duckstation

duckstation, but archived from the revision just before upstream changed it to a proprietary software project, this version is the libre one
git clone https://git.neptards.moe/u3shit/duckstation.git
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PIXELLATE.glsl (3494B)


      1 //    Pixellate Shader
      2 //    Copyright (c) 2011, 2012 Fes
      3 //    Permission to use, copy, modify, and/or distribute this software for any
      4 //    purpose with or without fee is hereby granted, provided that the above
      5 //    copyright notice and this permission notice appear in all copies.
      6 //    THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
      7 //    WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
      8 //    MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
      9 //    SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
     10 //   WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
     11 //    ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR
     12 //    IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
     13 //    (Fes gave their permission to have this shader distributed under this
     14 //    licence in this forum post:
     15 //        http://board.byuu.org/viewtopic.php?p=57295#p57295
     16 
     17 
     18 /*
     19 [configuration]
     20 
     21 [OptionRangeFloat]
     22 GUIName = Linear Gamma Weight
     23 OptionName = INTERPOLATE_IN_LINEAR_GAMMA
     24 MinValue = 0.0
     25 MaxValue = 1.0
     26 StepAmount = 1.0
     27 DefaultValue = 1.0
     28 
     29 [/configuration]
     30 */
     31 
     32 void main()
     33 {
     34    vec2 vTexCoord  = GetCoordinates();
     35    vec2 SourceSize = 1.0 / GetInvNativePixelSize();
     36    vec2 texelSize  = 1.0 / SourceSize.xy;
     37    vec2 OutputSize = GetWindowSize().xy;
     38 
     39    vec2 range = vec2(abs(SourceSize.x / (OutputSize.x * SourceSize.x)), abs(SourceSize.y / (OutputSize.y * SourceSize.y)));
     40    range = range / 2.0 * 0.999;
     41 
     42    float left   = vTexCoord.x - range.x;
     43    float top    = vTexCoord.y + range.y;
     44    float right  = vTexCoord.x + range.x;
     45    float bottom = vTexCoord.y - range.y;
     46    
     47    vec3 topLeftColor;
     48    vec3 bottomRightColor;
     49    vec3 bottomLeftColor;
     50    vec3 topRightColor;
     51 
     52    if (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5){
     53    topLeftColor     = pow(SampleLocation((floor(vec2(left, top)     / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
     54    bottomRightColor = pow(SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
     55    bottomLeftColor  = pow(SampleLocation((floor(vec2(left, bottom)  / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
     56    topRightColor    = pow(SampleLocation((floor(vec2(right, top)    / texelSize) + vec2(0.5)) * texelSize).rgb, vec3(2.2));
     57    }else{
     58    topLeftColor     = SampleLocation((floor(vec2(left, top)     / texelSize) + vec2(0.5)) * texelSize).rgb;
     59    bottomRightColor = SampleLocation((floor(vec2(right, bottom) / texelSize) + vec2(0.5)) * texelSize).rgb;
     60    bottomLeftColor  = SampleLocation((floor(vec2(left, bottom)  / texelSize) + vec2(0.5)) * texelSize).rgb;
     61    topRightColor    = SampleLocation((floor(vec2(right, top)    / texelSize) + vec2(0.5)) * texelSize).rgb;}
     62 
     63    vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
     64 
     65    float totalArea = 4.0 * range.x * range.y;
     66 
     67    vec3 averageColor;
     68    averageColor  = ((border.x - left)  * (top - border.y)    / totalArea) * topLeftColor;
     69    averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
     70    averageColor += ((border.x - left)  * (border.y - bottom) / totalArea) * bottomLeftColor;
     71    averageColor += ((right - border.x) * (top - border.y)    / totalArea) * topRightColor;
     72 
     73    vec4 color = (GetOption(INTERPOLATE_IN_LINEAR_GAMMA) > 0.5) ? vec4(pow(averageColor, vec3(1.0 / 2.2)), 1.0) : vec4(averageColor, 1.0);
     74 
     75    SetOutput(color);
     76 }