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Add sharp_bilinear/sharp_bilinear+nds_color shaders
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jdgleaver committed Jul 5, 2019
1 parent 900dd6e commit 1082942
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4 changes: 4 additions & 0 deletions README.md
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Expand Up @@ -12,6 +12,10 @@ Some shaders for [DraStic DS](https://play.google.com/store/apps/details?id=com.

A very simple 'scanline' shader, based on LCD3x from RetroArch. Differs from LCD3x in that it omits the 3-band colour separation and has correctly aligned scanlines. Works well on low resolution displays (i.e. 720p).

## Sharp Bilinear

A port of the 'sharp-bilinear'/'sharp-bilinear-simple' shader from RetroArch. Creates sharp pixels without scaling artefacts by performing an automatic optimal integer prescale followed by linear downscaling to the display size.

## zFast LCD

A port of the 'zfast_lcd' shader from RetroArch. Creates an LCD effect by adding a subtle grid lattice to the screen. REQUIRES a high resolution display (at least 1080p). Works best with integer screen scaling, but fine without.
27 changes: 27 additions & 0 deletions sharp_bilinear+nds_color.dfx
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// sharp_bilinear+nds_color shader
=============================================
<options>
name=Sharp Bilinear + NDS Color
textures=1
</options>

<fheader>
#if GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
</fheader>

<texture:0>
input=framebuffer
min_filter=GL_LINEAR
mag_filter=GL_LINEAR
</texture>

<pass>
shader=sharp_bilinear+nds_color.dsd
sampler:u_texture=0
</pass>
92 changes: 92 additions & 0 deletions sharp_bilinear+nds_color.dsd
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// sharp_bilinear+nds_color - This is an integer prescale filter that should be combined
// with bilinear hardware filtering (GL_LINEAR filter or some such) to achieve
// a smooth scaling result with minimum blur. This is good for pixel graphics
// that are scaled by non-integer factors. Also applies colour correction to mimic
// the display characteristics of an NDS Phat
//
// - Original 'sharp_bilinear' code copyright (C) rsn8887 & TheMaister and
// released into the public domain
//
// - Original 'nds_color' code written by hunterk, modified by Pokefan531 and
// released into the public domain
//
// 'Ported' (i.e. copy/paste) to DraStic format by jdgleaver
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or (at your option)
// any later version.
=============================================

<vertex>

attribute vec2 a_vertex_coordinate;
attribute vec2 a_texture_coordinate;

uniform vec4 u_texture_size;
uniform vec2 u_target_size;

varying vec2 precalc_texel;
varying vec2 precalc_scale;

void main()
{
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0);

precalc_texel = a_texture_coordinate * u_texture_size.zw;
precalc_scale = floor(u_target_size.xy / u_texture_size.zw) + 1.0;
}

</vertex>

<fragment>

// Colour defines...
#define target_gamma 2.2
#define display_gamma 2.2
#define r 0.85
#define g 0.655
#define b 0.865
#define rg 0.095
#define rb 0.06
#define gr 0.20
#define gb 0.075
#define br -0.05
#define bg 0.25

uniform sampler2D u_texture;

uniform vec4 u_texture_size;
uniform vec2 u_target_size;

varying vec2 precalc_texel;
varying vec2 precalc_scale;

void main()
{
vec2 texel_floored = floor(precalc_texel);
vec2 s = fract(precalc_texel);
vec2 region_range = 0.5 - 0.5 / precalc_scale;

// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.

vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * precalc_scale + 0.5;

vec2 mod_texel = texel_floored + f;

// Get colour sample and apply colour correction
vec3 colour = pow(texture2D(u_texture, mod_texel / u_texture_size.zw).rgb, vec3(target_gamma));
colour = clamp(colour, 0.0, 1.0);
colour = pow(
mat3(r, rg, rb,
gr, g, gb,
br, bg, b) * colour,
vec3(1.0 / display_gamma)
);

gl_FragColor = vec4(colour.rgb, 1.0);
}

</fragment>
27 changes: 27 additions & 0 deletions sharp_bilinear.dfx
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// sharp_bilinear shader
=============================================
<options>
name=Sharp Bilinear
textures=1
</options>

<fheader>
#if GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#endif
</fheader>

<texture:0>
input=framebuffer
min_filter=GL_LINEAR
mag_filter=GL_LINEAR
</texture>

<pass>
shader=sharp_bilinear.dsd
sampler:u_texture=0
</pass>
67 changes: 67 additions & 0 deletions sharp_bilinear.dsd
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// sharp_bilinear - This is an integer prescale filter that should be combined
// with bilinear hardware filtering (GL_LINEAR filter or some such) to achieve
// a smooth scaling result with minimum blur. This is good for pixel graphics
// that are scaled by non-integer factors.
//
// Original code copyright (C) rsn8887 & TheMaister and released into the
// public domain
//
// 'Ported' (i.e. copy/paste) to DraStic format by jdgleaver
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or (at your option)
// any later version.
=============================================

<vertex>

attribute vec2 a_vertex_coordinate;
attribute vec2 a_texture_coordinate;

uniform vec4 u_texture_size;
uniform vec2 u_target_size;

varying vec2 precalc_texel;
varying vec2 precalc_scale;

void main()
{
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0);

precalc_texel = a_texture_coordinate * u_texture_size.zw;
precalc_scale = floor(u_target_size.xy / u_texture_size.zw) + 1.0;
}

</vertex>

<fragment>

uniform sampler2D u_texture;

uniform vec4 u_texture_size;
uniform vec2 u_target_size;

varying vec2 precalc_texel;
varying vec2 precalc_scale;

void main()
{
vec2 texel_floored = floor(precalc_texel);
vec2 s = fract(precalc_texel);
vec2 region_range = 0.5 - 0.5 / precalc_scale;

// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.

vec2 center_dist = s - 0.5;
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * precalc_scale + 0.5;

vec2 mod_texel = texel_floored + f;

vec3 colour = texture2D(u_texture, mod_texel / u_texture_size.zw).rgb;

gl_FragColor = vec4(colour.rgb, 1.0);
}

</fragment>

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