b/SDL/gui.c @@ -350,6 +350,7 @@ struct shader_name { {"NearestNeighbor", "Nearest Neighbor"}, {"Bilinear", "Bilinear"}, {"SmoothBilinear", "Smooth Bilinear"}, + {"LCD", "LCD Display"}, {"Scale2x", "Scale2x"}, {"Scale4x", "Scale4x"}, {"AAScale2x", "Anti-aliased Scale2x"}, diff --git a/Shaders/LCD.fsh b/Shaders/LCD.fsh new file mode 100644 index 0000000..980f3bd --- /dev/null +++ b/Shaders/LCD.fsh @@ -0,0 +1,70 @@ +#define COLOR_LOW 0.8 +#define COLOR_HIGH 1.0 +#define SCANLINE_DEPTH 0.1 + +vec4 scale(sampler2D image) +{ + vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution; + + vec2 pos = fract(texCoord * textureDimensions); + vec2 sub_pos = fract(texCoord * textureDimensions * 6); + + vec4 center = texture(image, texCoord); + vec4 left = texture(image, texCoord - vec2(1.0 / textureDimensions.x, 0)); + vec4 right = texture(image, texCoord + vec2(1.0 / textureDimensions.x, 0)); + + if (pos.y < 1.0 / 6.0) { + center = mix(center, texture(image, texCoord + vec2(0, -1.0 / textureDimensions.y)), 0.5 - sub_pos.y / 2.0); + left = mix(left, texture(image, texCoord + vec2(-1.0 / textureDimensions.x, -1.0 / textureDimensions.y)), 0.5 - sub_pos.y / 2.0); + right = mix(right, texture(image, texCoord + vec2( 1.0 / textureDimensions.x, -1.0 / textureDimensions.y)), 0.5 - sub_pos.y / 2.0); + center *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + } + else if (pos.y > 5.0 / 6.0) { + center = mix(center, texture(image, texCoord + vec2(0, 1.0 / textureDimensions.y)), sub_pos.y / 2.0); + left = mix(left, texture(image, texCoord + vec2(-1.0 / textureDimensions.x, 1.0 / textureDimensions.y)), sub_pos.y / 2.0); + right = mix(right, texture(image, texCoord + vec2( 1.0 / textureDimensions.x, 1.0 / textureDimensions.y)), sub_pos.y / 2.0); + center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + } + + + vec4 midleft = mix(left, center, 0.5); + vec4 midright = mix(right, center, 0.5); + + vec4 ret; + if (pos.x < 1.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1), + vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), + sub_pos.x); + } + else if (pos.x < 2.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), + vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), + sub_pos.x); + } + else if (pos.x < 3.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), + vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1), + sub_pos.x); + } + else if (pos.x < 4.0 / 6.0) { + ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1), + vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1), + sub_pos.x); + } + else if (pos.x < 5.0 / 6.0) { + ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1), + vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), + sub_pos.x); + } + else { + ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), + vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1), + sub_pos.x); + } + + return ret; +}