From 906de963739ee87c9b63c7d2be7732caab1ae69a Mon Sep 17 00:00:00 2001 From: Michael Pavone Date: Sat, 9 May 2020 21:15:33 -0700 Subject: Allow use of NPOT textures as a config option. Useful for some mobile GPUs --- shaders/crt.f.glsl | 65 +++++++++++++++++++++++++------------------------- shaders/crt.v.glsl | 10 ++++---- shaders/default.f.glsl | 7 +++--- shaders/default.v.glsl | 3 ++- shaders/sharp.f.glsl | 16 ++++++------- 5 files changed, 50 insertions(+), 51 deletions(-) (limited to 'shaders') diff --git a/shaders/crt.f.glsl b/shaders/crt.f.glsl index 4cbc27b..db4f037 100644 --- a/shaders/crt.f.glsl +++ b/shaders/crt.f.glsl @@ -1,5 +1,3 @@ -#version 110 - /* Subtle CRT shader usable in fullscreen - Anaƫl Seghezzi [anael(at)maratis3d.com] This shader is free software distributed under the terms of the GNU General Public License version 3 or higher. This gives you the right to redistribute and/or @@ -10,63 +8,64 @@ #define M_PI 3.14159265358979323846 uniform sampler2D textures[2]; -uniform float width, height; -varying vec2 texcoord; -varying vec2 screencoord; +uniform mediump float width, height; +uniform mediump vec2 texsize; +varying mediump vec2 texcoord; +varying mediump vec2 screencoord; -float nrand(vec2 n) { +mediump float nrand(vec2 n) { return fract(sin(dot(n.xy, vec2(12.9898, 78.233))) * 43758.5453); } -float scanline(vec2 texco) +mediump float scanline(vec2 texco) { - return (1.0 - abs(cos(texco.y * 512.0 * M_PI))); + return (1.0 - abs(cos(texco.y * texsize.y * M_PI))); } -vec2 sharp_coord(vec2 texco, vec2 dim, vec2 sharpness) +mediump vec2 sharp_coord(mediump vec2 texco, mediump vec2 dim, mediump vec2 sharpness) { - vec2 texcoif = texco * dim; - vec2 texcoi = floor(texcoif); - vec2 mu = (texcoif - 0.5) - texcoi; - vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5; + mediump vec2 texcoif = texco * dim; + mediump vec2 texcoi = floor(texcoif); + mediump vec2 mu = (texcoif - 0.5) - texcoi; + mediump vec2 mub = pow(abs(mu) * 2.0, sharpness) * sign(mu) * 0.5; return (texcoi + mub + 0.5) / dim; } void main() { - float v = 1.0 / 512.0; - float yforce = 0.175; - float vign = length(screencoord); + mediump float v = 1.0 / texsize.y; + mediump float yforce = 0.175; + mediump float vign = length(screencoord); // monitor deformation - vec2 monitorcoord = (screencoord + screencoord * vign * 0.025); + mediump vec2 monitorcoord = (screencoord + screencoord * vign * 0.025); if (monitorcoord.x < -1.0 || monitorcoord.y < -1.0 || monitorcoord.x > 1.0 || monitorcoord.y > 1.0) { gl_FragColor = vec4(0.0); return; } - vec2 texco = monitorcoord * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0); + mediump vec2 texco = monitorcoord * vec2(0.5*width/texsize.x, -0.5 * height/texsize.y) + vec2(0.5*width/texsize.x, 0.5*height/texsize.y); // mask - float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0); - float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0); - float mask = clamp(maskx * masky, 0.0, 1.0); + mediump float maskx = 1.0 - pow(abs(monitorcoord.x), 200.0); + mediump float masky = 1.0 - pow(abs(-monitorcoord.y), 200.0); + mediump float mask = clamp(maskx * masky, 0.0, 1.0); // sharp texcoord - vec2 texco_sharp0 = sharp_coord(texco, vec2(512.0, 512.0), vec2(4.0, 8.0)); - vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 1.0 / 1024.0), vec2(512.0, 512.0), vec2(4.0, 8.0)); + mediump vec2 texco_sharp0 = sharp_coord(texco, texsize, vec2(4.0, 8.0)); + mediump vec2 texco_sharp1 = sharp_coord(texco - vec2(0.0, 0.5 / texsize.y), texsize, vec2(4.0, 8.0)); - vec4 src0 = texture2D(textures[0], texco_sharp0); - vec4 src1 = texture2D(textures[1], texco_sharp1); + mediump vec4 src0 = texture2D(textures[0], texco_sharp0); + mediump vec4 src1 = texture2D(textures[1], texco_sharp1); // interlace mix - float interlace = cos((texco.y * 1024.0) * M_PI); - vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5); + mediump float interlace = cos((texco.y * 2.0 * texsize.y) * M_PI); + mediump vec4 src_mix = mix(src0, src1, interlace * 0.5 + 0.5); // blur - vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5); + mediump vec4 src_blur = mix(texture2D(textures[0], texco), texture2D(textures[1], texco), 0.5); #ifdef NO_SCANLINE @@ -75,11 +74,11 @@ void main() #else // multisample scanline with grain // TODO: offset grain with time (needs a "frame" uniform) - float cosy; - cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 1.0)) * 0.25) + 0.3333)); - cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 2.0)) * 0.25) + 0.25)); - cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 3.0)) * 0.25) + 0.6666)); - cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 4.0)) * 0.25) + 0.75)); + mediump float cosy; + cosy = scanline(texco + vec2(0.125, v * (nrand(texcoord + vec2(0.0, 512.0/texsize.y)) * 0.25) + 512.0*0.3333/texsize.y)); + cosy += scanline(texco + vec2(0.25, v * (nrand(texcoord + vec2(0.0, 1024.0/texsize.y)) * 0.25) + 512.0*0.25/texsize.y)); + cosy += scanline(texco + vec2(0.50, v * (nrand(texcoord + vec2(0.0, 1536.0/texsize.y)) * 0.25) + 512.0*0.6666/texsize.y)); + cosy += scanline(texco + vec2(0.75, v * (nrand(texcoord + vec2(0.0, 2048.0/texsize.y)) * 0.25) + 512.0*0.75/texsize.y)); cosy *= 0.25; // final scanline + burn diff --git a/shaders/crt.v.glsl b/shaders/crt.v.glsl index 162d029..f8e8b6b 100644 --- a/shaders/crt.v.glsl +++ b/shaders/crt.v.glsl @@ -1,13 +1,13 @@ -#version 110 attribute vec2 pos; -varying vec2 texcoord; -varying vec2 screencoord; -uniform float width, height; +varying mediump vec2 texcoord; +varying mediump vec2 screencoord; +uniform mediump float width, height; +uniform mediump vec2 texsize; void main() { gl_Position = vec4(pos, 0.0, 1.0); - texcoord = sign(pos) * vec2(width/1024.0, height/-1024.0) + vec2(width/1024.0, height/1024.0); + texcoord = sign(pos) * vec2(0.5*width/texsize.x, -0.5*height/texsize.y) + vec2(0.5*width/texsize.x, 0.5*height/texsize.y); screencoord = sign(pos); } \ No newline at end of file diff --git a/shaders/default.f.glsl b/shaders/default.f.glsl index 4aecdae..6cf7a5c 100644 --- a/shaders/default.f.glsl +++ b/shaders/default.f.glsl @@ -1,15 +1,16 @@ uniform sampler2D textures[2]; +uniform mediump vec2 texsize; varying mediump vec2 texcoord; void main() { - mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0); - mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0); + mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y); + mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y); gl_FragColor = mix( texture2D(textures[1], modifiedCoord1), texture2D(textures[0], modifiedCoord0), - (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5 + (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5 ); } diff --git a/shaders/default.v.glsl b/shaders/default.v.glsl index 82a2439..5609680 100644 --- a/shaders/default.v.glsl +++ b/shaders/default.v.glsl @@ -2,9 +2,10 @@ attribute vec2 pos; varying mediump vec2 texcoord; uniform mediump float width, height; +uniform mediump vec2 texsize; void main() { gl_Position = vec4(pos, 0.0, 1.0); - texcoord = sign(pos) * vec2(width / 1024.0, height / -1024.0) + vec2(width / 1024.0, height / 1024.0); + texcoord = sign(pos) * vec2(0.5 * width / texsize.x, -0.5 * height / texsize.y) + vec2(0.5 * width / texsize.x, 0.5 * height / texsize.y); } diff --git a/shaders/sharp.f.glsl b/shaders/sharp.f.glsl index 623e1a5..dbd934b 100644 --- a/shaders/sharp.f.glsl +++ b/shaders/sharp.f.glsl @@ -1,20 +1,18 @@ uniform sampler2D textures[2]; +uniform mediump vec2 texsize; varying mediump vec2 texcoord; void main() { - mediump float x0 = (floor(texcoord.x * 512.0 - 0.25) + 0.5)/512.0; - mediump float x1 = (floor(texcoord.x * 512.0 + 0.25) + 0.5)/512.0; - mediump float y0 = (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0; - mediump float y1 = (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0; + mediump float x0 = (floor(texcoord.x * texsize.x - 0.25) + 0.5)/texsize.x; + mediump float x1 = (floor(texcoord.x * texsize.x + 0.25) + 0.5)/texsize.x; + mediump float y0 = (floor(texcoord.y * texsize.y + 0.25) + 0.5)/texsize.y; + mediump float y1 = (floor(texcoord.y * texsize.y - 0.25) + 0.5)/texsize.y; - - mediump vec2 modifiedCoord0 = vec2(texcoord.x, (floor(texcoord.y * 512.0 + 0.25) + 0.5)/512.0); - mediump vec2 modifiedCoord1 = vec2(texcoord.x, (floor(texcoord.y * 512.0 - 0.25) + 0.5)/512.0); - mediump float ymix = (sin(texcoord.y * 1024.0 * 3.14159265359) + 1.0) * 0.5; - mediump float xmix = (sin(texcoord.x * 1024.0 * 3.14159265359) + 1.0) * 0.5; + mediump float ymix = (sin(texcoord.y * texsize.y * 6.283185307) + 1.0) * 0.5; + mediump float xmix = (sin(texcoord.x * texsize.x * 6.283185307) + 1.0) * 0.5; gl_FragColor = mix( mix( texture2D(textures[1], vec2(x0, y1)), -- cgit v1.2.3