mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-24 22:59:58 -06:00
217 lines
5.5 KiB
C
217 lines
5.5 KiB
C
/*
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Copyright 2016-2019 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.xy * 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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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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// bit0-13: BLDCNT
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// bit14-15: DISPCNT display mode
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// bit16-20: EVA
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// bit21-25: EVB
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// bit26-30: EVY
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ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0));
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ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3 + 1, int(fTexcoord.y)), 0));
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int dispmode = (ctl.g >> 6) & 0x3;
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if (dispmode == 1)
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{
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int eva = ctl.b & 0x1F;
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int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
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int evy = ctl.a >> 2;
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ivec4 top = pixel;
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ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0));
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ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0));
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int winmask = top.b >> 7;
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if ((top.a & 0xC0) == 0x40)
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{
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float xpos = top.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 768);
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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) { top = _3dpix; top.a |= 0x40; bot = mid; }
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else top = mid;
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}
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else if ((mid.a & 0xC0) == 0x40)
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{
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float xpos = mid.r + fract(fTexcoord.x);
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float ypos = mod(fTexcoord.y, 768);
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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) { bot = _3dpix; bot.a |= 0x40; }
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}
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else
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{
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// conditional texture fetch no good for performance, apparently
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//texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0);
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bot = mid;
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}
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top.b &= 0x3F;
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bot.b &= 0x3F;
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int target2;
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if ((bot.a & 0x80) != 0) target2 = 0x10;
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else if ((bot.a & 0x40) != 0) target2 = 0x01;
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else target2 = bot.a;
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bool t2pass = ((ctl.g & target2) != 0);
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int coloreffect = 0;
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if ((top.a & 0x80) != 0 && t2pass)
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{
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// sprite blending
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coloreffect = 1;
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if ((top.a & 0x40) != 0)
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{
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eva = top.a & 0x1F;
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evb = 16 - eva;
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}
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}
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else if ((top.a & 0x40) != 0 && t2pass)
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{
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// 3D layer blending
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coloreffect = 4;
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eva = (top.a & 0x1F) + 1;
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evb = 32 - eva;
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}
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else
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{
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if ((top.a & 0x80) != 0) top.a = 0x10;
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else if ((top.a & 0x40) != 0) top.a = 0x01;
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if ((ctl.r & top.a) != 0 && winmask != 0)
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{
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int effect = ctl.r >> 6;
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if ((effect != 1) || t2pass) coloreffect = effect;
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}
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}
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if (coloreffect == 0)
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{
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pixel = top;
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}
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else if (coloreffect == 1)
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{
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pixel = ((top * eva) + (bot * evb)) >> 4;
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pixel = min(pixel, 0x3F);
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}
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else if (coloreffect == 2)
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{
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pixel = top;
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pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
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}
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else if (coloreffect == 3)
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{
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pixel = top;
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pixel -= (pixel * evy) >> 4;
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}
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else
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{
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pixel = ((top * eva) + (bot * evb)) >> 5;
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if (eva <= 16) pixel += ivec4(1,1,1,0);
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pixel = min(pixel, 0x3F);
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}
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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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#endif // MAIN_SHADERS_H
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