// // Copyright (c) 2016-2020 Marco Hladik // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // !!samps screen=0 !!ver 120 #include "sys/defs.h" varying vec2 texcoord; #ifdef VERTEX_SHADER void main() { texcoord = v_texcoord.xy; texcoord.y = 1.0 - texcoord.y; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER uniform vec2 e_sourcesize; // from https://github.com/hughsk/glsl-dither/blob/master/8x8.glsl vec3 p_dither(vec2 position, vec3 col) { float brightness = col.r + col.g + col.b / 3.0; int x = int(mod(position.x, 8.0)); int y = int(mod(position.y, 8.0)); int index = x + y * 8; float limit = 0.0; if (x < 8) { if (index == 0) limit = 0.015625; if (index == 1) limit = 0.515625; if (index == 2) limit = 0.140625; if (index == 3) limit = 0.640625; if (index == 4) limit = 0.046875; if (index == 5) limit = 0.546875; if (index == 6) limit = 0.171875; if (index == 7) limit = 0.671875; if (index == 8) limit = 0.765625; if (index == 9) limit = 0.265625; if (index == 10) limit = 0.890625; if (index == 11) limit = 0.390625; if (index == 12) limit = 0.796875; if (index == 13) limit = 0.296875; if (index == 14) limit = 0.921875; if (index == 15) limit = 0.421875; if (index == 16) limit = 0.203125; if (index == 17) limit = 0.703125; if (index == 18) limit = 0.078125; if (index == 19) limit = 0.578125; if (index == 20) limit = 0.234375; if (index == 21) limit = 0.734375; if (index == 22) limit = 0.109375; if (index == 23) limit = 0.609375; if (index == 24) limit = 0.953125; if (index == 25) limit = 0.453125; if (index == 26) limit = 0.828125; if (index == 27) limit = 0.328125; if (index == 28) limit = 0.984375; if (index == 29) limit = 0.484375; if (index == 30) limit = 0.859375; if (index == 31) limit = 0.359375; if (index == 32) limit = 0.0625; if (index == 33) limit = 0.5625; if (index == 34) limit = 0.1875; if (index == 35) limit = 0.6875; if (index == 36) limit = 0.03125; if (index == 37) limit = 0.53125; if (index == 38) limit = 0.15625; if (index == 39) limit = 0.65625; if (index == 40) limit = 0.8125; if (index == 41) limit = 0.3125; if (index == 42) limit = 0.9375; if (index == 43) limit = 0.4375; if (index == 44) limit = 0.78125; if (index == 45) limit = 0.28125; if (index == 46) limit = 0.90625; if (index == 47) limit = 0.40625; if (index == 48) limit = 0.25; if (index == 49) limit = 0.75; if (index == 50) limit = 0.125; if (index == 51) limit = 0.625; if (index == 52) limit = 0.21875; if (index == 53) limit = 0.71875; if (index == 54) limit = 0.09375; if (index == 55) limit = 0.59375; if (index == 56) limit = 1.0; if (index == 57) limit = 0.5; if (index == 58) limit = 0.875; if (index == 59) limit = 0.375; if (index == 60) limit = 0.96875; if (index == 61) limit = 0.46875; if (index == 62) limit = 0.84375; if (index == 63) limit = 0.34375; } return col * (brightness < limit ? 0.0 : 1.0); } vec3 p_gamma(vec3 col) { float gamma = 1.5; float lines = mod(gl_FragCoord.y, 2.0); // scanlines. if (lines < 1.0) { gamma = 1.0f; } col.r = pow(col.r, 1.0 / gamma); col.g = pow(col.g, 1.0 / gamma); col.b = pow(col.b, 1.0 / gamma); return col; } void main(void) { vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y); vec3 col = texture2D(s_screen, texcoord).rgb; // mess with the gamma col = p_gamma(col); // dither comes last... we only want to mix some of it in col = mix(col, p_dither(pos, col), 0.2f); // 24 to 16 col.rgb = floor(col.rgb * vec3(32,64,32))/vec3(32,64,32); gl_FragColor = vec4(col, 1.0); } #endif