/* 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.xy * 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; uniform sampler2D _3DTex; smooth in vec2 fTexcoord; out vec4 oColor; void main() { ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); // bit0-13: BLDCNT // bit14-15: DISPCNT display mode // bit16-20: EVA // bit21-25: EVB // bit26-30: EVY ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3 + 1, int(fTexcoord.y)), 0)); int dispmode = (ctl.g >> 6) & 0x3; if (dispmode == 1) { int eva = ctl.b & 0x1F; int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3); int evy = ctl.a >> 2; ivec4 top = pixel; ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); int winmask = top.b >> 7; if ((top.a & 0xC0) == 0x40) { float xpos = top.r + fract(fTexcoord.x); float ypos = mod(fTexcoord.y, 768); ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*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 & 0xC0) == 0x40) { float xpos = mid.r + fract(fTexcoord.x); float ypos = mod(fTexcoord.y, 768); ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*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; int 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); int 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) { int 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 += ((ivec4(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 += ivec4(1,1,1,0); pixel = min(pixel, 0x3F); } } 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); } )"; #endif // MAIN_SHADERS_H