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Diffstat (limited to 'src/libui_sdl/main_shaders.h')
-rw-r--r-- | src/libui_sdl/main_shaders.h | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h new file mode 100644 index 0000000..6504520 --- /dev/null +++ b/src/libui_sdl/main_shaders.h @@ -0,0 +1,250 @@ +/* + Copyright 2016-2019 Arisotura + + This file is part of melonDS. + + melonDS is free software: you can redistribute it and/or modify it under + the terms of the GNU General Public License as published by the Free + Software Foundation, either version 3 of the License, or (at your option) + any later version. + + melonDS is distributed in the hope that it will be useful, but WITHOUT ANY + WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with melonDS. If not, see http://www.gnu.org/licenses/. +*/ + +#ifndef MAIN_SHADERS_H +#define MAIN_SHADERS_H + +const char* kScreenVS = R"(#version 140 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +in vec2 vPosition; +in vec2 vTexcoord; + +smooth out vec2 fTexcoord; + +void main() +{ + vec4 fpos; + fpos.xy = ((vPosition * 2.0) / uScreenSize) - 1.0; + fpos.y *= -1; + fpos.z = 0.0; + fpos.w = 1.0; + + gl_Position = fpos; + fTexcoord = vTexcoord; +} +)"; + +const char* kScreenFS = R"(#version 140 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +uniform usampler2D ScreenTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +void main() +{ + ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); + + // TODO: filters + + oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0); +} +)"; + +const char* kScreenFS_Accel = R"(#version 140 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +uniform usampler2D ScreenTex; +uniform sampler2D _3DTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +void main() +{ + ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); + + ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); + int dispmode = mbright.b & 0x3; + + if (dispmode == 1) + { + ivec4 val1 = pixel; + ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); + ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); + + int compmode = val3.a & 0xF; + int eva, evb, evy; + + if (compmode == 4) + { + // 3D on top, blending + + float xpos = val3.r + fract(fTexcoord.x); + float ypos = mod(fTexcoord.y, 192); + ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra + * vec4(63,63,63,31)); + + if (_3dpix.a > 0) + { + eva = (_3dpix.a & 0x1F) + 1; + evb = 32 - eva; + + val1 = ((_3dpix * eva) + (val1 * evb)) >> 5; + if (eva <= 16) val1 += ivec4(1,1,1,0); + val1 = min(val1, 0x3F); + } + else + val1 = val2; + } + else if (compmode == 1) + { + // 3D on bottom, blending + + float xpos = val3.r + fract(fTexcoord.x); + float ypos = mod(fTexcoord.y, 192); + ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra + * vec4(63,63,63,31)); + + if (_3dpix.a > 0) + { + eva = val3.g; + evb = val3.b; + + val1 = ((val1 * eva) + (_3dpix * evb)) >> 4; + val1 = min(val1, 0x3F); + } + else + val1 = val2; + } + else if (compmode <= 3) + { + // 3D on top, normal/fade + + float xpos = val3.r + fract(fTexcoord.x); + float ypos = mod(fTexcoord.y, 192); + ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra + * vec4(63,63,63,31)); + + if (_3dpix.a > 0) + { + evy = val3.g; + + val1 = _3dpix; + if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4; + else if (compmode == 3) val1 -= (val1 * evy) >> 4; + } + else + val1 = val2; + } + + pixel = val1; + } + + if (dispmode != 0) + { + int brightmode = mbright.g >> 6; + if (brightmode == 1) + { + // up + int evy = mbright.r & 0x1F; + if (evy > 16) evy = 16; + + pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4; + } + else if (brightmode == 2) + { + // down + int evy = mbright.r & 0x1F; + if (evy > 16) evy = 16; + + pixel -= (pixel * evy) >> 4; + } + } + + pixel.rgb <<= 2; + pixel.rgb |= (pixel.rgb >> 6); + + // TODO: filters + + oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0); +} +)"; + + +const char* kScreenVS_OSD = R"(#version 140 + +layout(std140) uniform uConfig +{ + vec2 uScreenSize; + uint u3DScale; + uint uFilterMode; +}; + +uniform ivec2 uOSDPos; +uniform ivec2 uOSDSize; + +in vec2 vPosition; + +smooth out vec2 fTexcoord; + +void main() +{ + vec4 fpos; + + vec2 osdpos = (vPosition * vec2(uOSDSize)); + fTexcoord = osdpos; + osdpos += uOSDPos; + + fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0; + fpos.y *= -1; + fpos.z = 0.0; + fpos.w = 1.0; + + gl_Position = fpos; +} +)"; + +const char* kScreenFS_OSD = R"(#version 140 + +uniform sampler2D OSDTex; + +smooth in vec2 fTexcoord; + +out vec4 oColor; + +void main() +{ + vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0); + oColor = pixel.bgra; +} +)"; + +#endif // MAIN_SHADERS_H |