Update to v093 release.

byuu says:

Changelog:
- added Cocoa target: higan can now be compiled for OS X Lion
  [Cydrak, byuu]
- SNES/accuracy profile hires color blending improvements - fixes
  Marvelous text [AWJ]
- fixed a slight bug in SNES/SA-1 VBR support caused by a typo
- added support for multi-pass shaders that can load external textures
  (requires OpenGL 3.2+)
- added game library path (used by ananke->Import Game) to
  Settings->Advanced
- system profiles, shaders and cheats database can be stored in "all
  users" shared folders now (eg /usr/share on Linux)
- all configuration files are in BML format now, instead of XML (much
  easier to read and edit this way)
- main window supports drag-and-drop of game folders (but not game files
  / ZIP archives)
- audio buffer clears when entering a modal loop on Windows (prevents
  audio repetition with DirectSound driver)
- a substantial amount of code clean-up (probably the biggest
  refactoring to date)

One highly desired target for this release was to default to the optimal
drivers instead of the safest drivers, but because AMD drivers don't
seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD
has too big a market share. Hopefully with v093 officially released, we
can get some public input on what AMD doesn't like.
This commit is contained in:
Tim Allen
2013-08-18 13:21:14 +10:00
parent c74865e171
commit 4e2eb23835
1928 changed files with 4834 additions and 84223 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<fragment filter="linear"><![CDATA[
uniform sampler2D rubyTexture;
uniform vec2 rubyInputSize;
uniform vec2 rubyTextureSize;
#define distortion 0.2
vec2 barrelDistortion(vec2 coord) {
vec2 cc = coord - 0.5;
float dist = dot(cc, cc);
return coord + cc * (dist + distortion * dist * dist) * distortion;
}
void main(void) {
vec2 coord = barrelDistortion (gl_TexCoord[0] * rubyTextureSize / rubyInputSize) * rubyInputSize / rubyTextureSize;
gl_FragColor = texture2D(rubyTexture, coord);
}
]]></fragment>
</shader>

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#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 = texture2D(source[0], radialDistortion(texCoord));
}

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program
filter: linear
wrap: border
fragment: curvature.fs

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#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 = texture2D(source[0], texCoord - offset).xyz;
vec3 cy = texture2D(source[0], texCoord).xyz;
vec3 cz = vec3(5.0 * grayscale(abs(cx - cy)));
fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0);
}

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program
filter: linear
wrap: edge
fragment: edge-detection.fs

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@@ -1,73 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<vertex><![CDATA[
uniform vec2 rubyTextureSize;
void main() {
float x = 0.5 * (1.0 / rubyTextureSize.x);
float y = 0.5 * (1.0 / rubyTextureSize.y);
vec2 dg1 = vec2( x, y);
vec2 dg2 = vec2(-x, y);
vec2 dx = vec2(x, 0.0);
vec2 dy = vec2(0.0, y);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
}
]]></vertex>
<fragment filter="nearest"><![CDATA[
uniform sampler2D rubyTexture;
const float mx = 0.325; // start smoothing wt.
const float k = -0.250; // wt. decrease factor
const float max_w = 0.25; // max filter weigth
const float min_w =-0.05; // min filter weigth
const float lum_add = 0.25; // effects smoothing
void main() {
vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
vec3 dt = vec3(1.0, 1.0, 1.0);
float md1 = dot(abs(c00 - c22), dt);
float md2 = dot(abs(c02 - c20), dt);
float w1 = dot(abs(c22 - c11), dt) * md2;
float w2 = dot(abs(c02 - c11), dt) * md1;
float w3 = dot(abs(c00 - c11), dt) * md2;
float w4 = dot(abs(c20 - c11), dt) * md1;
float t1 = w1 + w3;
float t2 = w2 + w4;
float ww = max(t1, t2) + 0.0001;
c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11;
}
]]></fragment>
</shader>

5
shaders/Makefile Normal file
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install:
if [ -d /usr/share/higan/Video\ Shaders ]; then sudo rm -r /usr/share/higan/Video\ Shaders; fi
sudo mkdir -p /usr/share/higan/Video\ Shaders
sudo cp -r *.shader /usr/share/higan/Video\ Shaders
sudo chmod -R 777 /usr/share/higan/Video\ Shaders

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<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<vertex><![CDATA[
void main() {
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}
]]></vertex>
<fragment filter="nearest"><![CDATA[
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
void main() {
vec2 texelSize = 1.0 / rubyTextureSize;
vec2 range;
range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99;
range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99;
float left = gl_TexCoord[0].x - range.x;
float top = gl_TexCoord[0].y + range.y;
float right = gl_TexCoord[0].x + range.x;
float bottom = gl_TexCoord[0].y - range.y;
vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize);
vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize);
vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize);
vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize);
vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
float totalArea = 4.0 * range.x * range.y;
vec4 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;
gl_FragColor = averageColor;
}
]]></fragment>
</shader>

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<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<vertex><![CDATA[
uniform vec2 rubyTextureSize;
void main() {
vec4 offsetx;
vec4 offsety;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
offsetx.x = 1.0 / rubyTextureSize.x;
offsetx.y = 0.0;
offsetx.w = 0.0;
offsetx.z = 0.0;
offsety.y = 1.0 / rubyTextureSize.y;
offsety.x = 0.0;
offsety.w = 0.0;
offsety.z = 0.0;
gl_TexCoord[0] = gl_MultiTexCoord0; //center
gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left
gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right
gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top
gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom
}
]]></vertex>
<fragment filter="nearest"><![CDATA[
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
void main() {
vec4 colD, colF, colB, colH, col, tmp;
vec2 sel;
col = texture2DProj(rubyTexture, gl_TexCoord[0]); //central (can be E0-E3)
colD = texture2DProj(rubyTexture, gl_TexCoord[1]); //D (left)
colF = texture2DProj(rubyTexture, gl_TexCoord[2]); //F (right)
colB = texture2DProj(rubyTexture, gl_TexCoord[3]); //B (top)
colH = texture2DProj(rubyTexture, gl_TexCoord[4]); //H (bottom)
sel = fract(gl_TexCoord[0].xy * rubyTextureSize.xy); //where are we (E0-E3)? E0 is default
if(sel.y >= 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H
if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F
if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule
col = colD;
}
gl_FragColor = col;
}
]]></fragment>
</shader>

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program
filter: linear
wrap: border
fragment: scanline.fs

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#version 150
uniform sampler2D source[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
vec4 rgba = texture2D(source[0], texCoord);
vec4 intensity;
if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) {
intensity = vec4(0);
} else {
intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
}
fragColor = intensity * -0.25 + rgba * 1.1;
}

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<?xml version="1.0" encoding="UTF-8"?>
<shader language="HLSL">
<source><![CDATA[
texture rubyTexture;
float4 vec;
sampler s0 = sampler_state { texture = <rubyTexture>; };
float3 LightColor = { 1.0, 0.7, 0.5 };
float3 DarkColor = { 0.2, 0.05, 0.0 };
float4 DiffColorPass(in float2 Tex : TEXCOORD0) : COLOR0
{
vec.x = 0.5;
vec.y = 1.0;
float3 scnColor = LightColor * tex2D(s0, Tex).xyz;
float3 grayXfer = float3(0.3, 0.59, 0.11);
float gray = dot(grayXfer, scnColor);
float3 muted = lerp(scnColor, gray.xxx, vec.x);
float3 sepia = lerp(DarkColor, LightColor, gray);
float3 result = lerp(muted, sepia, vec.y);
return float4(result, 1);
}
Technique T0
{
pass p0 { PixelShader = compile ps_2_0 DiffColorPass(); }
}
]]></source>
</shader>