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Diffstat (limited to 'src/libui_sdl/main_shaders.h')
-rw-r--r--src/libui_sdl/main_shaders.h250
1 files changed, 0 insertions, 250 deletions
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
deleted file mode 100644
index 22d4dd9..0000000
--- a/src/libui_sdl/main_shaders.h
+++ /dev/null
@@ -1,250 +0,0 @@
-/*
- Copyright 2016-2020 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