[retro-gtk/wip/aplazas/gl-display] fixes and shadertoy CRT filter
- From: Adrien Plazas <aplazas src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [retro-gtk/wip/aplazas/gl-display] fixes and shadertoy CRT filter
- Date: Tue, 14 Nov 2017 18:27:56 +0000 (UTC)
commit a7d77ebd3dfa89a16b66c45b3c6fe95d26e64cda
Author: Adrien Plazas <kekun plazas laposte net>
Date: Tue Nov 14 19:25:05 2017 +0100
fixes and shadertoy CRT filter
retro-gtk/retro-gl-display.c | 16 +++-
retro-gtk/retro-gtk.gresource.xml | 4 +
retro-gtk/shaders/bicubic.fs | 90 +++++++++++++++++++++
retro-gtk/shaders/curvature.fs | 21 +++++
retro-gtk/shaders/edge-detection.fs | 25 ++++++
retro-gtk/shaders/shadertoy.fs | 146 +++++++++++++++++++++++++++++++++++
6 files changed, 298 insertions(+), 4 deletions(-)
---
diff --git a/retro-gtk/retro-gl-display.c b/retro-gtk/retro-gl-display.c
index fb637e1..29702b3 100644
--- a/retro-gtk/retro-gl-display.c
+++ b/retro-gtk/retro-gl-display.c
@@ -142,7 +142,7 @@ retro_gl_display_realize (RetroGLDisplay *self)
fragment_shader =
create_shader_from_resource (GL_FRAGMENT_SHADER,
- "/org/gnome/Retro/shaders/scanline.fs",
+ "/org/gnome/Retro/shaders/shadertoy.fs",
0,
NULL);
@@ -204,7 +204,9 @@ retro_gl_display_render (RetroGLDisplay *self)
gdouble y = 0.0;
GLenum filter;
GLint relative_aspect_ratio;
- GLfloat target_width, target_height, output_width, output_height;
+ GLfloat source_width, source_height;
+ GLfloat target_width, target_height;
+ GLfloat output_width, output_height;
g_return_val_if_fail (self != NULL, FALSE);
@@ -247,11 +249,17 @@ retro_gl_display_render (RetroGLDisplay *self)
(gfloat) gtk_widget_get_allocated_height (GTK_WIDGET (self)) /
self->aspect_ratio);
- target_width = (GLfloat) gdk_pixbuf_get_width (self->pixbuf);
- target_height = (GLfloat) gdk_pixbuf_get_height (self->pixbuf);
+ source_width = (GLfloat) gdk_pixbuf_get_width (self->pixbuf);
+ source_height = (GLfloat) gdk_pixbuf_get_height (self->pixbuf);
+ target_width = (GLfloat) gtk_widget_get_allocated_width (GTK_WIDGET (self));
+ target_height = (GLfloat) gtk_widget_get_allocated_height (GTK_WIDGET (self));
output_width = (GLfloat) gtk_widget_get_allocated_width (GTK_WIDGET (self));
output_height = (GLfloat) gtk_widget_get_allocated_height (GTK_WIDGET (self));
+ set_gl_uniform_4f (self->shader_program, "sourceSize[0]",
+ source_width, source_height,
+ 1.0f / source_width, 1.0f / source_height);
+
set_gl_uniform_4f (self->shader_program, "targetSize",
target_width, target_height,
1.0f / target_width, 1.0f / target_height);
diff --git a/retro-gtk/retro-gtk.gresource.xml b/retro-gtk/retro-gtk.gresource.xml
index 5133261..c1c41bb 100644
--- a/retro-gtk/retro-gtk.gresource.xml
+++ b/retro-gtk/retro-gtk.gresource.xml
@@ -3,8 +3,12 @@
<gresource prefix="/org/gnome/Retro">
<file>retro-gl-display-fragment.glsl</file>
<file>retro-gl-display-vertex.glsl</file>
+ <file>shaders/bicubic.fs</file>
<file>shaders/crt-simple.fs</file>
<file>shaders/crt-simple.vs</file>
+ <file>shaders/curvature.fs</file>
+ <file>shaders/edge-detection.fs</file>
<file>shaders/scanline.fs</file>
+ <file>shaders/shadertoy.fs</file>
</gresource>
</gresources>
diff --git a/retro-gtk/shaders/bicubic.fs b/retro-gtk/shaders/bicubic.fs
new file mode 100644
index 0000000..8024039
--- /dev/null
+++ b/retro-gtk/shaders/bicubic.fs
@@ -0,0 +1,90 @@
+#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;
+ }
diff --git a/retro-gtk/shaders/curvature.fs b/retro-gtk/shaders/curvature.fs
new file mode 100644
index 0000000..d6db5b8
--- /dev/null
+++ b/retro-gtk/shaders/curvature.fs
@@ -0,0 +1,21 @@
+#version 150
+#define distortion 0.2
+
+uniform sampler2D source[];
+uniform vec4 sourceSize[];
+
+in Vertex {
+ vec2 texCoord;
+};
+
+out vec4 fragColor;
+
+vec2 radialDistortion(vec2 coord) {
+ vec2 cc = coord - vec2(0.5);
+ float dist = dot(cc, cc) * distortion;
+ return coord + cc * (1.0 - dist) * dist;
+}
+
+void main() {
+ fragColor = texture(source[0], radialDistortion(texCoord));
+}
diff --git a/retro-gtk/shaders/edge-detection.fs b/retro-gtk/shaders/edge-detection.fs
new file mode 100644
index 0000000..bf00fc2
--- /dev/null
+++ b/retro-gtk/shaders/edge-detection.fs
@@ -0,0 +1,25 @@
+#version 150
+
+uniform sampler2D source[];
+uniform vec4 sourceSize[];
+
+in Vertex {
+ vec2 texCoord;
+};
+
+out vec4 fragColor;
+
+vec3 grayscale(vec3 color) {
+ return vec3(dot(color, vec3(0.3, 0.59, 0.11)));
+}
+
+void main() {
+ vec2 offset = fract(texCoord * sourceSize[0].xy) - 0.5;
+ offset /= sourceSize[0].xy;
+
+ vec3 cx = texture(source[0], texCoord - offset).xyz;
+ vec3 cy = texture(source[0], texCoord).xyz;
+ vec3 cz = vec3(5.0 * grayscale(abs(cx - cy)));
+
+ fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0);
+}
diff --git a/retro-gtk/shaders/shadertoy.fs b/retro-gtk/shaders/shadertoy.fs
new file mode 100644
index 0000000..c86cbbb
--- /dev/null
+++ b/retro-gtk/shaders/shadertoy.fs
@@ -0,0 +1,146 @@
+//
+// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
+//
+// by Timothy Lottes
+//
+// This is more along the style of a really good CGA arcade monitor.
+// With RGB inputs instead of NTSC.
+// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration.
+//
+// Left it unoptimized to show the theory behind the algorithm.
+//
+// It is an example what I personally would want as a display option for pixel art games.
+// Please take and use, change, or whatever.
+//
+
+#version 150
+
+uniform sampler2D source[];
+uniform vec4 sourceSize[];
+uniform vec4 targetSize;
+uniform int phase;
+
+in Vertex {
+ vec2 texCoord;
+};
+
+out vec4 fragColor;
+
+// Emulated input resolution.
+ vec2 res=sourceSize[0].xy;
+
+// Hardness of scanline.
+// -8.0 = soft
+// -16.0 = medium
+float hardScan=-8.0;
+
+// Hardness of pixels in scanline.
+// -2.0 = soft
+// -4.0 = hard
+float hardPix=-3.0;
+
+// Display warp.
+// 0.0 = none
+// 1.0/8.0 = extreme
+vec2 warp=vec2(1.0/32.0,1.0/24.0);
+
+// Amount of shadow mask.
+float maskDark=0.5;
+float maskLight=1.5;
+
+//------------------------------------------------------------------------
+
+// sRGB to Linear.
+// Assuing using sRGB typed textures this should not be needed.
+float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);}
+vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));}
+
+// Linear to sRGB.
+// Assuing using sRGB typed textures this should not be needed.
+float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
+vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
+
+// Nearest emulated sample given floating point position and texel offset.
+// Also zero's off screen.
+vec3 Fetch(vec2 pos,vec2 off){
+ pos=(floor(pos*res+off)+vec2(0.5,0.5))/res;
+ return ToLinear(1.2 * texture(source[0],pos.xy,-16.0).rgb);}
+
+// Distance in emulated pixels to nearest texel.
+vec2 Dist(vec2 pos){pos=pos*res;return -((pos-floor(pos))-vec2(0.5));}
+
+// 1D Gaussian.
+float Gaus(float pos,float scale){return exp2(scale*pos*pos);}
+
+// 3-tap Gaussian filter along horz line.
+vec3 Horz3(vec2 pos,float off){
+ vec3 b=Fetch(pos,vec2(-1.0,off));
+ vec3 c=Fetch(pos,vec2( 0.0,off));
+ vec3 d=Fetch(pos,vec2( 1.0,off));
+ float dst=Dist(pos).x;
+ // Convert distance to weight.
+ float scale=hardPix;
+ float wb=Gaus(dst-1.0,scale);
+ float wc=Gaus(dst+0.0,scale);
+ float wd=Gaus(dst+1.0,scale);
+ // Return filtered sample.
+ return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
+
+// 5-tap Gaussian filter along horz line.
+vec3 Horz5(vec2 pos,float off){
+ vec3 a=Fetch(pos,vec2(-2.0,off));
+ vec3 b=Fetch(pos,vec2(-1.0,off));
+ vec3 c=Fetch(pos,vec2( 0.0,off));
+ vec3 d=Fetch(pos,vec2( 1.0,off));
+ vec3 e=Fetch(pos,vec2( 2.0,off));
+ float dst=Dist(pos).x;
+ // Convert distance to weight.
+ float scale=hardPix;
+ float wa=Gaus(dst-2.0,scale);
+ float wb=Gaus(dst-1.0,scale);
+ float wc=Gaus(dst+0.0,scale);
+ float wd=Gaus(dst+1.0,scale);
+ float we=Gaus(dst+2.0,scale);
+ // Return filtered sample.
+ return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
+
+// Return scanline weight.
+float Scan(vec2 pos,float off){
+ float dst=Dist(pos).y;
+ return Gaus(dst+off,hardScan);}
+
+// Allow nearest three lines to effect pixel.
+vec3 Tri(vec2 pos){
+ vec3 a=Horz3(pos,-1.0);
+ vec3 b=Horz5(pos, 0.0);
+ vec3 c=Horz3(pos, 1.0);
+ float wa=Scan(pos,-1.0);
+ float wb=Scan(pos, 0.0);
+ float wc=Scan(pos, 1.0);
+ return a*wa+b*wb+c*wc;}
+
+// Distortion of scanlines, and end of screen alpha.
+vec2 Warp(vec2 pos){
+ pos=pos*2.0-1.0;
+ pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y);
+ return pos*0.5+0.5;}
+
+// Shadow mask.
+vec3 Mask(vec2 pos){
+ pos.x+=pos.y*3.0;
+ vec3 mask=vec3(maskDark,maskDark,maskDark);
+ pos.x=fract(pos.x/6.0);
+ if(pos.x<0.333)mask.r=maskLight;
+ else if(pos.x<0.666)mask.g=maskLight;
+ else mask.b=maskLight;
+ return mask;}
+
+void main() {
+ vec2 pos = gl_FragCoord.xy/targetSize.xy;
+ hardScan=-12.0;
+// maskDark=maskLight;
+ pos=Warp(gl_FragCoord.xy/targetSize.xy);
+ fragColor.rgb=Tri(pos)*Mask(gl_FragCoord.xy);
+ fragColor.a=1.0;
+ fragColor = vec4(ToSrgb(fragColor.rgb), fragColor.a);
+}
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