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crtemu.h
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crtemu.h
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/*
------------------------------------------------------------------------------
Licensing information can be found at the end of the file.
------------------------------------------------------------------------------
crtemu.h - v0.1 - Cathode ray tube emulation shader for C/C++.
Do this:
#define CRTEMU_IMPLEMENTATION
before you include this file in *one* C/C++ file to create the implementation.
*/
#ifndef crtemu_h
#define crtemu_h
#ifndef CRTEMU_U32
#define CRTEMU_U32 unsigned int
#endif
#ifndef CRTEMU_U64
#define CRTEMU_U64 unsigned long long
#endif
typedef enum crtemu_type_t {
CRTEMU_TYPE_TV,
CRTEMU_TYPE_PC,
CRTEMU_TYPE_LITE,
} crtemu_type_t;
typedef struct crtemu_t crtemu_t;
crtemu_t* crtemu_create( crtemu_type_t type, void* memctx );
void crtemu_destroy( crtemu_t* crtemu );
void crtemu_frame( crtemu_t* crtemu, CRTEMU_U32* frame_abgr, int frame_width, int frame_height );
void crtemu_present( crtemu_t* crtemu, CRTEMU_U64 time_us, CRTEMU_U32 const* pixels_xbgr, int width, int height,
CRTEMU_U32 mod_xbgr, CRTEMU_U32 border_xbgr );
void crtemu_coordinates_window_to_bitmap( crtemu_t* crtemu, int width, int height, int* x, int* y );
#endif /* crtemu_h */
/*
----------------------
IMPLEMENTATION
----------------------
*/
#ifdef CRTEMU_IMPLEMENTATION
#undef CRTEMU_IMPLEMENTATION
#define _CRT_NONSTDC_NO_DEPRECATE
#define _CRT_SECURE_NO_WARNINGS
#include <stddef.h>
#include <string.h>
#ifndef CRTEMU_MALLOC
#include <stdlib.h>
#if defined(__cplusplus)
#define CRTEMU_MALLOC( ctx, size ) ( ::malloc( size ) )
#define CRTEMU_FREE( ctx, ptr ) ( ::free( ptr ) )
#else
#define CRTEMU_MALLOC( ctx, size ) ( malloc( size ) )
#define CRTEMU_FREE( ctx, ptr ) ( free( ptr ) )
#endif
#endif
#ifdef CRTEMU_REPORT_SHADER_ERRORS
#ifndef CRTEMU_REPORT_ERROR
#define _CRT_NONSTDC_NO_DEPRECATE
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
#define CRTEMU_REPORT_ERROR( str ) printf( "%s", str )
#endif
#endif
#ifndef _WIN32
#define CRTEMU_SDL
#endif
#ifdef __wasm__
#define CRTEMU_WEBGL
#endif
#ifndef CRTEMU_SDL
#ifdef __cplusplus
extern "C" {
#endif
__declspec(dllimport) struct HINSTANCE__* __stdcall LoadLibraryA( char const* lpLibFileName );
__declspec(dllimport) int __stdcall FreeLibrary( struct HINSTANCE__* hModule );
#if defined(_WIN64)
typedef __int64 (__stdcall* CRTEMU_PROC)( void );
__declspec(dllimport) CRTEMU_PROC __stdcall GetProcAddress( struct HINSTANCE__* hModule, char const* lpLibFileName );
#else
typedef __int32 (__stdcall* CRTEMU_PROC)( void );
__declspec(dllimport) CRTEMU_PROC __stdcall GetProcAddress( struct HINSTANCE__* hModule, char const* lpLibFileName );
#endif
#ifdef __cplusplus
}
#endif
#define CRTEMU_GLCALLTYPE __stdcall
typedef unsigned int CRTEMU_GLuint;
typedef int CRTEMU_GLsizei;
typedef unsigned int CRTEMU_GLenum;
typedef int CRTEMU_GLint;
typedef float CRTEMU_GLfloat;
typedef char CRTEMU_GLchar;
typedef unsigned char CRTEMU_GLboolean;
typedef size_t CRTEMU_GLsizeiptr;
typedef unsigned int CRTEMU_GLbitfield;
#define CRTEMU_GL_FLOAT 0x1406
#define CRTEMU_GL_FALSE 0
#define CRTEMU_GL_FRAGMENT_SHADER 0x8b30
#define CRTEMU_GL_VERTEX_SHADER 0x8b31
#define CRTEMU_GL_COMPILE_STATUS 0x8b81
#define CRTEMU_GL_LINK_STATUS 0x8b82
#define CRTEMU_GL_INFO_LOG_LENGTH 0x8b84
#define CRTEMU_GL_ARRAY_BUFFER 0x8892
#define CRTEMU_GL_TEXTURE_2D 0x0de1
#define CRTEMU_GL_TEXTURE0 0x84c0
#define CRTEMU_GL_TEXTURE1 0x84c1
#define CRTEMU_GL_TEXTURE2 0x84c2
#define CRTEMU_GL_TEXTURE3 0x84c3
#define CRTEMU_GL_TEXTURE_MIN_FILTER 0x2801
#define CRTEMU_GL_TEXTURE_MAG_FILTER 0x2800
#define CRTEMU_GL_NEAREST 0x2600
#define CRTEMU_GL_LINEAR 0x2601
#define CRTEMU_GL_STATIC_DRAW 0x88e4
#define CRTEMU_GL_RGBA 0x1908
#define CRTEMU_GL_UNSIGNED_BYTE 0x1401
#define CRTEMU_GL_COLOR_BUFFER_BIT 0x00004000
#define CRTEMU_GL_TRIANGLE_FAN 0x0006
#define CRTEMU_GL_FRAMEBUFFER 0x8d40
#define CRTEMU_GL_VIEWPORT 0x0ba2
#define CRTEMU_GL_RGB 0x1907
#define CRTEMU_GL_COLOR_ATTACHMENT0 0x8ce0
#define CRTEMU_GL_TEXTURE_WRAP_S 0x2802
#define CRTEMU_GL_TEXTURE_WRAP_T 0x2803
#define CRTEMU_GL_CLAMP_TO_BORDER 0x812D
#define CRTEMU_GL_TEXTURE_BORDER_COLOR 0x1004
#else
#ifndef CRTEMU_WEBGL
#include <GL/glew.h>
#include "SDL_opengl.h"
#else
#include <wajic_gl.h>
#endif
#define CRTEMU_GLCALLTYPE GLAPIENTRY
typedef GLuint CRTEMU_GLuint;
typedef GLsizei CRTEMU_GLsizei;
typedef GLenum CRTEMU_GLenum;
typedef GLint CRTEMU_GLint;
typedef GLfloat CRTEMU_GLfloat;
typedef GLchar CRTEMU_GLchar;
typedef GLboolean CRTEMU_GLboolean;
typedef GLsizeiptr CRTEMU_GLsizeiptr;
typedef GLbitfield CRTEMU_GLbitfield;
#define CRTEMU_GL_FLOAT GL_FLOAT
#define CRTEMU_GL_FALSE GL_FALSE
#define CRTEMU_GL_FRAGMENT_SHADER GL_FRAGMENT_SHADER
#define CRTEMU_GL_VERTEX_SHADER GL_VERTEX_SHADER
#define CRTEMU_GL_COMPILE_STATUS GL_COMPILE_STATUS
#define CRTEMU_GL_LINK_STATUS GL_LINK_STATUS
#define CRTEMU_GL_INFO_LOG_LENGTH GL_INFO_LOG_LENGTH
#define CRTEMU_GL_ARRAY_BUFFER GL_ARRAY_BUFFER
#define CRTEMU_GL_TEXTURE_2D GL_TEXTURE_2D
#define CRTEMU_GL_TEXTURE0 GL_TEXTURE0
#define CRTEMU_GL_TEXTURE1 GL_TEXTURE1
#define CRTEMU_GL_TEXTURE2 GL_TEXTURE2
#define CRTEMU_GL_TEXTURE3 GL_TEXTURE3
#define CRTEMU_GL_TEXTURE_MIN_FILTER GL_TEXTURE_MIN_FILTER
#define CRTEMU_GL_TEXTURE_MAG_FILTER GL_TEXTURE_MAG_FILTER
#define CRTEMU_GL_NEAREST GL_NEAREST
#define CRTEMU_GL_LINEAR GL_LINEAR
#define CRTEMU_GL_STATIC_DRAW GL_STATIC_DRAW
#define CRTEMU_GL_RGBA GL_RGBA
#define CRTEMU_GL_UNSIGNED_BYTE GL_UNSIGNED_BYTE
#define CRTEMU_GL_COLOR_BUFFER_BIT GL_COLOR_BUFFER_BIT
#define CRTEMU_GL_TRIANGLE_FAN GL_TRIANGLE_FAN
#define CRTEMU_GL_FRAMEBUFFER GL_FRAMEBUFFER
#define CRTEMU_GL_VIEWPORT GL_VIEWPORT
#define CRTEMU_GL_RGB GL_RGB
#define CRTEMU_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0
#define CRTEMU_GL_TEXTURE_WRAP_S GL_TEXTURE_WRAP_S
#define CRTEMU_GL_TEXTURE_WRAP_T GL_TEXTURE_WRAP_T
#ifndef CRTEMU_WEBGL
#define CRTEMU_GL_CLAMP_TO_BORDER GL_CLAMP_TO_BORDER
#define CRTEMU_GL_TEXTURE_BORDER_COLOR GL_TEXTURE_BORDER_COLOR
#else
// WebGL does not support GL_CLAMP_TO_BORDER, we have to emulate
// this behavior with code in the fragment shader
#define CRTEMU_GL_CLAMP_TO_BORDER GL_CLAMP_TO_EDGE
#endif
#endif
struct crtemu_t {
crtemu_type_t type;
void* memctx;
CRTEMU_GLuint vertexbuffer;
CRTEMU_GLuint backbuffer;
CRTEMU_GLuint fbo_backbuffer;
CRTEMU_GLuint accumulatetexture_a;
CRTEMU_GLuint accumulatetexture_b;
CRTEMU_GLuint accumulatebuffer_a;
CRTEMU_GLuint accumulatebuffer_b;
CRTEMU_GLuint blurtexture_a;
CRTEMU_GLuint blurtexture_b;
CRTEMU_GLuint blurbuffer_a;
CRTEMU_GLuint blurbuffer_b;
CRTEMU_GLuint frametexture;
float use_frame;
CRTEMU_GLuint crt_shader;
CRTEMU_GLuint blur_shader;
CRTEMU_GLuint accumulate_shader;
CRTEMU_GLuint blend_shader;
CRTEMU_GLuint copy_shader;
int last_present_width;
int last_present_height;
#ifndef CRTEMU_SDL
struct HINSTANCE__* gl_dll;
CRTEMU_PROC (CRTEMU_GLCALLTYPE *wglGetProcAddress) (char const* );
#endif
void (CRTEMU_GLCALLTYPE* TexParameterfv) (CRTEMU_GLenum target, CRTEMU_GLenum pname, CRTEMU_GLfloat const* params);
void (CRTEMU_GLCALLTYPE* DeleteFramebuffers) (CRTEMU_GLsizei n, CRTEMU_GLuint const* framebuffers);
void (CRTEMU_GLCALLTYPE* GetIntegerv) (CRTEMU_GLenum pname, CRTEMU_GLint *data);
void (CRTEMU_GLCALLTYPE* GenFramebuffers) (CRTEMU_GLsizei n, CRTEMU_GLuint *framebuffers);
void (CRTEMU_GLCALLTYPE* BindFramebuffer) (CRTEMU_GLenum target, CRTEMU_GLuint framebuffer);
void (CRTEMU_GLCALLTYPE* Uniform1f) (CRTEMU_GLint location, CRTEMU_GLfloat v0);
void (CRTEMU_GLCALLTYPE* Uniform2f) (CRTEMU_GLint location, CRTEMU_GLfloat v0, CRTEMU_GLfloat v1);
void (CRTEMU_GLCALLTYPE* FramebufferTexture2D) (CRTEMU_GLenum target, CRTEMU_GLenum attachment, CRTEMU_GLenum textarget, CRTEMU_GLuint texture, CRTEMU_GLint level);
CRTEMU_GLuint (CRTEMU_GLCALLTYPE* CreateShader) (CRTEMU_GLenum type);
void (CRTEMU_GLCALLTYPE* ShaderSource) (CRTEMU_GLuint shader, CRTEMU_GLsizei count, CRTEMU_GLchar const* const* string, CRTEMU_GLint const* length);
void (CRTEMU_GLCALLTYPE* CompileShader) (CRTEMU_GLuint shader);
void (CRTEMU_GLCALLTYPE* GetShaderiv) (CRTEMU_GLuint shader, CRTEMU_GLenum pname, CRTEMU_GLint *params);
CRTEMU_GLuint (CRTEMU_GLCALLTYPE* CreateProgram) (void);
void (CRTEMU_GLCALLTYPE* AttachShader) (CRTEMU_GLuint program, CRTEMU_GLuint shader);
void (CRTEMU_GLCALLTYPE* BindAttribLocation) (CRTEMU_GLuint program, CRTEMU_GLuint index, CRTEMU_GLchar const* name);
void (CRTEMU_GLCALLTYPE* LinkProgram) (CRTEMU_GLuint program);
void (CRTEMU_GLCALLTYPE* GetProgramiv) (CRTEMU_GLuint program, CRTEMU_GLenum pname, CRTEMU_GLint *params);
void (CRTEMU_GLCALLTYPE* GenBuffers) (CRTEMU_GLsizei n, CRTEMU_GLuint *buffers);
void (CRTEMU_GLCALLTYPE* BindBuffer) (CRTEMU_GLenum target, CRTEMU_GLuint buffer);
void (CRTEMU_GLCALLTYPE* EnableVertexAttribArray) (CRTEMU_GLuint index);
void (CRTEMU_GLCALLTYPE* VertexAttribPointer) (CRTEMU_GLuint index, CRTEMU_GLint size, CRTEMU_GLenum type, CRTEMU_GLboolean normalized, CRTEMU_GLsizei stride, void const* pointer);
void (CRTEMU_GLCALLTYPE* GenTextures) (CRTEMU_GLsizei n, CRTEMU_GLuint* textures);
void (CRTEMU_GLCALLTYPE* Enable) (CRTEMU_GLenum cap);
void (CRTEMU_GLCALLTYPE* ActiveTexture) (CRTEMU_GLenum texture);
void (CRTEMU_GLCALLTYPE* BindTexture) (CRTEMU_GLenum target, CRTEMU_GLuint texture);
void (CRTEMU_GLCALLTYPE* TexParameteri) (CRTEMU_GLenum target, CRTEMU_GLenum pname, CRTEMU_GLint param);
void (CRTEMU_GLCALLTYPE* DeleteBuffers) (CRTEMU_GLsizei n, CRTEMU_GLuint const* buffers);
void (CRTEMU_GLCALLTYPE* DeleteTextures) (CRTEMU_GLsizei n, CRTEMU_GLuint const* textures);
void (CRTEMU_GLCALLTYPE* BufferData) (CRTEMU_GLenum target, CRTEMU_GLsizeiptr size, void const *data, CRTEMU_GLenum usage);
void (CRTEMU_GLCALLTYPE* UseProgram) (CRTEMU_GLuint program);
void (CRTEMU_GLCALLTYPE* Uniform1i) (CRTEMU_GLint location, CRTEMU_GLint v0);
void (CRTEMU_GLCALLTYPE* Uniform3f) (CRTEMU_GLint location, CRTEMU_GLfloat v0, CRTEMU_GLfloat v1, CRTEMU_GLfloat v2);
CRTEMU_GLint (CRTEMU_GLCALLTYPE* GetUniformLocation) (CRTEMU_GLuint program, CRTEMU_GLchar const* name);
void (CRTEMU_GLCALLTYPE* TexImage2D) (CRTEMU_GLenum target, CRTEMU_GLint level, CRTEMU_GLint internalformat, CRTEMU_GLsizei width, CRTEMU_GLsizei height, CRTEMU_GLint border, CRTEMU_GLenum format, CRTEMU_GLenum type, void const* pixels);
void (CRTEMU_GLCALLTYPE* ClearColor) (CRTEMU_GLfloat red, CRTEMU_GLfloat green, CRTEMU_GLfloat blue, CRTEMU_GLfloat alpha);
void (CRTEMU_GLCALLTYPE* Clear) (CRTEMU_GLbitfield mask);
void (CRTEMU_GLCALLTYPE* DrawArrays) (CRTEMU_GLenum mode, CRTEMU_GLint first, CRTEMU_GLsizei count);
void (CRTEMU_GLCALLTYPE* Viewport) (CRTEMU_GLint x, CRTEMU_GLint y, CRTEMU_GLsizei width, CRTEMU_GLsizei height);
void (CRTEMU_GLCALLTYPE* DeleteShader) (CRTEMU_GLuint shader);
void (CRTEMU_GLCALLTYPE* DeleteProgram) (CRTEMU_GLuint program);
#ifdef CRTEMU_REPORT_SHADER_ERRORS
void (CRTEMU_GLCALLTYPE* GetShaderInfoLog) (CRTEMU_GLuint shader, CRTEMU_GLsizei bufSize, CRTEMU_GLsizei *length, CRTEMU_GLchar *infoLog);
#endif
};
static CRTEMU_GLuint crtemu_internal_build_shader( crtemu_t* crtemu, char const* vs_source, char const* fs_source ) {
#ifdef CRTEMU_REPORT_SHADER_ERRORS
char error_message[ 1024 ];
#endif
CRTEMU_GLuint vs = crtemu->CreateShader( CRTEMU_GL_VERTEX_SHADER );
crtemu->ShaderSource( vs, 1, (char const**) &vs_source, NULL );
crtemu->CompileShader( vs );
CRTEMU_GLint vs_compiled;
crtemu->GetShaderiv( vs, CRTEMU_GL_COMPILE_STATUS, &vs_compiled );
if( !vs_compiled ) {
#ifdef CRTEMU_REPORT_SHADER_ERRORS
char const* prefix = "Vertex Shader Error: ";
strcpy( error_message, prefix );
int len = 0, written = 0;
crtemu->GetShaderiv( vs, CRTEMU_GL_INFO_LOG_LENGTH, &len );
crtemu->GetShaderInfoLog( vs, (CRTEMU_GLsizei)( sizeof( error_message ) - strlen( prefix ) ), &written,
error_message + strlen( prefix ) );
CRTEMU_REPORT_ERROR( error_message );
#endif
return 0;
}
CRTEMU_GLuint fs = crtemu->CreateShader( CRTEMU_GL_FRAGMENT_SHADER );
crtemu->ShaderSource( fs, 1, (char const**) &fs_source, NULL );
crtemu->CompileShader( fs );
CRTEMU_GLint fs_compiled;
crtemu->GetShaderiv( fs, CRTEMU_GL_COMPILE_STATUS, &fs_compiled );
if( !fs_compiled ) {
#ifdef CRTEMU_REPORT_SHADER_ERRORS
char const* prefix = "Fragment Shader Error: ";
strcpy( error_message, prefix );
int len = 0, written = 0;
crtemu->GetShaderiv( vs, CRTEMU_GL_INFO_LOG_LENGTH, &len );
crtemu->GetShaderInfoLog( fs, (CRTEMU_GLsizei)( sizeof( error_message ) - strlen( prefix ) ), &written,
error_message + strlen( prefix ) );
CRTEMU_REPORT_ERROR( error_message );
#endif
return 0;
}
CRTEMU_GLuint prg = crtemu->CreateProgram();
crtemu->AttachShader( prg, fs );
crtemu->AttachShader( prg, vs );
crtemu->BindAttribLocation( prg, 0, "pos" );
crtemu->LinkProgram( prg );
CRTEMU_GLint linked;
crtemu->GetProgramiv( prg, CRTEMU_GL_LINK_STATUS, &linked );
if( !linked ) {
#ifdef CRTEMU_REPORT_SHADER_ERRORS
char const* prefix = "Shader Link Error: ";
strcpy( error_message, prefix );
int len = 0, written = 0;
crtemu->GetShaderiv( vs, CRTEMU_GL_INFO_LOG_LENGTH, &len );
crtemu->GetShaderInfoLog( prg, (CRTEMU_GLsizei)( sizeof( error_message ) - strlen( prefix ) ), &written,
error_message + strlen( prefix ) );
CRTEMU_REPORT_ERROR( error_message );
#endif
return 0;
}
return prg;
}
bool crtemu_shaders_tv( crtemu_t* crtemu ) {
char const* vs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"attribute vec4 pos;"
"varying vec2 uv;"
""
"void main( void )"
" {"
" gl_Position = vec4( pos.xy, 0.0, 1.0 );"
" uv = pos.zw;"
" }";
char const* crt_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
"\n"
"varying vec2 uv;\n"
"\n"
"uniform vec3 modulate;\n"
"uniform vec2 resolution;\n"
"uniform vec2 size;\n"
"uniform float time;\n"
"uniform sampler2D backbuffer;\n"
"uniform sampler2D blurbuffer;\n"
"uniform sampler2D frametexture;\n"
"uniform float use_frame;\n"
"\n"
#ifdef CRTEMU_WEBGL
// WebGL does not support GL_CLAMP_TO_BORDER so we overwrite texture2D
// with this function which emulates the clamp-to-border behavior
"vec4 texture2Dborder(sampler2D samp, vec2 tc)\n"
" {\n"
" float borderdist = .502-max(abs(.5-tc.x), abs(.5-tc.y));\n"
" float borderfade = clamp(borderdist * 400.0, 0.0, 1.0);\n"
" return texture2D( samp, tc ) * borderfade;\n"
" }\n"
"#define texture2D texture2Dborder\n"
#endif
"vec3 tsample( sampler2D samp, vec2 tc, float offs, vec2 resolution )\n"
" {\n"
" tc = tc * vec2(1.025, 0.92) + vec2(-0.0125, 0.04);\n"
" vec3 s = pow( abs( texture2D( samp, vec2( tc.x, 1.0-tc.y ) ).rgb), vec3( 2.2 ) );\n"
" return s*vec3(1.25);\n"
" }"
"\n"
"vec3 filmic( vec3 LinearColor )\n"
" {\n"
" vec3 x = max( vec3(0.0), LinearColor-vec3(0.004));\n"
" return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);\n"
" }\n"
"\n"
"vec2 curve( vec2 uv )\n"
" {\n"
" uv = (uv - 0.5) * 2.0;\n"
" uv *= 1.1; \n"
" uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);\n"
" uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);\n"
" uv = (uv / 2.0) + 0.5;\n"
" uv = uv *0.92 + 0.04;\n"
" return uv;\n"
" }\n"
"\n"
"float rand(vec2 co)\n"
" {\n"
" return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n"
" }\n"
" \n"
"void main(void)\n"
" {\n"
" /* Curve */\n"
" vec2 curved_uv = mix( curve( uv ), uv, 0.4 );\n"
" float scale = 0.04;\n"
" vec2 scuv = curved_uv*(1.0-scale)+scale/2.0+vec2(0.003, -0.001);\n"
"\n"
" /* Main color, Bleed */\n"
" vec3 col;\n"
" float x = sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012;\n"
" float o =sin(gl_FragCoord.y*1.5)/resolution.x;\n"
" x=x*0.25+o*0.25;\n"
" col.r = tsample(backbuffer,vec2(x+scuv.x+0.0009,scuv.y+0.0009),resolution.y/800.0, resolution ).x+0.02;\n"
" col.g = tsample(backbuffer,vec2(x+scuv.x+0.0000,scuv.y-0.0011),resolution.y/800.0, resolution ).y+0.02;\n"
" col.b = tsample(backbuffer,vec2(x+scuv.x-0.0015,scuv.y+0.0000),resolution.y/800.0, resolution ).z+0.02;\n"
" float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 ); \n"
" i = pow( 1.0 - pow(i,2.0), 1.0 );\n"
" i = (1.0-i) * 0.85 + 0.15; \n"
"\n"
" /* Ghosting */\n"
" float ghs = 0.15;\n"
" vec3 r = tsample(blurbuffer, vec2(x-0.014*1.0, -0.027)*0.85+0.007*vec2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time), \n"
" 0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+vec2(scuv.x+0.001,scuv.y+0.001),\n"
" 5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*vec3(0.5,0.25,0.25);\n"
" vec3 g = tsample(blurbuffer, vec2(x-0.019*1.0, -0.020)*0.85+0.007*vec2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time), \n"
" 0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+vec2(scuv.x+0.000,scuv.y-0.002),\n"
" 5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*vec3(0.25,0.5,0.25);\n"
" vec3 b = tsample(blurbuffer, vec2(x-0.017*1.0, -0.003)*0.85+0.007*vec2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time), \n"
" 0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+vec2(scuv.x-0.002,scuv.y+0.000),\n"
" 5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*vec3(0.25,0.25,0.5);\n"
"\n"
" col += vec3(ghs*(1.0-0.299))*pow(clamp(vec3(3.0)*r,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);\n"
" col += vec3(ghs*(1.0-0.587))*pow(clamp(vec3(3.0)*g,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);\n"
" col += vec3(ghs*(1.0-0.114))*pow(clamp(vec3(3.0)*b,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);\n"
"\n"
" /* Level adjustment (curves) */\n"
" col *= vec3(0.95,1.05,0.95);\n"
" col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,vec3(0.0),vec3(10.0));\n"
"\n"
" /* Vignette */\n"
" float vig = (0.1 + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y));\n"
" vig = 1.3*pow(vig,0.5);\n"
" col *= vig;\n"
"\n"
" /* Scanlines */\n"
" float scans = clamp( 0.35+0.18*sin(4.0*time+curved_uv.y*size.y*1.5), 0.0, 1.0);\n"
" float s = pow(scans,0.9);\n"
" col = col * vec3(s);\n"
"\n"
" /* Vertical lines (shadow mask) */\n"
" col*=1.0-0.23*(clamp((mod(gl_FragCoord.xy.x, 3.0))/2.0,0.0,1.0));\n"
"\n"
" /* Tone map */\n"
" col = filmic( col );\n"
"\n"
" /* Noise */\n"
" /*vec2 seed = floor(curved_uv*resolution.xy*vec2(0.5))/resolution.xy;*/\n"
" vec2 seed = curved_uv*resolution.xy;;\n"
" /* seed = curved_uv; */\n"
" col -= 0.015*pow(vec3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), vec3(1.5) );\n"
"\n"
" /* Flicker */\n"
" col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5));\n"
"\n"
" /* Clamp */\n"
" if (curved_uv.x < 0.0 || curved_uv.x > 1.0)\n"
" col *= 0.0;\n"
" if (curved_uv.y < 0.0 || curved_uv.y > 1.0)\n"
" col *= 0.0;\n"
" col *= modulate;\n"
" /* Frame */\n"
" vec2 fuv=vec2( uv.x, 1.0 - uv.y);\n"
" vec4 f=texture2D(frametexture,fuv);\n"
" vec3 fr = mix( max( col, 0.0), f.xyz, f.w);\n"
" col = mix( col, fr, vec3( use_frame ) );\n"
" \n"
" gl_FragColor = vec4( col, 1.0 );\n"
" }\n"
"\n";
char const* blur_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform vec2 blur;"
"uniform sampler2D texture;"
""
"void main( void )"
" {"
" vec4 sum = texture2D( texture, uv ) * 0.2270270270;"
" sum += texture2D(texture, vec2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162;"
" sum += texture2D(texture, vec2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541;"
" sum += texture2D(texture, vec2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216;"
" sum += texture2D(texture, vec2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946;"
" sum += texture2D(texture, vec2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946;"
" sum += texture2D(texture, vec2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216;"
" sum += texture2D(texture, vec2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541;"
" sum += texture2D(texture, vec2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162;"
" gl_FragColor = sum;"
" } "
"";
char const* accumulate_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform sampler2D tex0;"
"uniform sampler2D tex1;"
"uniform float modulate;"
""
"void main( void )"
" {"
" vec4 a = texture2D( tex0, uv ) * vec4( modulate );"
" vec4 b = texture2D( tex1, uv );"
""
" gl_FragColor = max( a, b * 0.96 );"
" } "
"";
char const* blend_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform sampler2D tex0;"
"uniform sampler2D tex1;"
"uniform float modulate;"
""
"void main( void )"
" {"
" vec4 a = texture2D( tex0, uv ) * vec4( modulate );"
" vec4 b = texture2D( tex1, uv );"
""
" gl_FragColor = max( a, b * 0.32 );"
" } "
"";
char const* copy_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform sampler2D tex0;"
""
"void main( void )"
" {"
" gl_FragColor = texture2D( tex0, uv );"
" } "
"";
crtemu->crt_shader = crtemu_internal_build_shader( crtemu, vs_source, crt_fs_source );
if( crtemu->crt_shader == 0 ) return false;
crtemu->blur_shader = crtemu_internal_build_shader( crtemu, vs_source, blur_fs_source );
if( crtemu->blur_shader == 0 ) return false;
crtemu->accumulate_shader = crtemu_internal_build_shader( crtemu, vs_source, accumulate_fs_source );
if( crtemu->accumulate_shader == 0 ) return false;
crtemu->blend_shader = crtemu_internal_build_shader( crtemu, vs_source, blend_fs_source );
if( crtemu->blend_shader == 0 ) return false;
crtemu->copy_shader = crtemu_internal_build_shader( crtemu, vs_source, copy_fs_source );
if( crtemu->copy_shader == 0 ) return false;
return true;
}
bool crtemu_shaders_pc( crtemu_t* crtemu ) {
char const* vs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"attribute vec4 pos;"
"varying vec2 uv;"
""
"void main( void )"
" {"
" gl_Position = vec4( pos.xy, 0.0, 1.0 );"
" uv = pos.zw;"
" }";
char const* crt_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
"\n"
"varying vec2 uv;\n"
"\n"
"uniform vec3 modulate;\n"
"uniform vec2 resolution;\n"
"uniform vec2 size;\n"
"uniform float time;\n"
"uniform sampler2D backbuffer;\n"
"uniform sampler2D blurbuffer;\n"
"uniform sampler2D frametexture;\n"
"uniform float use_frame;\n"
"\n"
#ifdef CRTEMU_WEBGL
// WebGL does not support GL_CLAMP_TO_BORDER so we overwrite texture2D
// with this function which emulates the clamp-to-border behavior
"vec4 texture2Dborder(sampler2D samp, vec2 tc)\n"
" {\n"
" float borderdist = .502-max(abs(.5-tc.x), abs(.5-tc.y));\n"
" float borderfade = clamp(borderdist * 400.0, 0.0, 1.0);\n"
" return texture2D( samp, tc ) * borderfade;\n"
" }\n"
"#define texture2D texture2Dborder\n"
#endif
"vec3 tsample( sampler2D samp, vec2 tc, float offs, vec2 resolution )\n"
" {\n"
" tc = tc * vec2(1.156, 1.156) - vec2( 0.078 + 0.003, 0.078 );\n"
" vec3 s = pow( abs( texture2D( samp, vec2( tc.x, 1.0-tc.y ) ).rgb), vec3( 2.2 ) );\n"
" return s*vec3(1.25);\n"
" }\n"
"\n"
"vec3 filmic( vec3 LinearColor )\n"
" {\n"
" vec3 x = max( vec3(0.0), LinearColor-vec3(0.004));\n"
" return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);\n"
" }\n"
"\n"
"vec2 curve( vec2 uv )\n"
" {\n"
" uv = (uv - 0.5) * 2.0;\n"
" uv *= 1.1; \n"
" uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);\n"
" uv.y *= 1.0 + pow((abs(uv.x) / 4.0), 2.0);\n"
" uv = (uv / 2.0) + 0.5;\n"
" uv = uv *0.92 + 0.04;\n"
" return uv;\n"
" }\n"
"\n"
"float rand(vec2 co)\n"
" {\n"
" return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);\n"
" }\n"
" \n"
"void main(void)\n"
" {\n"
" /* Curve */\n"
" vec2 curved_uv = mix( curve( uv ), uv, 0.8 );\n"
" float scale = 0.04;\n"
" vec2 scuv = curved_uv*(1.0-scale)+scale/2.0+vec2(0.003, -0.001);\n"
"\n"
" /* Main color, Bleed */\n"
" vec3 col;\n"
" float x = sin(0.1*time+curved_uv.y*13.0)*sin(0.23*time+curved_uv.y*19.0)*sin(0.3+0.11*time+curved_uv.y*23.0)*0.0012;\n"
" float o =sin(gl_FragCoord.y*1.5)/resolution.x;\n"
" x+=o*0.25;\n"
" x *= 0.2;\n"
" col.r = tsample(backbuffer,vec2(x+scuv.x+0.0009*0.25,scuv.y+0.0009*0.25),resolution.y/800.0, resolution ).x+0.02;\n"
" col.g = tsample(backbuffer,vec2(x+scuv.x+0.0000*0.25,scuv.y-0.0011*0.25),resolution.y/800.0, resolution ).y+0.02;\n"
" col.b = tsample(backbuffer,vec2(x+scuv.x-0.0015*0.25,scuv.y+0.0000*0.25),resolution.y/800.0, resolution ).z+0.02;\n"
" float i = clamp(col.r*0.299 + col.g*0.587 + col.b*0.114, 0.0, 1.0 ); \n"
" i = pow( 1.0 - pow(i,2.0), 1.0 );\n"
" i = (1.0-i) * 0.85 + 0.15; \n"
"\n"
" /* Ghosting */\n"
" float ghs = 0.05;\n"
" vec3 r = tsample(blurbuffer, vec2(x-0.014*1.0, -0.027)*0.45+0.007*vec2( 0.35*sin(1.0/7.0 + 15.0*curved_uv.y + 0.9*time), \n"
" 0.35*sin( 2.0/7.0 + 10.0*curved_uv.y + 1.37*time) )+vec2(scuv.x+0.001,scuv.y+0.001),\n"
" 5.5+1.3*sin( 3.0/9.0 + 31.0*curved_uv.x + 1.70*time),resolution).xyz*vec3(0.5,0.25,0.25);\n"
" vec3 g = tsample(blurbuffer, vec2(x-0.019*1.0, -0.020)*0.45+0.007*vec2( 0.35*cos(1.0/9.0 + 15.0*curved_uv.y + 0.5*time), \n"
" 0.35*sin( 2.0/9.0 + 10.0*curved_uv.y + 1.50*time) )+vec2(scuv.x+0.000,scuv.y-0.002),\n"
" 5.4+1.3*sin( 3.0/3.0 + 71.0*curved_uv.x + 1.90*time),resolution).xyz*vec3(0.25,0.5,0.25);\n"
" vec3 b = tsample(blurbuffer, vec2(x-0.017*1.0, -0.003)*0.35+0.007*vec2( 0.35*sin(2.0/3.0 + 15.0*curved_uv.y + 0.7*time), \n"
" 0.35*cos( 2.0/3.0 + 10.0*curved_uv.y + 1.63*time) )+vec2(scuv.x-0.002,scuv.y+0.000),\n"
" 5.3+1.3*sin( 3.0/7.0 + 91.0*curved_uv.x + 1.65*time),resolution).xyz*vec3(0.25,0.25,0.5);\n"
"\n"
" col += vec3(ghs*(1.0-0.299))*pow(clamp(vec3(3.0)*r,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);\n"
" col += vec3(ghs*(1.0-0.587))*pow(clamp(vec3(3.0)*g,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);\n"
" col += vec3(ghs*(1.0-0.114))*pow(clamp(vec3(3.0)*b,vec3(0.0),vec3(1.0)),vec3(2.0))*vec3(i);\n"
"\n"
" /* Level adjustment (curves) */\n"
" col *= vec3(0.95,0.95,0.95);\n"
" col = clamp(col*1.3 + 0.75*col*col + 1.25*col*col*col*col*col,vec3(0.0),vec3(10.0));\n"
"\n"
" /* Vignette */\n"
" float vig = (0.1 + 1.0*16.0*curved_uv.x*curved_uv.y*(1.0-curved_uv.x)*(1.0-curved_uv.y));\n"
" vig = 1.3*pow(vig,0.5);\n"
" col *= vig;\n"
"\n"
" /* Scanlines */\n"
" float scans = clamp( 0.5+0.2*sin(cos(20.0*time)*0.32+curved_uv.y*size.y*1.75), 0.0, 1.0);\n"
" float s = pow(scans,0.9);\n"
" col = col * vec3(s);\n"
"\n"
" /* Vertical lines (shadow mask) */\n"
" col*=1.0-0.23*(clamp((mod(gl_FragCoord.xy.x, 3.0))/2.0,0.0,1.0));\n"
"\n"
" /* Tone map */\n"
" col = filmic( col );\n"
"\n"
" /* Noise */\n"
" //vec2 seed = floor(curved_uv*resolution.xy*vec2(0.5))/resolution.xy;\n"
" vec2 seed = curved_uv*resolution.xy;;\n"
" /* seed = curved_uv; */\n"
" col -= 0.015*pow(vec3(rand( seed +time ), rand( seed +time*2.0 ), rand( seed +time * 3.0 ) ), vec3(1.5) );\n"
"\n"
" /* Flicker */\n"
" col *= (1.0-0.004*(sin(50.0*time+curved_uv.y*2.0)*0.5+0.5));\n"
"\n"
" /* Clamp */\n"
" if (curved_uv.x < 0.0 || curved_uv.x > 1.0)\n"
" col *= 0.0;\n"
" if (curved_uv.y < 0.0 || curved_uv.y > 1.0)\n"
" col *= 0.0;\n"
" col*=modulate; \n"
" /* Frame */\n"
" vec2 fuv=vec2( uv.x, 1.0 - uv.y);\n"
" vec4 f=texture2D(frametexture, fuv);\n"
" col = mix( col, mix( max( col, 0.0), f.xyz, f.w), vec3( use_frame) );\n"
" \n"
" gl_FragColor = vec4( col, 1.0 );\n"
" }\n"
" \n"
"";
char const* blur_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform vec2 blur;"
"uniform sampler2D texture;"
""
"void main( void )"
" {"
" vec4 sum = texture2D( texture, uv ) * 0.2270270270;"
" sum += texture2D(texture, vec2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162;"
" sum += texture2D(texture, vec2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541;"
" sum += texture2D(texture, vec2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216;"
" sum += texture2D(texture, vec2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946;"
" sum += texture2D(texture, vec2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946;"
" sum += texture2D(texture, vec2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216;"
" sum += texture2D(texture, vec2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541;"
" sum += texture2D(texture, vec2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162;"
" gl_FragColor = sum;"
" } "
"";
char const* accumulate_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform sampler2D tex0;"
"uniform sampler2D tex1;"
"uniform float modulate;"
""
"void main( void )"
" {"
" vec4 a = texture2D( tex0, uv ) * vec4( modulate );"
" vec4 b = texture2D( tex1, uv );"
""
" gl_FragColor = max( a, b * 0.96 );"
" } "
"";
char const* blend_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform sampler2D tex0;"
"uniform sampler2D tex1;"
"uniform float modulate;"
""
"void main( void )"
" {"
" vec4 a = texture2D( tex0, uv ) * vec4( modulate );"
" vec4 b = texture2D( tex1, uv );"
""
" gl_FragColor = max( a, b * 0.24 );"
" } "
"";
char const* copy_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform sampler2D tex0;"
""
"void main( void )"
" {"
" gl_FragColor = texture2D( tex0, uv );"
" } "
"";
crtemu->crt_shader = crtemu_internal_build_shader( crtemu, vs_source, crt_fs_source );
if( crtemu->crt_shader == 0 ) return false;
crtemu->blur_shader = crtemu_internal_build_shader( crtemu, vs_source, blur_fs_source );
if( crtemu->blur_shader == 0 ) return false;
crtemu->accumulate_shader = crtemu_internal_build_shader( crtemu, vs_source, accumulate_fs_source );
if( crtemu->accumulate_shader == 0 ) return false;
crtemu->blend_shader = crtemu_internal_build_shader( crtemu, vs_source, blend_fs_source );
if( crtemu->blend_shader == 0 ) return false;
crtemu->copy_shader = crtemu_internal_build_shader( crtemu, vs_source, copy_fs_source );
if( crtemu->copy_shader == 0 ) return false;
return true;
}
bool crtemu_shaders_lite( crtemu_t* crtemu ) {
char const* vs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"attribute vec4 pos;"
"varying vec2 uv;"
""
"void main( void )"
" {"
" gl_Position = vec4( pos.xy, 0.0, 1.0 );"
" uv = pos.zw;"
" }";
char const* crt_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
"\n"
"varying vec2 uv;\n"
"\n"
"uniform vec3 modulate;\n"
"uniform vec2 resolution;\n"
"uniform vec2 size;\n"
"uniform float time;\n"
"uniform sampler2D backbuffer;\n"
"uniform sampler2D blurbuffer;\n"
"uniform sampler2D frametexture;\n"
"uniform float use_frame;\n"
"\n"
/* #ifdef CRTEMU_WEBGL
// WebGL does not support GL_CLAMP_TO_BORDER so we overwrite texture2D
// with this function which emulates the clamp-to-border behavior
"vec4 texture2Dborder(sampler2D samp, vec2 tc)\n"
" {\n"
" float borderdist = .502-max(abs(.5-tc.x), abs(.5-tc.y));\n"
" float borderfade = clamp(borderdist * 400.0, 0.0, 1.0);\n"
" return texture2D( samp, tc ) * borderfade;\n"
" }\n"
"#define texture2D texture2Dborder\n"
#endif*/
"vec3 tsample( sampler2D samp, vec2 tc )\n"
" {\n"
" vec3 s = pow( abs( texture2D( samp, vec2( tc.x, 1.0-tc.y ) ).rgb), vec3( 2.2 ) );\n"
" return s;\n"
" }\n"
"\n"
"vec3 filmic( vec3 LinearColor )\n"
" {\n"
" vec3 x = max( vec3(0.0), LinearColor-vec3(0.004));\n"
" return (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);\n"
" }\n"
"\n"
"void main(void)\n"
" {\n"
" // Main color\n"
" vec3 col;\n"
" col = mix( tsample(backbuffer,uv ), tsample(frametexture,uv ), 0.45 );\n"
" col = 3.0*col + pow( col, vec3( 3.0 ) );\n"
" col += tsample(blurbuffer,uv )*0.3;\n"
"\n"
" // Scanlines\n"
" float scans = clamp( 0.5-0.5*cos( uv.y * 6.28319 * (size.y ) ), 0.0, 1.0);\n"
" float s = pow(scans,1.3);\n"
" col = mix( col, col * vec3(s), 0.7 );\n"
"\n"
" // Vertical lines (shadow mask)\n"
" col*=1.0-0.23*(clamp((mod(gl_FragCoord.xy.x, 3.0))/2.0,0.0,1.0));\n"
"\n"
" // Vignette\n"
" float vig = (0.1 + 1.0*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y));\n"
" vig = 1.3*pow(vig,0.5);\n"
" col = mix( col, col*vig, 0.2 );\n"
"\n"
" // Tone map\n"
" col = mix( pow( col, vec3(1.0 / 2.2) ), filmic( col ), 0.5 );\n"
"\n"
" col*=modulate; \n"
" gl_FragColor = vec4( col, 1.0 );\n"
" }\n"
" \n"
"";
char const* blur_fs_source =
#ifdef CRTEMU_WEBGL
"precision highp float;\n\n"
#else
"#version 120\n\n"
#endif
""
"varying vec2 uv;"
""
"uniform vec2 blur;"
"uniform sampler2D texture;"
""
"void main( void )"
" {"
" vec4 sum = texture2D( texture, uv ) * 0.2270270270;"
" sum += texture2D(texture, vec2( uv.x - 4.0 * blur.x, uv.y - 4.0 * blur.y ) ) * 0.0162162162;"
" sum += texture2D(texture, vec2( uv.x - 3.0 * blur.x, uv.y - 3.0 * blur.y ) ) * 0.0540540541;"
" sum += texture2D(texture, vec2( uv.x - 2.0 * blur.x, uv.y - 2.0 * blur.y ) ) * 0.1216216216;"
" sum += texture2D(texture, vec2( uv.x - 1.0 * blur.x, uv.y - 1.0 * blur.y ) ) * 0.1945945946;"
" sum += texture2D(texture, vec2( uv.x + 1.0 * blur.x, uv.y + 1.0 * blur.y ) ) * 0.1945945946;"
" sum += texture2D(texture, vec2( uv.x + 2.0 * blur.x, uv.y + 2.0 * blur.y ) ) * 0.1216216216;"
" sum += texture2D(texture, vec2( uv.x + 3.0 * blur.x, uv.y + 3.0 * blur.y ) ) * 0.0540540541;"
" sum += texture2D(texture, vec2( uv.x + 4.0 * blur.x, uv.y + 4.0 * blur.y ) ) * 0.0162162162;"
" gl_FragColor = sum;"
" } "
"";
char const* accumulate_fs_source =
#ifdef CRTEMU_WEBGL