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- #version 150
- // GritsScanlines by torridgristle
- // license: public domain (https://forums.libretro.com/t/lightweight-lut-based-scanline-glow-concept-prototype-glsl/18336/7)
- /* Runtime parameters
- #in LuminanceDawnbringer
- #in LuminanceLUT
- #in ScanlinesOpacity
- #in GammaCorrection
- #in TrinitronColors
- */
- // static parameters
- //#define LuminanceDawnbringer
- #define LuminanceLUT
- //#define TrinitronColors
- #define ScanlinesOpacity 0.9
- //#define GammaCorrection 1.2
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- uniform sampler2D pixmap[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- #ifdef LuminanceLUT
- #define LUT_SizeLum 16.0
- // Code taken from RetroArch's LUT shader
- float luminancelut(vec4 org)
- {
- vec4 imgColorLum = org;
- float redLum = ( imgColorLum.r * (LUT_SizeLum - 1.0) + 0.4999 ) / (LUT_SizeLum * LUT_SizeLum);
- float greenLum = ( imgColorLum.g * (LUT_SizeLum - 1.0) + 0.4999 ) / LUT_SizeLum;
- float blue1Lum = (floor( imgColorLum.b * (LUT_SizeLum - 1.0) ) / LUT_SizeLum) + redLum;
- float blue2Lum = (ceil( imgColorLum.b * (LUT_SizeLum - 1.0) ) / LUT_SizeLum) + redLum;
- float mixerLum = clamp(max((imgColorLum.b - blue1Lum) / (blue2Lum - blue1Lum), 0.0), 0.0, 32.0);
- float color1Lum = texture(pixmap[1], vec2( blue1Lum, greenLum )).x;
- float color2Lum = texture(pixmap[1], vec2( blue2Lum, greenLum )).x;
- return mix(color1Lum, color2Lum, mixerLum);
- }
- #endif
- #ifdef TrinitronColors
- #define LUT_SizeTrinitron 32.0
- vec4 TrinitronD50(vec4 org)
- {
- vec4 imgColorTrinitron = org;
- float redTrinitron = ( imgColorTrinitron.r * (LUT_SizeTrinitron - 1.0) + 0.4999 ) / (LUT_SizeTrinitron * LUT_SizeTrinitron);
- float greenTrinitron = ( imgColorTrinitron.g * (LUT_SizeTrinitron - 1.0) + 0.4999 ) / LUT_SizeTrinitron;
- float blue1Trinitron = (floor( imgColorTrinitron.b * (LUT_SizeTrinitron - 1.0) ) / LUT_SizeTrinitron) + redTrinitron;
- float blue2Trinitron = (ceil( imgColorTrinitron.b * (LUT_SizeTrinitron - 1.0) ) / LUT_SizeTrinitron) + redTrinitron;
- float mixerTrinitron = clamp(max((imgColorTrinitron.b - blue1Trinitron) / (blue2Trinitron - blue1Trinitron), 0.0), 0.0, 32.0);
- vec4 color1Trinitron = texture(pixmap[2], vec2( blue1Trinitron, greenTrinitron ));
- vec4 color2Trinitron = texture(pixmap[2], vec2( blue2Trinitron, greenTrinitron ));
- vec4 fragColorTrinitron = mix(color1Trinitron, color2Trinitron, mixerTrinitron);
- return vec4(pow(fragColorTrinitron.rgb,vec3(GammaCorrection,GammaCorrection,GammaCorrection)),1.0);
- }
- #endif
- void main() {
- //Source Image
- vec4 org = texture(source[0], texCoord);
-
- #ifdef LuminanceLUT
- // Use a 3DLUT instead of an equation so that it can use any arbitrary mess you can come up with.
- float luminance = luminancelut(org);
- #elif defined LuminanceDawnbringer
- // Dawnbringer's brightness equation from Dawnbringer's Toolbox scripts for Grafx2
- float luminance = sqrt(org.r*org.r*0.0676 + org.g*org.g*0.3025 + org.b*org.b*0.0361) * 1.5690256395005606;
- #else
- // Plain, standard, fine; slightly faster
- float luminance = ((0.299*org.r) + (0.587*org.g) + (0.114*org.b));
- #endif
- // Don't let it exceed 1.0
- luminance = clamp(luminance, 0.0, 1.0);
- // Scanline Mapping, based on the Phosphor LUT shader's method of tiling a texture over the screen
- vec2 LUTeffectiveCoord = vec2(luminance,fract((texCoord.y*targetSize.y)/4.0));
- // Scanline Layer
- vec4 screen = texture(pixmap[0], LUTeffectiveCoord);
- // Output multiplying the scanlines into the original image, with control over opacity
- #ifdef TrinitronColors
- org = TrinitronD50(org);
- #endif
- fragColor = ((screen*ScanlinesOpacity)+(1.0 - ScanlinesOpacity)) * (org);
- }
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