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zfast_lcd+psp_color_mobile.fsh
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/*
zfast_lcd+psp_color - A very simple LCD shader meant to be used at 1080p
- Original 'zfast_lcd' code copyright (C) 2017 Greg Hogan (SoltanGris42)
- Original 'psp_color' code written by hunterk, modified by Pokefan531 and
released into the public domain
'Ported' (i.e. copy/paste) to PPSSPP format by jdgleaver
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 2 of the License, or (at your option)
any later version.
Notes: This shader does nearest neighbor scaling of the game and then
darkens the border pixels to imitate an LCD screen. You can change
the darkness/thickness of the borders. It also applies colour
correction to replicate the LCD dynamics of the PSP 1000 and PSP 2000.
*** REQUIRES PPSSPP rendering resolution to be set to 1 x PSP
*** REQUIRES a display resolution of at least 1080p (otherwise grid
effect will vanish...)
*/
//=== Config
#define BORDERMULT 14.0 // "Border Multiplier" default: 14.0, min: -40.0, max: 40.0, step: 1.0
//================
#ifdef GL_ES
//precision mediump float;
//precision mediump int;
// For android, use this instead...
precision highp float;
precision highp int;
#endif
//================
#define target_gamma 2.21
#define display_gamma 2.2
#define r 0.98
#define g 0.795
#define b 0.98
#define rg 0.04
#define rb 0.01
#define gr 0.20
#define gb 0.01
#define br -0.18
#define bg 0.165
//================
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
varying vec2 v_texcoord0;
// Dirty hack: this should be called 'TextureSize', but when PPSSPP
// performs shader translation it only coverts variables with a fixed
// set of names - so in order for this shader to work with the Vulkan
// backend, we have to 'borrow' one of the v_texcoord<N> variables...
// (note that we could work around this cleanly by calculating texture
// size inside the fragment shader, but this would have a performance
// impact and would therefore be lame...)
varying vec2 v_texcoord1; // TextureSize
//================
void main()
{
//
// Note to self: u_texelDelta.xy == 1 / TextureSize.xy
//
// Generate grid pattern
vec2 texcoordInPixels = v_texcoord0.xy * v_texcoord1.xy; // v_texcoord1 == TextureSize
vec2 centerCoord = floor(texcoordInPixels.xy) + vec2(0.5, 0.5);
vec2 distFromCenter = abs(centerCoord - texcoordInPixels);
float Y = max(distFromCenter.x, distFromCenter.y);
Y = Y * Y;
float YY = Y * Y;
float YYY = YY * Y;
float LineWeight = YY - 2.7 * YYY;
LineWeight = 1.0 - BORDERMULT * LineWeight;
// Apply colour correction
vec3 screen = pow(texture2D(sampler0, u_texelDelta.xy * centerCoord).rgb, vec3(target_gamma));
screen = clamp(screen, 0.0, 1.0);
screen = pow(
mat3(r, rg, rb,
gr, g, gb,
br, bg, b) * screen,
vec3(1.0 / display_gamma)
);
// Add grid lines
gl_FragColor = vec4(screen * LineWeight, 1.0);
}