SameBoy/Shaders/MonoLCD.fsh

51 lines
1.9 KiB
GLSL

#define SCANLINE_DEPTH 0.25
#define BLOOM 0.4
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pixel = position * input_resolution - vec2(0.5, 0.5);
vec4 q11 = texture(image, (floor(pixel) + 0.5) / input_resolution);
vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / input_resolution);
vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / input_resolution);
vec4 q22 = texture(image, (ceil(pixel) + 0.5) / input_resolution);
vec2 s = smoothstep(0., 1., fract(pixel));
vec4 r1 = mix(q11, q21, s.x);
vec4 r2 = mix(q12, q22, s.x);
vec2 pos = fract(position * input_resolution);
vec2 sub_pos = fract(position * input_resolution * 6);
float multiplier = 1.0;
if (pos.y < 1.0 / 6.0) {
multiplier *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
}
else if (pos.y > 5.0 / 6.0) {
multiplier *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
}
if (pos.x < 1.0 / 6.0) {
multiplier *= sub_pos.x * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
}
else if (pos.x > 5.0 / 6.0) {
multiplier *= (1.0 - sub_pos.x) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
}
vec4 pre_shadow = mix(texture(image, position) * multiplier, mix(r1, r2, s.y), BLOOM);
pixel += vec2(-0.6, -0.8);
q11 = texture(image, (floor(pixel) + 0.5) / input_resolution);
q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / input_resolution);
q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / input_resolution);
q22 = texture(image, (ceil(pixel) + 0.5) / input_resolution);
r1 = mix(q11, q21, fract(pixel.x));
r2 = mix(q12, q22, fract(pixel.x));
vec4 shadow = mix(r1, r2, fract(pixel.y));
return mix(min(shadow, pre_shadow), pre_shadow, 0.75);
}