Commit 96d9d637 authored by hunterk's avatar hunterk
Browse files

add manual GTU-v50 conversion

parent 60479e1a
shaders = 3
shader0 = shaders/gtu-v050/pass1.glsl
scale_type0 = source
scale0 = 1.0
float_framebuffer0 = true
shader1 = shaders/gtu-v050/pass2.glsl
scale_type_x1 = viewport
scale_x1 = 1.0
scale_type_y1 = source
scale_y1 = 1.0
filter_linear1 = false
float_framebuffer1 = true
shader2 = shaders/gtu-v050/pass3.glsl
scale_type2 = viewport
scale_2 = 1.0
filter_linear2 = false
\ No newline at end of file
////////////////////////////////////////////////////////
// GTU version 0.50
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter compositeConnection1 "Composite Connection Enable 1" 0.0 0.0 1.0 1.0
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float compositeConnection1;
#else
#define compositeConnection1 0.0
#endif
#define RGB_to_YIQ mat3x3( 0.299 , 0.595716 , 0.211456 , 0.587 , -0.274453 , -0.522591 , 0.114 , -0.321263 , 0.311135 )
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
vec4 c = texture(Source, vTexCoord);
if(compositeConnection1 > 0.0)
c.rgb = c.rgb * RGB_to_YIQ;
FragColor = c;
}
#endif
////////////////////////////////////////////////////////
// GTU version 0.50
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter compositeConnection2 "Composite Connection Enable 2" 0.0 0.0 1.0 1.0
#pragma parameter signalResolution "Signal Resolution Y" 256.0 16.0 1024.0 16.0
#pragma parameter signalResolutionI "Signal Resolution I" 83.0 1.0 350.0 2.0
#pragma parameter signalResolutionQ "Signal Resolution Q" 25.0 1.0 350.0 2.0
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float compositeConnection2;
uniform COMPAT_PRECISION float signalResolution;
uniform COMPAT_PRECISION float signalResolutionI;
uniform COMPAT_PRECISION float signalResolutionQ;
#else
#define compositeConnection2 0.0
#define RETRO_PIXEL_SIZE 256.0
#define RETRO_PIXEL_SIZE 83.0
#define RETRO_PIXEL_SIZE 25.0
#endif
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
#define pi 3.14159265358
#define a(x) abs(x)
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
#define X(i) (offset-(i))
#define GETC (texture(Source, vec2(vTexCoord.x - X * SourceSize.z, vTexCoord.y)).rgb)
#define VAL_composite vec3((c.x*STU(X,(signalResolution / InputSize.x))),(c.y*STU(X,(signalResolutionI / InputSize.x))),(c.z*STU(X,(signalResolutionQ / InputSize.x))))
#define VAL (c*STU(X,(signalResolution / InputSize.x)))
#define PROCESS(i) X=(i);c=GETC;tempColor+=VAL;
#define PROCESS_composite(i) X=(i);c=GETC;tempColor+=VAL_composite;
void main()
{
float offset = fract((vTexCoord.x * SourceSize.x) - 0.5);
vec3 tempColor = vec3(0.0);
float X;
vec3 c;
float range;
if (compositeConnection2 > 0.0)
range=ceil(0.5+InputSize.x/min(min(signalResolution,signalResolutionI),signalResolutionQ));
else
range=ceil(0.5+InputSize.x/signalResolution);
float i;
if(compositeConnection2 > 0.0){
for (i=-range;i<range+2.0;i++){
PROCESS_composite((offset-(i)))
}
}
else{
for (i=-range;i<range+2.0;i++){
PROCESS((offset-(i)))
}
}
if(compositeConnection2 > 0.0)
tempColor=clamp(tempColor * YIQ_to_RGB,0.0,1.0);
else
tempColor=clamp(tempColor,0.0,1.0);
// tempColor=clamp(tempColor,0.0,1.0);
FragColor = vec4(tempColor, 1.0);
}
#endif
////////////////////////////////////////////////////////
// GTU version 0.50
// Author: aliaspider - aliaspider@gmail.com
// License: GPLv3
////////////////////////////////////////////////////////
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
// Parameter lines go here:
#pragma parameter noScanlines "No Scanlines" 0.0 0.0 1.0 1.0
#pragma parameter tvVerticalResolution "TV Vertical Resolution" 250.0 20.0 1000.0 10.0
#pragma parameter blackLevel "Black Level" 0.07 -0.30 0.30 0.01
#pragma parameter contrast "Contrast" 1.0 0.0 2.0 0.1
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float noScanlines;
uniform COMPAT_PRECISION float tvVerticalResolution;
uniform COMPAT_PRECISION float blackLevel;
uniform COMPAT_PRECISION float contrast;
#else
#define noScanlines 0.0
#define tvVerticalResolution 250.0
#define blackLevel 0.07
#define contrast 1.0
#endif
#define pi 3.14159265358
#define normalGauss(x) ((exp(-(x)*(x)*0.5))/sqrt(2.0*pi))
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
// out variables go here as COMPAT_VARYING whatever
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
// Paste vertex contents here:
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform int FrameDirection;
uniform int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// in variables go here as COMPAT_VARYING whatever
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define texture(c, d) COMPAT_TEXTURE(c, d)
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
COMPAT_PRECISION float normalGaussIntegral(float x)
{
float a1 = 0.4361836;
float a2 = -0.1201676;
float a3 = 0.9372980;
float p = 0.3326700;
float t = 1.0 / (1.0 + p*abs(x));
return (0.5-normalGauss(x) * (t*(a1 + t*(a2 + a3*t))))*sign(x);
}
vec3 scanlines( float x , vec3 c){
float temp=sqrt(2*pi)*(tvVerticalResolution / InputSize.y);
float rrr=0.5*(InputSize.y * OutputSize.w);
float x1=(x+rrr)*temp;
float x2=(x-rrr)*temp;
c.r=(c.r*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
c.g=(c.g*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
c.b=(c.b*(normalGaussIntegral(x1)-normalGaussIntegral(x2)));
c*=(OutputSize.y / InputSize.y);
return c;
}
#define Y(j) (offset.y-(j))
#define a(x) abs(x)
#define d(x,b) (pi*b*min(a(x)+0.5,1.0/b))
#define e(x,b) (pi*b*min(max(a(x)-0.5,-1.0/b),1.0/b))
#define STU(x,b) ((d(x,b)+sin(d(x,b))-e(x,b)-sin(e(x,b)))/(2.0*pi))
#define SOURCE(j) vec2(vTexCoord.x,vTexCoord.y - Y(j) * SourceSize.w)
#define C(j) (texture(Source, SOURCE(j)).xyz)
#define VAL(j) (C(j)*STU(Y(j),(tvVerticalResolution / InputSize.y)))
#define VAL_scanlines(j) (scanlines(Y(j),C(j)))
void main()
{
vec2 offset = fract((vTexCoord.xy * SourceSize.xy) - 0.5);
vec3 tempColor = vec3(0.0);
float range=ceil(0.5+InputSize.y/tvVerticalResolution);
float i;
if (noScanlines > 0.0)
for (i=-range;i<range+2.0;i++){
tempColor+=VAL(i);
}
else
for (i=-range;i<range+2.0;i++){
tempColor+=VAL_scanlines(i);
}
tempColor-=vec3(blackLevel);
tempColor*=(contrast/vec3(1.0-blackLevel));
FragColor = vec4(tempColor, 1.0);
}
#endif
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