...
 
Commits (2)
......@@ -101,6 +101,7 @@ retro_demo_activate (GApplication *application)
view = retro_core_view_new ();
retro_core_view_set_core (view, self->core);
retro_core_view_set_as_default_controller (view, self->core);
retro_core_view_set_filter (view, RETRO_VIDEO_FILTER_LCD);
retro_core_set_keyboard (self->core, GTK_WIDGET (view));
......
[GLSL Filter]
Fragment=bicubic.fs
Authors=hunterk;
License=GPL-2.0+;
URL=https://github.com/hizzlekizzle/quark-shaders/tree/master/Bicubic.shader
#version 150
uniform sampler2D source[];
uniform vec4 sourceSize[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
float weight(float x)
{
float ax = abs(x);
// Mitchel-Netravali coefficients.
// Best psychovisual result.
const float B = 1.0 / 3.0;
const float C = 1.0 / 3.0;
if (ax < 1.0) {
return (
pow(x, 2.0) * (
(12.0 - 9.0 * B - 6.0 * C) * ax +
(-18.0 + 12.0 * B + 6.0 * C)
) +
(6.0 - 2.0 * B)
) / 6.0;
} else if ((ax >= 1.0) && (ax < 2.0)) {
return (
pow(x, 2.0) * (
(-B - 6.0 * C) * ax +
(6.0 * B + 30.0 * C)
) +
(-12.0 * B - 48.0 * C) * ax +
(8.0 * B + 24.0 * C)
) / 6.0;
} else {
return 0.0;
}
}
vec4 weight4(float x)
{
return vec4(
weight(x + 1.0),
weight(x),
weight(1.0 - x),
weight(2.0 - x));
}
vec3 pixel(float xpos, float ypos)
{
return texture2D(source[0], vec2(xpos, ypos)).rgb;
}
vec3 line(float ypos, vec4 xpos, vec4 linetaps)
{
return
pixel(xpos.r, ypos) * linetaps.r +
pixel(xpos.g, ypos) * linetaps.g +
pixel(xpos.b, ypos) * linetaps.b +
pixel(xpos.a, ypos) * linetaps.a;
}
void main()
{
vec2 stepxy = 1.0 / sourceSize[0].xy;
vec2 pos = texCoord.xy + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
vec4 linetaps = weight4(f.x);
vec4 columntaps = weight4(f.y);
// make sure all taps added together is exactly 1.0, otherwise some
// (very small) distortion can occur
linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
columntaps /= columntaps.r + columntaps.g + columntaps.b + columntaps.a;
vec2 xystart = (-1.5 - f) * stepxy + pos;
vec4 xpos = vec4(
xystart.x,
xystart.x + stepxy.x,
xystart.x + stepxy.x * 2.0,
xystart.x + stepxy.x * 3.0);
fragColor.a = 1.0;
fragColor.rgb = line(xystart.y, xpos, linetaps) * columntaps.r + line(xystart.y + stepxy.y, xpos, linetaps) * columntaps.g + line(xystart.y + stepxy.y * 2.0, xpos, linetaps) * columntaps.b + line(xystart.y + stepxy.y * 3.0, xpos, linetaps) * columntaps.a;
}
[GLSL Filter]
Filter=Linear
Wrap=Border
Fragment=lcd-grid.fs
Authors=hunterk;
License=GPL-2.0+;
URL=https://github.com/hizzlekizzle/quark-shaders/blob/master/LCD-cgwg.shader
#version 150
#define red vec3(1,0,0)
#define green vec3(0,1,0)
#define blue vec3(0,0,1)
#define gain 1.0
#define gamma 3.0
#define blacklevel 0.05
#define ambient 0.0
#define BGR
#define outgamma 2.2
uniform sampler2D source[];
uniform vec4 sourceSize[];
uniform vec4 targetSize;
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
#define fetch_offset(coord,offset) (pow(vec3(gain) * texelFetchOffset(source[0], (coord), 0, (offset)).rgb + vec3(blacklevel), vec3(gamma)) + vec3(ambient))
// integral of (1 - x^2 - x^4 + x^6)^2
const float coeffs_x[] = float[](1.0, -2.0/3.0, -1.0/5.0, 4.0/7.0, -1.0/9.0, -2.0/11.0, 1.0/13.0);
// integral of (1 - 2x^4 + x^6)^2
const float coeffs_y[] = float[](1.0, 0.0, -4.0/5.0, 2.0/7.0, 4.0/9.0, -4.0/11.0, 1.0/13.0);
float intsmear_func(float z, float coeffs[7])
{
float z2 = z*z;
float zn = z;
float ret = 0.0;
for (int i = 0; i < 7; i++) {
ret += zn*coeffs[i];
zn *= z2;
}
return ret;
}
float intsmear(float x, float dx, float d, float coeffs[7])
{
float zl = clamp((x-dx*0.5)/d,-1.0,1.0);
float zh = clamp((x+dx*0.5)/d,-1.0,1.0);
return d * ( intsmear_func(zh,coeffs) - intsmear_func(zl,coeffs) )/dx;
}
void main()
{
vec2 texelSize = 1.0 / sourceSize[0].xy;
vec2 range = sourceSize[0].xy / (targetSize.xy * sourceSize[0].xy);
vec3 cred = pow(red, vec3(outgamma));
vec3 cgreen = pow(green, vec3(outgamma));
vec3 cblue = pow(blue, vec3(outgamma));
ivec2 tli = ivec2(floor(texCoord/texelSize-vec2(0.4999)));
vec3 lcol, rcol;
float subpix = (texCoord.x/texelSize.x - 0.4999 - float(tli.x))*3.0;
float rsubpix = range.x/texelSize.x * 3.0;
lcol = vec3(intsmear(subpix+1.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix ,rsubpix, 1.5, coeffs_x),
intsmear(subpix-1.0,rsubpix, 1.5, coeffs_x));
rcol = vec3(intsmear(subpix-2.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix-3.0,rsubpix, 1.5, coeffs_x),
intsmear(subpix-4.0,rsubpix, 1.5, coeffs_x));
#ifdef BGR
lcol.rgb = lcol.bgr;
rcol.rgb = rcol.bgr;
#endif
float tcol, bcol;
subpix = texCoord.y/texelSize.y - 0.4999 - float(tli.y);
rsubpix = range.y/texelSize.y;
tcol = intsmear(subpix ,rsubpix, 0.63, coeffs_y);
bcol = intsmear(subpix-1.0,rsubpix, 0.63, coeffs_y);
vec3 topLeftColor = fetch_offset(tli, ivec2(0,0)) * lcol * vec3(tcol);
vec3 bottomRightColor = fetch_offset(tli, ivec2(1,1)) * rcol * vec3(bcol);
vec3 bottomLeftColor = fetch_offset(tli, ivec2(0,1)) * lcol * vec3(bcol);
vec3 topRightColor = fetch_offset(tli, ivec2(1,0)) * rcol * vec3(tcol);
vec3 averageColor = topLeftColor + bottomRightColor + bottomLeftColor + topRightColor;
averageColor = mat3x3(cred, cgreen, cblue) * averageColor;
fragColor = vec4(pow(averageColor,vec3(1.0/outgamma)),0.0);
}
[GLSL Filter]
Filter=Nearest
Wrap=Border
Vertex=sharp.vs
Fragment=sharp.fs
Authors=Adrien Plazas;
License=GPL-3.0+;
#version 150
uniform sampler2D source[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
fragColor = texture(source[0], texCoord);
}
#version 150 core
in vec2 position;
in vec2 texCoord;
out Vertex {
vec2 texCoord;
} vertexOut;
uniform float relative_aspect_ratio;
void main ()
{
vec2 aspect_ratio = (relative_aspect_ratio > 1.0f) ?
vec2 (1.0 / relative_aspect_ratio, 1.0) :
vec2 (1.0, relative_aspect_ratio);
vertexOut.texCoord = texCoord;
gl_Position = vec4 (position.xy * aspect_ratio, 0.0, 1.0);
}
......@@ -48,6 +48,7 @@ static const gchar *filter_uris[] = {
NULL,
NULL,
"resource:///org/gnome/Retro/glsl-filters/crt-simple.filter",
"resource:///org/gnome/Retro/glsl-filters/lcd-grid.filter",
};
/* Private */
......
<?xml version="1.0" encoding="UTF-8"?>
<gresources>
<gresource prefix="/org/gnome/Retro">
<file>glsl-filters/bicubic.filter</file>
<file>glsl-filters/bicubic.fs</file>
<file>glsl-filters/crt-simple.filter</file>
<file>glsl-filters/crt-simple.fs</file>
<file>glsl-filters/crt-simple.vs</file>
<file>glsl-filters/lcd-grid.filter</file>
<file>glsl-filters/lcd-grid.fs</file>
<file>glsl-filters/sharp.filter</file>
<file>glsl-filters/sharp.fs</file>
<file>glsl-filters/sharp.vs</file>
</gresource>
</gresources>
......@@ -42,6 +42,7 @@ retro_video_filter_get_type (void)
{ RETRO_VIDEO_FILTER_SMOOTH, "RETRO_VIDEO_FILTER_SMOOTH", "smooth" },
{ RETRO_VIDEO_FILTER_SHARP, "RETRO_VIDEO_FILTER_SHARP", "sharp" },
{ RETRO_VIDEO_FILTER_CRT, "RETRO_VIDEO_FILTER_CRT", "crt" },
{ RETRO_VIDEO_FILTER_LCD, "RETRO_VIDEO_FILTER_LCD", "lcd" },
{ RETRO_VIDEO_FILTER_COUNT, "RETRO_VIDEO_FILTER_COUNT", "count" },
{ 0, NULL, NULL },
};
......
......@@ -20,6 +20,7 @@ GType retro_video_filter_get_type (void) G_GNUC_CONST;
* @RETRO_VIDEO_FILTER_SMOOTH: a smooth but blurry video filer
* @RETRO_VIDEO_FILTER_SHARP: a sharp video filter showing every pixel
* @RETRO_VIDEO_FILTER_CRT: a video filter mimicking CRT screens
* @RETRO_VIDEO_FILTER_LCD: a video filter mimicking LCD screens
* @RETRO_VIDEO_FILTER_COUNT: the number of video filters
*
* Represents the filters that can be applied to the video output.
......@@ -29,6 +30,7 @@ typedef enum
RETRO_VIDEO_FILTER_SMOOTH,
RETRO_VIDEO_FILTER_SHARP,
RETRO_VIDEO_FILTER_CRT,
RETRO_VIDEO_FILTER_LCD,
RETRO_VIDEO_FILTER_COUNT,
} RetroVideoFilter;
......