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zfast_lcd_mobile.frag
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/*
zfast_lcd - A very simple LCD shader meant to be used at 1080p
Original code copyright (C) 2017 Greg Hogan (SoltanGris42)
'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 just 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.
*** 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
//================
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
in vec2 r_texcoord;
out vec4 o_color;
//================
void main()
{
//
// Note to self: u_texelDelta.xy == 1 / TextureSize.xy
//
// Generate grid pattern
vec2 texcoordInPixels = r_texcoord.xy / u_texelDelta.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;
// Get colour sample and apply grid effect
vec3 colour = texture(sampler0, u_texelDelta.xy * centerCoord).rgb * LineWeight;
o_color = vec4(colour.rgb, 1.0);
}