mirror of
https://github.com/bsnes-emu/bsnes.git
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v107.8
* GB: integrated SameBoy v0.12.1 by Lior Halphon * SFC: added HG51B169 (Cx4) math tables into bsnes binary
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@@ -1,21 +0,0 @@
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#version 150
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#define distortion 0.2
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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vec2 radialDistortion(vec2 coord) {
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vec2 cc = coord - vec2(0.5);
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float dist = dot(cc, cc) * distortion;
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return coord + cc * (1.0 - dist) * dist;
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}
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void main() {
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fragColor = texture(source[0], radialDistortion(texCoord));
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}
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@@ -1,4 +0,0 @@
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program
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filter: linear
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wrap: border
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fragment: curvature.fs
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@@ -1,25 +0,0 @@
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#version 150
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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vec3 grayscale(vec3 color) {
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return vec3(dot(color, vec3(0.3, 0.59, 0.11)));
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}
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void main() {
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vec2 offset = fract(texCoord * sourceSize[0].xy) - 0.5;
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offset /= sourceSize[0].xy;
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vec3 cx = texture(source[0], texCoord - offset).xyz;
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vec3 cy = texture(source[0], texCoord).xyz;
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vec3 cz = vec3(5.0 * grayscale(abs(cx - cy)));
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fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0);
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}
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@@ -1,4 +0,0 @@
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program
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filter: linear
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wrap: edge
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fragment: edge-detection.fs
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@@ -1,3 +0,0 @@
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install:
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mkdir -p ~/.local/share/higan/Video\ Shaders
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cp -a *.shader ~/.local/share/higan/Video\ Shaders
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@@ -1,4 +0,0 @@
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program
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filter: linear
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wrap: border
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fragment: scanline.fs
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@@ -1,20 +0,0 @@
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#version 150
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uniform sampler2D source[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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void main() {
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vec4 rgba = texture(source[0], texCoord);
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vec4 intensity;
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if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) {
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intensity = vec4(0);
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} else {
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intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
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}
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fragColor = intensity * -0.25 + rgba * 1.1;
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}
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