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-rw-r--r--src/libui_sdl/main_shaders.h123
1 files changed, 122 insertions, 1 deletions
diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h
index dcf79d9..b602013 100644
--- a/src/libui_sdl/main_shaders.h
+++ b/src/libui_sdl/main_shaders.h
@@ -24,6 +24,7 @@ const char* kScreenVS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
+ uint u3DScale;
uint uFilterMode;
};
@@ -50,10 +51,12 @@ const char* kScreenFS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
+ uint u3DScale;
uint uFilterMode;
};
layout(binding=0) uniform usampler2D ScreenTex;
+layout(binding=1) uniform sampler2D _3DTex;
smooth in vec2 fTexcoord;
@@ -63,9 +66,127 @@ void main()
{
uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
+ // bit0-13: BLDCNT
+ // bit14-15: DISPCNT display mode
+ // bit16-20: EVA
+ // bit21-25: EVB
+ // bit26-30: EVY
+ uvec4 ctl = texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0);
+ uint dispmode = (ctl.g >> 6) & 0x3;
+
+ if (dispmode == 1)
+ {
+ uint eva = ctl.b & 0x1F;
+ uint evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
+ uint evy = ctl.a >> 2;
+
+ uvec4 top = pixel;
+ uvec4 mid = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0);
+ uvec4 bot = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0);
+
+ uint winmask = top.b >> 7;
+
+ if ((top.a & 0x40) != 0)
+ {
+ float xpos = top.r + fract(fTexcoord.x);
+ uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
+ else top = mid;
+ }
+ else if ((mid.a & 0x40) != 0)
+ {
+ float xpos = mid.r + fract(fTexcoord.x);
+ uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
+ * vec4(63,63,63,31));
+
+ if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
+ }
+ else
+ {
+ // conditional texture fetch no good for performance, apparently
+ //texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0);
+ bot = mid;
+ }
+
+ top.b &= 0x3F;
+ bot.b &= 0x3F;
+
+ uint target2;
+ if ((bot.a & 0x80) != 0) target2 = 0x10;
+ else if ((bot.a & 0x40) != 0) target2 = 0x01;
+ else target2 = bot.a;
+ bool t2pass = ((ctl.g & target2) != 0);
+
+ uint coloreffect = 0;
+
+ if ((top.a & 0x80) != 0 && t2pass)
+ {
+ // sprite blending
+
+ coloreffect = 1;
+
+ if ((top.a & 0x40) != 0)
+ {
+ eva = top.a & 0x1F;
+ evb = 16 - eva;
+ }
+ }
+ else if ((top.a & 0x40) != 0 && t2pass)
+ {
+ // 3D layer blending
+
+ coloreffect = 4;
+ eva = (top.a & 0x1F) + 1;
+ evb = 32 - eva;
+ }
+ else
+ {
+ if ((top.a & 0x80) != 0) top.a = 0x10;
+ else if ((top.a & 0x40) != 0) top.a = 0x01;
+
+ if ((ctl.r & top.a) != 0 && winmask != 0)
+ {
+ uint effect = ctl.r >> 6;
+ if ((effect != 1) || t2pass) coloreffect = effect;
+ }
+ }
+
+ if (coloreffect == 0)
+ {
+ pixel = top;
+ }
+ else if (coloreffect == 1)
+ {
+ pixel = ((top * eva) + (bot * evb)) >> 4;
+ pixel = min(pixel, 0x3F);
+ }
+ else if (coloreffect == 2)
+ {
+ pixel = top;
+ pixel += ((uvec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
+ }
+ else if (coloreffect == 3)
+ {
+ pixel = top;
+ pixel -= (pixel * evy) >> 4;
+ }
+ else
+ {
+ pixel = ((top * eva) + (bot * evb)) >> 5;
+ if (eva <= 16) pixel += uvec4(1,1,1,0);
+ pixel = min(pixel, 0x3F);
+ }
+ }
+
+ pixel.rgb <<= 2;
+ pixel.rgb |= (pixel.rgb >> 6);
+
// TODO: filters
- oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
+ oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
+ //oColor = texelFetch(_3DTex, ivec2(fTexcoord*4), 0).bgra;
}
)";