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https://github.com/RPCS3/rpcs3.git
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157 lines
4.5 KiB
GLSL
157 lines
4.5 KiB
GLSL
R"(
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#version 420
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#ifdef VULKAN
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layout(set=0, binding=1) uniform sampler2D fs0;
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layout(set=0, binding=2) uniform sampler2D fs1;
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#else
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layout(binding=31) uniform sampler2D fs0;
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layout(binding=30) uniform sampler2D fs1;
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#endif
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layout(location=0) in vec2 tc0;
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layout(location=0) out vec4 ocol;
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#define STEREO_MODE_DISABLED 0
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#define STEREO_MODE_SIDE_BY_SIDE 1
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#define STEREO_MODE_OVER_UNDER 2
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#define STEREO_MODE_INTERLACED 3
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#define STEREO_MODE_ANAGLYPH_RED_GREEN 4
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#define STEREO_MODE_ANAGLYPH_RED_BLUE 5
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#define STEREO_MODE_ANAGLYPH_RED_CYAN 6
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#define STEREO_MODE_ANAGLYPH_MAGENTA_CYAN 7
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#define STEREO_MODE_ANAGLYPH_TRIOSCOPIC 8
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#define STEREO_MODE_ANAGLYPH_AMBER_BLUE 9
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vec2 left_single_matrix = vec2(1.f, 0.4898f);
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vec2 right_single_matrix = vec2(0.f, 0.510204f);
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vec2 sbs_single_matrix = vec2(2.0, 0.4898f);
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vec2 sbs_multi_matrix = vec2(2.0, 1.0);
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vec2 ou_single_matrix = vec2(1.0, 0.9796f);
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vec2 ou_multi_matrix = vec2(1.0, 2.0);
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#ifdef VULKAN
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layout(push_constant) uniform static_data
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{
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float gamma;
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int limit_range;
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int stereo_display_mode;
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int stereo_image_count;
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int height;
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};
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#else
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uniform float gamma;
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uniform int limit_range;
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uniform int stereo_display_mode;
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uniform int stereo_image_count;
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uniform int height;
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#endif
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vec4 anaglyph(const in vec4 left, const in vec4 right)
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{
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switch (stereo_display_mode)
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{
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case STEREO_MODE_ANAGLYPH_RED_GREEN: return vec4(left.r, right.g, 0.f, 1.f);
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case STEREO_MODE_ANAGLYPH_RED_BLUE: return vec4(left.r, 0.f, right.b, 1.f);
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case STEREO_MODE_ANAGLYPH_RED_CYAN: return vec4(left.r, right.g, right.b, 1.f);
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case STEREO_MODE_ANAGLYPH_MAGENTA_CYAN: return vec4(left.r, right.g, (left.b + right.b) / 2.f, 1.f);
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case STEREO_MODE_ANAGLYPH_TRIOSCOPIC: return vec4(right.r, left.g, right.b, 1.f);
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case STEREO_MODE_ANAGLYPH_AMBER_BLUE: return vec4(left.r, left.g, (right.r + right.g + right.b) / 3.f, 1.f);
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default: return texture(fs0, tc0);
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}
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}
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vec4 anaglyph_single_image()
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{
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vec4 left = texture(fs0, tc0 * left_single_matrix);
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vec4 right = texture(fs0, (tc0 * left_single_matrix) + right_single_matrix);
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return anaglyph(left, right);
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}
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vec4 anaglyph_stereo_image()
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{
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vec4 left = texture(fs0, tc0);
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vec4 right = texture(fs1, tc0);
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return anaglyph(left, right);
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}
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vec4 read_source()
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{
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if (stereo_display_mode == STEREO_MODE_DISABLED) return texture(fs0, tc0);
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if (stereo_image_count == 1)
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{
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switch (stereo_display_mode)
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{
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case STEREO_MODE_ANAGLYPH_RED_GREEN:
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case STEREO_MODE_ANAGLYPH_RED_BLUE:
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case STEREO_MODE_ANAGLYPH_RED_CYAN:
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case STEREO_MODE_ANAGLYPH_MAGENTA_CYAN:
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case STEREO_MODE_ANAGLYPH_TRIOSCOPIC:
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case STEREO_MODE_ANAGLYPH_AMBER_BLUE:
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return anaglyph_single_image();
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case STEREO_MODE_SIDE_BY_SIDE:
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return (tc0.x < 0.5)
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? texture(fs0, tc0 * sbs_single_matrix)
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: texture(fs0, (tc0 * sbs_single_matrix) + vec2(-1.f, 0.510204f));
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case STEREO_MODE_OVER_UNDER:
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return (tc0.y < 0.5)
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? texture(fs0, tc0 * ou_single_matrix)
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: texture(fs0, (tc0 * ou_single_matrix) + vec2(0.f, 0.020408f));
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case STEREO_MODE_INTERLACED:
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return (mod(height * tc0.y, 2.f) < 1.f)
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? texture(fs0, tc0 * left_single_matrix)
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: texture(fs0, (tc0 * left_single_matrix) + right_single_matrix);
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default: // undefined behavior
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return texture(fs0, tc0);
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}
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}
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else if (stereo_image_count == 2)
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{
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switch (stereo_display_mode)
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{
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case STEREO_MODE_ANAGLYPH_RED_GREEN:
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case STEREO_MODE_ANAGLYPH_RED_BLUE:
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case STEREO_MODE_ANAGLYPH_RED_CYAN:
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case STEREO_MODE_ANAGLYPH_MAGENTA_CYAN:
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case STEREO_MODE_ANAGLYPH_TRIOSCOPIC:
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case STEREO_MODE_ANAGLYPH_AMBER_BLUE:
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return anaglyph_stereo_image();
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case STEREO_MODE_SIDE_BY_SIDE:
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return (tc0.x < 0.5)
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? texture(fs0, (tc0 * sbs_multi_matrix))
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: texture(fs1, (tc0 * sbs_multi_matrix) + vec2(-1.f, 0.f));
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case STEREO_MODE_OVER_UNDER:
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return (tc0.y < 0.5)
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? texture(fs0, (tc0 * ou_multi_matrix))
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: texture(fs1, (tc0 * ou_multi_matrix) + vec2(0.f, -1.f));
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case STEREO_MODE_INTERLACED:
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return (mod(height * tc0.y, 2.f) < 1.f)
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? texture(fs0, tc0)
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: texture(fs1, tc0);
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default: // undefined behavior
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return texture(fs0, tc0);
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}
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}
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else
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{
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vec2 coord_left = tc0 * left_single_matrix;
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vec2 coord_right = coord_left + right_single_matrix;
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vec4 left = texture(fs0, coord_left);
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vec4 right = texture(fs0, coord_right);
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return vec4(left.r, right.g, right.b, 1.);
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}
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}
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void main()
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{
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vec4 color = read_source();
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color.rgb = pow(color.rgb, vec3(gamma));
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if (limit_range > 0)
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ocol = ((color * 220.) + 16.) / 255.;
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else
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ocol = color;
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}
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)"
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