mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-22 22:01:06 -06:00
251 lines
5.5 KiB
C
251 lines
5.5 KiB
C
/*
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Copyright 2016-2020 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef MAIN_SHADERS_H
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#define MAIN_SHADERS_H
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const char* kScreenVS = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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in vec2 vPosition;
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in vec2 vTexcoord;
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smooth out vec2 fTexcoord;
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void main()
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{
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vec4 fpos;
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fpos.xy = ((vPosition * 2.0) / uScreenSize) - 1.0;
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fpos.y *= -1;
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fpos.z = 0.0;
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fpos.w = 1.0;
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gl_Position = fpos;
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fTexcoord = vTexcoord;
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}
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)";
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const char* kScreenFS = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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uniform usampler2D ScreenTex;
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smooth in vec2 fTexcoord;
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out vec4 oColor;
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void main()
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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// TODO: filters
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oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
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}
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)";
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const char* kScreenFS_Accel = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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uniform usampler2D ScreenTex;
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uniform sampler2D _3DTex;
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smooth in vec2 fTexcoord;
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out vec4 oColor;
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void main()
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{
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ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0));
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ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
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int dispmode = mbright.b & 0x3;
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if (dispmode == 1)
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{
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ivec4 val1 = pixel;
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ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
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ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
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int compmode = val3.a & 0xF;
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int eva, evb, evy;
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if (compmode == 4)
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{
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// 3D on top, blending
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float xpos = val3.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0)
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{
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eva = (_3dpix.a & 0x1F) + 1;
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evb = 32 - eva;
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val1 = ((_3dpix * eva) + (val1 * evb)) >> 5;
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if (eva <= 16) val1 += ivec4(1,1,1,0);
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val1 = min(val1, 0x3F);
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}
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else
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val1 = val2;
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}
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else if (compmode == 1)
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{
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// 3D on bottom, blending
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float xpos = val3.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0)
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{
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eva = val3.g;
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evb = val3.b;
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val1 = ((val1 * eva) + (_3dpix * evb)) >> 4;
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val1 = min(val1, 0x3F);
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}
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else
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val1 = val2;
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}
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else if (compmode <= 3)
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{
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// 3D on top, normal/fade
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float xpos = val3.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 192);
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ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra
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* vec4(63,63,63,31));
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if (_3dpix.a > 0)
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{
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evy = val3.g;
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val1 = _3dpix;
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if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4;
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else if (compmode == 3) val1 -= (val1 * evy) >> 4;
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}
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else
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val1 = val2;
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}
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pixel = val1;
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}
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if (dispmode != 0)
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{
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int brightmode = mbright.g >> 6;
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if (brightmode == 1)
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{
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// up
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int evy = mbright.r & 0x1F;
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if (evy > 16) evy = 16;
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pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
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}
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else if (brightmode == 2)
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{
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// down
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int evy = mbright.r & 0x1F;
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if (evy > 16) evy = 16;
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pixel -= (pixel * evy) >> 4;
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}
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}
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pixel.rgb <<= 2;
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pixel.rgb |= (pixel.rgb >> 6);
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// TODO: filters
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oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
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}
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)";
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const char* kScreenVS_OSD = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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uniform ivec2 uOSDPos;
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uniform ivec2 uOSDSize;
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in vec2 vPosition;
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smooth out vec2 fTexcoord;
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void main()
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{
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vec4 fpos;
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vec2 osdpos = (vPosition * vec2(uOSDSize));
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fTexcoord = osdpos;
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osdpos += uOSDPos;
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fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0;
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fpos.y *= -1;
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fpos.z = 0.0;
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fpos.w = 1.0;
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gl_Position = fpos;
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}
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)";
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const char* kScreenFS_OSD = R"(#version 140
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uniform sampler2D OSDTex;
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smooth in vec2 fTexcoord;
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out vec4 oColor;
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void main()
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{
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vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0);
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oColor = pixel.bgra;
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}
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)";
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#endif // MAIN_SHADERS_H
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