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- // This is a port of the original CG shader to the quark format
- // the original shader can be found here :
- // https://github.com/libretro/common-shaders/tree/master/handheld/gameboy
- ///////////////////////////////////////////////////////////////////////////
- // //
- // Gameboy Classic Shader v0.2.2 //
- // //
- // Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
- // //
- // This program 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. //
- // //
- // This program 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 this program. If not, see <http://www.gnu.org/licenses/>. //
- // //
- ///////////////////////////////////////////////////////////////////////////
- #version 150
- #in blend
- #in spacing
- #in shadowOffsetY
- uniform sampler2D source[];
- uniform sampler2D frame[];
- uniform sampler2D pixmap[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 texCoord;
- vec4 newSize;
- };
- out vec4 fragColor;
- #define pi 3.14159265358
- #define GAUSS(X) (0.5)*exp(-(X)*(X)*pi*0.25)
- void main(void) {
- float offset = fract(texCoord.y * sourceSize[0].y);
- float c0=texture(source[0],texCoord.xy-vec2(0.0,(offset-0.5)*sourceSize[0].w)).r;
- float a=1.0-spacing*newSize.y*sourceSize[0].w;
- a=max(a,0.0);
- a=(offset > sourceSize[0].y*newSize.w)?1.0:a;
- #ifdef blend
- c0=(offset > sourceSize[0].y*newSize.w)?c0:texture(source[0],texCoord.xy).r;
- #endif
-
- vec2 shadowCoords=texCoord.xy;
- shadowCoords.y-=shadowOffsetY*sourceSize[0].w;
- offset=fract((shadowCoords.y * sourceSize[0].y)-0.5);
- float blur;
- blur =texture(source[0],shadowCoords.xy-vec2(0.0,(offset-0.0)*sourceSize[0].w)).g*GAUSS(offset-0.0);
- blur+=texture(source[0],shadowCoords.xy-vec2(0.0,(offset-1.0)*sourceSize[0].w)).g*GAUSS(offset-1.0);
- blur+=texture(source[0],shadowCoords.xy-vec2(0.0,(offset-2.0)*sourceSize[0].w)).g*GAUSS(offset-2.0);
- blur+=texture(source[0],shadowCoords.xy-vec2(0.0,(offset+1.0)*sourceSize[0].w)).g*GAUSS(offset+1.0);
- fragColor=vec4(c0,blur,a,a);
- }
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