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zfast_lcd_hd.fsh
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/*
zfast_lcd_hd - A very simple LCD shader meant to be used at 1080p
at arbitrary PPSSPP rendering resolutions
Original code copyright (C) 2017 Greg Hogan (SoltanGris42)
'Ported' (i.e. copy/paste) to PPSSPP 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.
Notes: This shader just applies a grid effect, darkening the borders of
'virtual' pixels at the native PSP resolution to imitate an LCD
screen. You can change the darkness/thickness of the borders.
While this shader works at arbritrary resolutions, the effect
is not as pleasing as with the normal 'zfast_lcd' shader at
native PSP resolution. This is due to the fact that we can't
do nearest neighbour screen scaling in any meaningful fashion
here, so the results are somewhat 'smudgy'...
*** REQUIRES a display resolution of at least 1080p (otherwise grid
effect will vanish...)
*/
//=== Config
#define BORDERMULT 14.0 // "Border Multiplier" default: 14.0, min: -40.0, max: 40.0, step: 1.0
//================
#ifdef GL_ES
precision mediump float;
precision mediump int;
// For android, use this instead...
//precision highp float;
//precision highp int;
//
#endif
//================
uniform sampler2D sampler0;
uniform vec2 u_texelDelta;
varying vec2 v_texcoord0;
// Dirty hack: this should be called 'TextureSize', but when PPSSPP
// performs shader translation it only coverts variables with a fixed
// set of names - so in order for this shader to work with the Vulkan
// backend, we have to 'borrow' one of the v_texcoord<N> variables...
// (note that we could work around this cleanly by calculating texture
// size inside the fragment shader, but this would have a performance
// impact and would therefore be lame...)
varying vec2 v_texcoord1; // TextureSize
//================
const float NATIVE_SCREEN_HEIGHT = 272.0;
//================
void main()
{
//
// Note to self: u_texelDelta.xy == 1 / TextureSize.xy
//
// Generate grid pattern (in native PSP coordinate space)
vec2 texcoordInPixels = v_texcoord0.xy * v_texcoord1.xy * NATIVE_SCREEN_HEIGHT * u_texelDelta.y; // v_texcoord1 == TextureSize
vec2 centerCoord = floor(texcoordInPixels.xy) + vec2(0.5, 0.5);
vec2 distFromCenter = abs(centerCoord - texcoordInPixels);
float Y = max(distFromCenter.x, distFromCenter.y);
Y = Y * Y;
float YY = Y * Y;
float YYY = YY * Y;
float LineWeight = YY - 2.7 * YYY;
LineWeight = 1.0 - BORDERMULT * LineWeight;
// Get colour sample and apply grid effect
vec3 colour = texture2D(sampler0, v_texcoord0.xy).rgb * LineWeight;
gl_FragColor = vec4(colour.rgb, 1.0);
}