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const Fragment = "#version 150" + `
// bending and colour splitting in fragment shader cribbed from shadertoy
// project: https://www.shadertoy.com/view/4sf3Dr
uniform int ImageType;
uniform int PixelPerfect;
uniform int ShowScreenDraw; // false <= 0; true > 0
uniform int Cropped; // false <= 0; true > 0
uniform vec2 Dim;
uniform vec2 CropDim;
uniform float LastX;
uniform float LastY;
uniform float Hblank;
uniform float TopScanline;
uniform float BotScanline;
uniform float AnimTime;
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 Out_Color;
bool isNearEqual(float x, float y, float epsilon)
{
return abs(x - y) <= epsilon;
}
const float cursorSize = 2.0;
void main()
{
// imgui textures
if (ImageType == 0) {
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
return;
}
// tv screen texture
vec2 coords = Frag_UV.xy;
// epsilon is equal to one "pixel"
float epsilonX = 1 / Dim.x;
float epsilonY = 1 / Dim.y;
// bring geometry values into workable range
float hblank;
float topScanline;
float botScanline;
float lastX;
float lastY;
if (Cropped > 0) {
hblank = Hblank / CropDim.x;
lastX = LastX / CropDim.x;
topScanline = 0;
botScanline = (BotScanline - TopScanline) / CropDim.y;
// the LastY coordinate refers to the full-frame scanline. the cropped
// texture however counts from zero at the visible edge so we need to
// adjust the lastY value by the TopScanline value.
//
// note that there's no need to do this for LastX because the
// horizontal position is counted from -68 in all instances.
lastY = (LastY - TopScanline) / CropDim.y;
} else {
hblank = Hblank / Dim.x;
topScanline = TopScanline / Dim.y;
botScanline = BotScanline / Dim.y;
lastX = LastX / Dim.x;
lastY = LastY / Dim.y;
}
// if the entire frame is being shown then plot the screen guides
if (Cropped < 0) {
if (isNearEqual(coords.x, hblank, epsilonX) ||
isNearEqual(coords.y, topScanline, epsilonY) ||
isNearEqual(coords.y, botScanline, epsilonY)) {
Out_Color.r = 1.0;
Out_Color.g = 0.0;
Out_Color.b = 0.0;
Out_Color.a = 0.5;
return;
}
}
// when ShowScreenDraw is true then there's some additional image
// processing we need to perform:
// - fade anything left over from previous frame
// - draw cursor indicator
if (ShowScreenDraw > 0) {
// draw cursor if pixel is at the last x/y position
if (isNearEqual(coords.y, lastY, cursorSize*epsilonY) && isNearEqual(coords.x, lastX, cursorSize*epsilonX)) {
Out_Color.r = 1.0;
Out_Color.g = 1.0;
Out_Color.b = 1.0;
Out_Color.a = AnimTime;
return;
}
// draw off-screen cursor for HBLANK
if (lastX < 0 && isNearEqual(coords.y, lastY, cursorSize*epsilonY) && isNearEqual(coords.x, 0, cursorSize*epsilonX)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
// for cropped screens there are a few more conditions that we need to
// consider for drawing an off-screen cursor
if (Cropped > 0) {
// when VBLANK is active but HBLANK is off
if (isNearEqual(coords.x, lastX, cursorSize * epsilonX)) {
// top of screen
if (lastY < 0 && isNearEqual(coords.y, 0, cursorSize*epsilonY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
// bottom of screen
if (lastY > botScanline && isNearEqual(coords.y, botScanline, cursorSize*epsilonY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
}
// when HBLANK and VBLANK are both active
if (lastX < 0 && isNearEqual(coords.x, 0, cursorSize*epsilonX)) {
// top/left corner of screen
if (lastY < 0 && isNearEqual(coords.y, 0, cursorSize*epsilonY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
// bottom/left corner of screen
if (lastY > botScanline && isNearEqual(coords.y, botScanline, cursorSize*epsilonY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
}
}
// draw pixels with faded alpha. these pixels will be those left over
// from the previous frame.
//
// as a special case, we ignore the first scanline and do not fade the
// previous image on a brand new frame. note that we're using the
// unadjusted LastY value for this
if (LastY > 0) {
if (coords.y > lastY || (isNearEqual(coords.y, lastY, epsilonY) && coords.x > lastX)) {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
Out_Color.a = 0.5;
return;
}
}
}
// if pixel-perfect rendering is selected then there's nothing much more to do
if (PixelPerfect == 1) {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
return;
}
// only apply CRT effects on the "cropped" area of the screen. we can think
// of the cropped area as the "play" area
if (Cropped < 0 && (coords.x < hblank || coords.y < topScanline || coords.y > botScanline)) {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
return;
}
// the remainder of the shader are the CRT effects
// split color channels
vec2 split;
split.x = 0.001;
split.y = 0.001;
Out_Color.r = texture(Texture, vec2(coords.x-split.x, coords.y)).r;
Out_Color.g = texture(Texture, vec2(coords.x, coords.y+split.y)).g;
Out_Color.b = texture(Texture, vec2(coords.x+split.x, coords.y)).b;
Out_Color.a = Frag_Color.a;
// vignette effect
float vignette;
if (Cropped < 0) {
// f is used to factor the vignette value. In the "cropped" branch we
// use a factor value of 10. to visually mimic the vignette effect a
// value of about 25 is required (using Pitfall as a template). I don't
// understand this well enough to say for sure what the relationship
// between 25 and 10 is, but the following ratio between
// cropped/uncropped widths gives us a value of 23.5
float f = 10*CropDim.x/(Dim.x-CropDim.x);
vignette = (f*(coords.x-hblank)*(coords.y-topScanline)*(1.0-coords.x)*(1.0-coords.y));
} else {
vignette = (10.0*coords.x*coords.y*(1.0-coords.x)*(1.0-coords.y));
}
Out_Color.r *= pow(vignette, 0.15) * 1.4;
Out_Color.g *= pow(vignette, 0.2) * 1.3;
Out_Color.b *= pow(vignette, 0.2) * 1.3;
// scanline effect
if (mod(floor(gl_FragCoord.y), 3.0) == 0.0) {
Out_Color.a = Frag_Color.a * 0.75;
}
// bend screen
/* float xbend = 6.0; */
/* float ybend = 5.0; */
/* coords = (coords - 0.5) * 1.85; */
/* coords *= 1.11; */
/* coords.x *= 1.0 + pow((abs(coords.y) / xbend), 2.0); */
/* coords.y *= 1.0 + pow((abs(coords.x) / ybend), 2.0); */
/* coords = (coords / 2.05) + 0.5; */
/* // crop tiling */
/* if (coords.x < 0.0 || coords.x > 1.0 || coords.y < 0.0 || coords.y > 1.0 ) { */
/* discard; */
/* } */
}
`
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const Vertex = "#version 150" + `
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy,0,1);
}
`
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Functions ¶
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Types ¶
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