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Fix rounding errors in the LCD and CRT shaders, closes #595
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@@ -23,22 +23,22 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
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/* Setting up common vars */
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vec2 pos = fract(position * input_resolution);
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vec2 sub_pos = fract(position * input_resolution * 6);
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vec2 sub_pos = pos * 6;
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vec4 center = texture_relative(image, position, vec2(0, 0));
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vec4 left = texture_relative(image, position, vec2(-1, 0));
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vec4 right = texture_relative(image, position, vec2(1, 0));
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/* Vertical blurring */
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if (pos.y < 1.0 / 6.0) {
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if (sub_pos.y < 1.0) {
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center = mix(center, texture_relative(image, position, vec2( 0, -1)), 0.5 - sub_pos.y / 2.0);
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left = mix(left, texture_relative(image, position, vec2(-1, -1)), 0.5 - sub_pos.y / 2.0);
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right = mix(right, texture_relative(image, position, vec2( 1, -1)), 0.5 - sub_pos.y / 2.0);
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}
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else if (pos.y > 5.0 / 6.0) {
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center = mix(center, texture_relative(image, position, vec2( 0, 1)), sub_pos.y / 2.0);
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left = mix(left, texture_relative(image, position, vec2(-1, 1)), sub_pos.y / 2.0);
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right = mix(right, texture_relative(image, position, vec2( 1, 1)), sub_pos.y / 2.0);
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else if (sub_pos.y > 5.0) {
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center = mix(center, texture_relative(image, position, vec2( 0, 1)), (sub_pos.y - 5) / 2.0);
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left = mix(left, texture_relative(image, position, vec2(-1, 1)), (sub_pos.y - 5) / 2.0);
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right = mix(right, texture_relative(image, position, vec2( 1, 1)), (sub_pos.y - 5) / 2.0);
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}
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/* Scanlines */
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@@ -75,7 +75,7 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
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}
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/* Blur the edges of the separators of adjacent columns */
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if (pos.x < 1.0 / 6.0 || pos.x > 5.0 / 6.0) {
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if (sub_pos.x < 1.0 || sub_pos.x > 5.0) {
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pos.y += 0.5;
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pos.y = fract(pos.y);
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@@ -112,35 +112,35 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
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vec4 midright = mix(right, center, 0.5);
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vec4 ret;
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if (pos.x < 1.0 / 6.0) {
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if (sub_pos.x < 1.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 2.0 / 6.0) {
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else if (sub_pos.x < 2.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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sub_pos.x);
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sub_pos.x - 1);
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}
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else if (pos.x < 3.0 / 6.0) {
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else if (sub_pos.x < 3.0) {
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ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
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sub_pos.x);
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sub_pos.x - 2);
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}
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else if (pos.x < 4.0 / 6.0) {
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else if (sub_pos.x < 4.0) {
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ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
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vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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sub_pos.x - 3);
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}
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else if (pos.x < 5.0 / 6.0) {
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else if (sub_pos.x < 5.0) {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
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vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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sub_pos.x - 4);
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}
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else {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
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sub_pos.x);
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sub_pos.x - 5);
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}
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/* Anti alias the curve */
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@@ -5,13 +5,13 @@
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STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
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{
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vec2 pos = fract(position * input_resolution);
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vec2 sub_pos = fract(position * input_resolution * 6);
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vec2 sub_pos = pos * 6;
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vec4 center = texture_relative(image, position, vec2(0, 0));
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vec4 left = texture_relative(image, position, vec2(-1, 0));
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vec4 right = texture_relative(image, position, vec2(1, 0));
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if (pos.y < 1.0 / 6.0) {
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if (sub_pos.y < 1.0) {
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center = mix(center, texture_relative(image, position, vec2( 0, -1)), 0.5 - sub_pos.y / 2.0);
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left = mix(left, texture_relative(image, position, vec2(-1, -1)), 0.5 - sub_pos.y / 2.0);
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right = mix(right, texture_relative(image, position, vec2( 1, -1)), 0.5 - sub_pos.y / 2.0);
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@@ -19,13 +19,13 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
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left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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else if (pos.y > 5.0 / 6.0) {
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center = mix(center, texture_relative(image, position, vec2( 0, 1)), sub_pos.y / 2.0);
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left = mix(left, texture_relative(image, position, vec2(-1, 1)), sub_pos.y / 2.0);
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right = mix(right, texture_relative(image, position, vec2( 1, 1)), sub_pos.y / 2.0);
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center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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else if (sub_pos.y > 5.0) {
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center = mix(center, texture_relative(image, position, vec2( 0, 1)), (sub_pos.y - 5) / 2.0);
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left = mix(left, texture_relative(image, position, vec2(-1, 1)), (sub_pos.y - 5) / 2.0);
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right = mix(right, texture_relative(image, position, vec2( 1, 1)), (sub_pos.y - 5) / 2.0);
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center *= (6.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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left *= (6.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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right *= (6.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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@@ -33,35 +33,35 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
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vec4 midright = mix(right, center, 0.5);
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vec4 ret;
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if (pos.x < 1.0 / 6.0) {
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if (sub_pos.x < 1.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 2.0 / 6.0) {
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else if (sub_pos.x < 2.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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sub_pos.x);
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sub_pos.x - 1);
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}
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else if (pos.x < 3.0 / 6.0) {
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else if (sub_pos.x < 3.0) {
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ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
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sub_pos.x);
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sub_pos.x - 2);
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}
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else if (pos.x < 4.0 / 6.0) {
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else if (sub_pos.x < 4.0) {
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ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
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vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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sub_pos.x - 3);
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}
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else if (pos.x < 5.0 / 6.0) {
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else if (sub_pos.x < 5.0) {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
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vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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sub_pos.x - 4);
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}
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else {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
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sub_pos.x);
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sub_pos.x - 5);
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}
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return ret;
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@@ -16,22 +16,22 @@ STATIC vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 ou
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vec4 r2 = mix(q12, q22, s.x);
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vec2 pos = fract(position * input_resolution);
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vec2 sub_pos = fract(position * input_resolution * 6);
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vec2 sub_pos = pos * 6;
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float multiplier = 1.0;
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if (pos.y < 1.0 / 6.0) {
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if (sub_pos.y < 1.0) {
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multiplier *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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else if (pos.y > 5.0 / 6.0) {
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multiplier *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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else if (sub_pos.y > 5.0) {
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multiplier *= (6.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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if (pos.x < 1.0 / 6.0) {
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if (sub_pos.x < 1.0) {
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multiplier *= sub_pos.x * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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else if (pos.x > 5.0 / 6.0) {
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multiplier *= (1.0 - sub_pos.x) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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else if (sub_pos.x > 5.0) {
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multiplier *= (6.0 - sub_pos.x) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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vec4 pre_shadow = mix(texture(image, position) * multiplier, mix(r1, r2, s.y), BLOOM);
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