SameBoy/Shaders/LCD.fsh

69 lines
3.4 KiB
GLSL

#define COLOR_LOW 0.8
#define COLOR_HIGH 1.0
#define SCANLINE_DEPTH 0.1
STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
{
vec2 pos = fract(position * input_resolution);
vec2 sub_pos = fract(position * input_resolution * 6.0);
vec4 center = texture(image, position);
vec4 left = texture(image, position - vec2(1.0 / input_resolution.x, 0));
vec4 right = texture(image, position + vec2(1.0 / input_resolution.x, 0));
if (pos.y < 1.0 / 6.0) {
center = mix(center, texture(image, position + vec2(0.0, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
left = mix(left, texture(image, position + vec2(-1.0 / input_resolution.x, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
right = mix(right, texture(image, position + vec2( 1.0 / input_resolution.x, -1.0 / input_resolution.y)), 0.5 - sub_pos.y / 2.0);
center *= sub_pos.y * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
left *= sub_pos.y * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
right *= sub_pos.y * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
}
else if (pos.y > 5.0 / 6.0) {
center = mix(center, texture(image, position + vec2(0.0, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
left = mix(left, texture(image, position + vec2(-1.0 / input_resolution.x, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
right = mix(right, texture(image, position + vec2( 1.0 / input_resolution.x, 1.0 / input_resolution.y)), sub_pos.y / 2.0);
center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1.0 - SCANLINE_DEPTH);
right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1.0 - 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, 1.0),
vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1.0),
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, 1.0),
vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1.0),
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, 1.0),
vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1.0),
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, 1.0),
vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1.0),
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, 1.0),
vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1.0),
sub_pos.x);
}
else {
ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1.0),
vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1.0),
sub_pos.x);
}
return ret;
}