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Index ¶
Constants ¶
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const ( GUI int32 = iota DebugScr Overlay PlayScr PrefsCRT )
List of valid ImageTypes.
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const ( NoCursor int32 = iota Cursor LateCursor )
List of valid DrawModes.
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const Fragment = "#version 150" + `
const int PlayScr = 3;
const int PrefsCRT = 4;
const int NoCursor = 0;
const int Cursor = 1;
const int LateCursor = 2;
const int GUI = 0;
const int DebugScr = 1;
const int Overlay = 2;
// this file requires some constant values to be defined above this line before
// being compiled. should be included during the "go generate" process
uniform int ImageType;
uniform int DrawMode;
uniform int Cropped; // false <= 0; true > 0
uniform vec2 ScreenDim;
uniform vec2 CropScreenDim;
uniform float ScalingX;
uniform float ScalingY;
uniform float LastX;
uniform float LastY;
uniform float Hblank;
uniform float TopScanline;
uniform float BotScanline;
uniform float AnimTime;
uniform float RandSeed;
uniform int CRT;
uniform float InputGamma;
uniform float OutputGamma;
uniform int Mask;
uniform int Scanlines;
uniform int Noise;
uniform float MaskBrightness;
uniform float ScanlinesBrightness;
uniform float NoiseLevel;
uniform int Vignette;
uniform int MaskScanlineScaling;
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 = 1.0;
// Gold Noise taken from: https://www.shadertoy.com/view/ltB3zD
// Coprighted to dcerisano@standard3d.com not sure of the licence
// Gold Noise ©2015 dcerisano@standard3d.com
// - based on the Golden Ratio
// - uniform normalized distribution
// - fastest static noise generator function (also runs at low precision)
float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
float gold_noise(in vec2 xy){
return fract(tan(distance(xy*PHI, xy)*RandSeed)*xy.x);
}
void main()
{
// imgui texture
if (ImageType == GUI) {
Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
return;
}
// if this is the overlay texture then we're done
if (ImageType == Overlay) {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
return;
}
vec2 coords = Frag_UV.xy;
// bring geometry values into workable range
float hblank;
float topScanline;
float botScanline;
float lastX;
float lastY;
// the size of one texel (used for painting and cursor positioning)
float texelX;
float texelY;
// debug tv screen texture
if (ImageType == DebugScr) {
if (Cropped > 0) {
texelX = ScalingX / CropScreenDim.x;
texelY = ScalingY / CropScreenDim.y;
hblank = Hblank / CropScreenDim.x;
lastX = LastX / CropScreenDim.x;
topScanline = 0;
botScanline = (BotScanline - TopScanline) / CropScreenDim.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) / CropScreenDim.y;
} else {
texelX = ScalingX / ScreenDim.x;
texelY = ScalingY / ScreenDim.y;
hblank = Hblank / ScreenDim.x;
topScanline = TopScanline / ScreenDim.y;
botScanline = BotScanline / ScreenDim.y;
lastX = LastX / ScreenDim.x;
lastY = LastY / ScreenDim.y;
}
// pixels are texels without the scaling applied
float pixelX = texelX / ScalingX;
float pixelY = texelY / ScalingY;
// if the entire frame is being shown then plot the screen guides
if (Cropped < 0) {
if (isNearEqual(coords.x, hblank, pixelX) ||
isNearEqual(coords.y, topScanline, pixelY) ||
isNearEqual(coords.y, botScanline, pixelY)) {
Out_Color.r = 1.0;
Out_Color.g = 1.0;
Out_Color.b = 1.0;
Out_Color.a = 0.2;
return;
}
}
// when DrawMode is Cursor then there is some additional processing we need to perform
if (DrawMode == Cursor) {
// draw cursor if pixel is at the last x/y position
if (lastY >= 0 && lastX >= 0) {
if (isNearEqual(coords.y, lastY+texelY, cursorSize*texelY) && isNearEqual(coords.x, lastX+texelX, cursorSize*texelX/2)) {
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+texelY, cursorSize*texelY) && isNearEqual(coords.x, 0, cursorSize*texelX/2)) {
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 * texelX/2)) {
// top of screen
if (lastY < 0 && isNearEqual(coords.y, 0, cursorSize*texelY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
// bottom of screen (knocking a pixel off the scanline
// boundary check to make sure the cursor is visible)
if (lastY > botScanline-pixelY && isNearEqual(coords.y, botScanline, cursorSize*texelY)) {
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*texelX/2)) {
// top/left corner of screen
if (lastY < 0 && isNearEqual(coords.y, 0, cursorSize*texelY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
// bottom/left corner of screen (knocking a pixel off the
// scanline boundary check to make sure the cursor is
// visible)
if (lastY > botScanline-pixelY && isNearEqual(coords.y, botScanline, cursorSize*texelY)) {
Out_Color.r = 1.0;
Out_Color.a = AnimTime;
return;
}
}
}
// painting effect draws pixels with faded alpha if lastX and lastY
// are less than rendering coords.
//
// 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+texelY || (isNearEqual(coords.y, lastY+texelY, texelY) && coords.x > lastX+texelX)) {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
Out_Color.a = 0.5;
return;
}
}
}
// special handling for "Goto Coords" mode. the effect we want is for
// the selected coords to be obvious immediately. we don't want to see
// any screen drawing but we do want the alpha fade.
if (DrawMode == LateCursor) {
if (coords.y > lastY+texelY || (isNearEqual(coords.y, lastY+texelY, texelY) && coords.x > lastX+texelX)) {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
Out_Color.a = 0.5;
return;
}
}
} else {
texelX = ScalingX / CropScreenDim.x;
texelY = ScalingY / CropScreenDim.y;
}
// set basic color
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
// if pixel-perfect rendering is selected then there's nothing much more to do
if (CRT == 0 && ImageType != PrefsCRT) {
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;
}
// basic CRT effects
// -----------------
// some ideas taken from the crt-pi.glsl shader which is part of lib-retro
//
// https://github.com/libretro/glsl-shaders/blob/master/crt/shaders/crt-pi.glsl
int scaling = MaskScanlineScaling + 1;
// noise
if (Noise == 1) {
float r;
r = gold_noise(gl_FragCoord.xy);
if (r < 0.33) {
Out_Color.r *= max(1.0-NoiseLevel, gold_noise(gl_FragCoord.xy));
} else if (r < 0.66) {
Out_Color.g *= max(1.0-NoiseLevel, gold_noise(gl_FragCoord.xy));
} else {
Out_Color.b *= max(1.0-NoiseLevel, gold_noise(gl_FragCoord.xy));
}
}
// input gamma
Out_Color.rgb = pow(Out_Color.rgb, vec3(InputGamma));
// masking
if (Mask == 1) {
vec3 mask;
float oneCol = gl_FragCoord.x/gl_FragCoord.x;
if ( isNearEqual(mod(gl_FragCoord.x, scaling*oneCol), 0.0, oneCol) ) {
mask = vec3(MaskBrightness, 1.0, MaskBrightness);
} else {
mask = vec3(1.0, MaskBrightness, 1.0);
}
Out_Color = vec4(Out_Color.rgb * mask, Out_Color.a);
}
// scanline effect
if (Scanlines == 1) {
float oneLine = gl_FragCoord.y/gl_FragCoord.y;
if ( isNearEqual(mod(gl_FragCoord.y, scaling*oneLine), 0.0, oneLine) ) {
Out_Color.a = Out_Color.a * ScanlinesBrightness;
}
}
// output gamma
Out_Color.rgb = pow(Out_Color.rgb, vec3(1.0/OutputGamma));
// vignette effect
if (Vignette == 1) {
float vignette;
if (Cropped > 0) {
vignette = (10.0*coords.x*coords.y*(1.0-coords.x)*(1.0-coords.y));
} else {
// 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 =ScreenDim.x/(ScreenDim.x-CropScreenDim.x);
vignette = (f*(coords.x-hblank)*(coords.y-topScanline)*(1.0-coords.x)*(1.0-coords.y));
}
Out_Color.rgb *= pow(vignette, 0.10) * 1.2;
}
}
`
View Source
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);
}
`
Variables ¶
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Functions ¶
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Types ¶
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