SameBoy/Shaders/DMG.fsh

39 lines
936 B
GLSL

vec4 pixelize(vec4 image, vec2 scaleVec, vec2 texCoord) {
float scale = max(scaleVec.x, scaleVec.y);
float x = fract(texCoord.x * 160.0) * scale;
float y = fract(texCoord.y * 144.0) * scale;
float border = 1.0;
if (scale > 5.0) {
border = 2.0;
}
if (x < border || x > scale - border || y < border || y > scale - border) {
return vec4(.95, .95, .95, 1);
}
return image;
}
vec4 scale(sampler2D image) {
vec2 displayScale = uResolution / vec2(160.0, 144.0);
vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
vec4 sampled = texture(image, texCoord);
if (displayScale.x < 3.0 || displayScale.y < 3.0) {
return sampled;
}
float mixValue = 1.0;
if (displayScale.x >= 5.0 && displayScale.y >= 5.0) {
mixValue = 0.5;
}
else if (displayScale.x >= 3.0 && displayScale.y >= 3.0) {
mixValue = 0.8;
}
return mix(pixelize(sampled, displayScale, texCoord), sampled, mixValue);
}