mirror of
https://github.com/WinampDesktop/winamp.git
synced 2025-06-18 06:05:47 -04:00
Add some shaders to dolphinfx folder
This is a first pack of shaders ported to dolphinfx specs. It includes: crt-hyllian, crt-easymode, zfast-crt, ddt, xbr, jinc2 and pixellate.
This commit is contained in:

committed by
Connor McLaughlin

parent
e6a11abedc
commit
7cf7a0a11f
76
data/resources/shaders/dolphinfx/pixel-art/PIXELLATE.glsl
Normal file
76
data/resources/shaders/dolphinfx/pixel-art/PIXELLATE.glsl
Normal file
@ -0,0 +1,76 @@
|
||||
// Pixellate Shader
|
||||
// Copyright (c) 2011, 2012 Fes
|
||||
// Permission to use, copy, modify, and/or distribute this software for any
|
||||
// purpose with or without fee is hereby granted, provided that the above
|
||||
// copyright notice and this permission notice appear in all copies.
|
||||
// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
|
||||
// SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
|
||||
// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
|
||||
// IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
// (Fes gave their permission to have this shader distributed under this
|
||||
// licence in this forum post:
|
||||
// http://board.byuu.org/viewtopic.php?p=57295#p57295
|
||||
|
||||
|
||||
/*
|
||||
[configuration]
|
||||
|
||||
[OptionRangeFloat]
|
||||
GUIName = Linear Gamma Weight
|
||||
OptionName = INTERPOLATE_IN_LINEAR_GAMMA
|
||||
MinValue = 0.0
|
||||
MaxValue = 1.0
|
||||
StepAmount = 1.0
|
||||
DefaultValue = 1.0
|
||||
|
||||
[/configuration]
|
||||
*/
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 vTexCoord = GetCoordinates();
|
||||
vec2 SourceSize = 1.0 / GetInvNativePixelSize();
|
||||
vec2 texelSize = 1.0 / SourceSize.xy;
|
||||
vec2 OutputSize = GetResolution().xy;
|
||||
|
||||
vec2 range = vec2(abs(SourceSize.x / (OutputSize.x * SourceSize.x)), abs(SourceSize.y / (OutputSize.y * SourceSize.y)));
|
||||
range = range / 2.0 * 0.999;
|
||||
|
||||
float left = vTexCoord.x - range.x;
|
||||
float top = vTexCoord.y + range.y;
|
||||
float right = vTexCoord.x + range.x;
|
||||
float bottom = vTexCoord.y - range.y;
|
||||
|
||||
vec3 topLeftColor;
|
||||
vec3 bottomRightColor;
|
||||
vec3 bottomLeftColor;
|
||||
vec3 topRightColor;
|
||||
|
||||
if (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5){
|
||||
topLeftColor = pow(SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
bottomRightColor = pow(SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
bottomLeftColor = pow(SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
topRightColor = pow(SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
|
||||
}else{
|
||||
topLeftColor = SampleLocation((floor(vec2(left, top) / texelSize) + vec2(0.5)) * texelSize).rgb;
|
||||
bottomRightColor = SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
|
||||
bottomLeftColor = SampleLocation((floor(vec2(left, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
|
||||
topRightColor = SampleLocation((floor(vec2(right, top) / texelSize) + vec2(0.5)) * texelSize).rgb;}
|
||||
|
||||
vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
|
||||
|
||||
float totalArea = 4.0 * range.x * range.y;
|
||||
|
||||
vec3 averageColor;
|
||||
averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
|
||||
averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
|
||||
averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
|
||||
averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
|
||||
|
||||
vec4 color = (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
|
||||
|
||||
SetOutput(color);
|
||||
}
|
Reference in New Issue
Block a user