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			175 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			175 lines
		
	
	
		
			5.5 KiB
		
	
	
	
		
			GLSL
		
	
/*===============================================================================*\
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|########################     [Dolphin FX Suite 2.20]      #######################|
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|##########################        By Asmodean          ##########################|
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||                                                                               ||
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||          This program is free software; you can redistribute it and/or        ||
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||          modify it under the terms of the GNU General Public License          ||
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||          as published by the Free Software Foundation; either version 2       ||
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||          of the License, or (at your option) any later version.               ||
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||                                                                               ||
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||          This program is distributed in the hope that it will be useful,      ||
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||          but WITHOUT ANY WARRANTY; without even the implied warranty of       ||
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||          MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the        ||
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||          GNU General Public License for more details. (C)2015                 ||
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||                                                                               ||
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|#################################################################################|
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\*===============================================================================*/
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// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
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/*
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[configuration]
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[OptionRangeFloat]
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GUIName = EdgeStrength
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OptionName = A_EDGE_STRENGTH
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MinValue = 0.00
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MaxValue = 4.00
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StepAmount = 0.01
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DefaultValue = 1.00
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[OptionRangeFloat]
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GUIName = EdgeFilter
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OptionName = B_EDGE_FILTER
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MinValue = 0.25
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MaxValue = 1.00
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StepAmount = 0.01
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DefaultValue = 0.60
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[OptionRangeFloat]
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GUIName = EdgeThickness
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OptionName = C_EDGE_THICKNESS
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MinValue = 0.25
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MaxValue = 2.00
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StepAmount = 0.01
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DefaultValue = 1.00
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[OptionRangeInteger]
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GUIName = PaletteType
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OptionName = D_PALETTE_TYPE
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MinValue = 0
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MaxValue = 2
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StepAmount = 1
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DefaultValue = 1
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[OptionRangeInteger]
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GUIName = UseYuvLuma
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OptionName = E_YUV_LUMA
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MinValue = 0
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MaxValue = 1
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StepAmount = 1
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DefaultValue = 0
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[OptionRangeInteger]
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GUIName = ColourRounding
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OptionName = G_COLOR_ROUNDING
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MinValue = 0
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MaxValue = 1
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StepAmount = 1
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DefaultValue = 1
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[/configuration]
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*/
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//Average relative luminance
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CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
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float AvgLuminance(float3 color)
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{
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    return sqrt(
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    (color.x * color.x * lumCoeff.x) +
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    (color.y * color.y * lumCoeff.y) +
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    (color.z * color.z * lumCoeff.z));
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}
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float3 YUVtoRGB(float3 YUV)
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{
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   const float3x3 m = float3x3(
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    1.000, 0.000, 1.28033,
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    1.000,-0.21482,-0.38059,
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    1.000, 2.12798, 0.000 );
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    return mul(m, YUV);
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}
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float3 RGBtoYUV(float3 RGB)
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{
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    const float3x3 m = float3x3(
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    0.2126, 0.7152, 0.0722,
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   -0.09991,-0.33609, 0.436,
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    0.615, -0.55861, -0.05639 );
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    return mul(m, RGB);
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}
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void main()
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{
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    float4 color = Sample();
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    float2 texcoord = GetCoordinates();
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    float2 pixelSize = GetInvResolution();
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    float2 texSize = GetResolution();
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    float3 yuv;
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    float3 sum = color.rgb;
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    const int NUM = 9;
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    const float2 RoundingOffset = float2(0.25, 0.25);
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    const float3 thresholds = float3(9.0, 8.0, 6.0);
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    float lum[NUM];
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    float3 col[NUM];
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    float2 set[NUM] = BEGIN_ARRAY(float2, NUM)
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    float2(-0.0078125, -0.0078125),
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    float2(0.00, -0.0078125),
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    float2(0.0078125, -0.0078125),
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    float2(-0.0078125, 0.00),
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    float2(0.00, 0.00),
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    float2(0.0078125, 0.00),
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    float2(-0.0078125, 0.0078125),
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    float2(0.00, 0.0078125),
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    float2(0.0078125, 0.0078125) END_ARRAY;
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    for (int i = 0; i < NUM; i++)
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    {
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        col[i] = SampleLocation(texcoord + set[i] * RoundingOffset).rgb;
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        if (GetOption(G_COLOR_ROUNDING) == 1) {
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        col[i].r = round(col[i].r * thresholds.r) / thresholds.r;
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        col[i].g = round(col[i].g * thresholds.g) / thresholds.g;
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        col[i].b = round(col[i].b * thresholds.b) / thresholds.b; }
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        lum[i] = AvgLuminance(col[i].xyz);
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        yuv = RGBtoYUV(col[i]);
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        if (GetOption(E_YUV_LUMA) == 0)
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        { yuv.r = round(yuv.r * thresholds.r) / thresholds.r; }
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        else
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        { yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); }
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        yuv = YUVtoRGB(yuv);
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        sum += yuv;
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    }
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    float3 shadedColor = (sum / NUM);
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    float2 pixel = float2((1.0/texSize.x) * GetOption(C_EDGE_THICKNESS),
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                          (1.0/texSize.y) * GetOption(C_EDGE_THICKNESS));
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    float edgeX = dot(SampleLocation(texcoord + pixel).rgb, lumCoeff);
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    edgeX = dot(float4(SampleLocation(texcoord - pixel).rgb, edgeX), float4(lumCoeff, -1.0));
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    float edgeY = dot(SampleLocation(texcoord + float2(pixel.x, -pixel.y)).rgb, lumCoeff);
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    edgeY = dot(float4(SampleLocation(texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(lumCoeff, -1.0));
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    float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY));
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    if (GetOption(D_PALETTE_TYPE) == 0)
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        { color.rgb = lerp(color.rgb, color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), GetOption(A_EDGE_STRENGTH)); }
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    else if (GetOption(D_PALETTE_TYPE) == 1)
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        { color.rgb = lerp(color.rgb + pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH), shadedColor, 0.25); }
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    else if (GetOption(D_PALETTE_TYPE) == 2)
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        { color.rgb = lerp(shadedColor + edge * -GetOption(A_EDGE_STRENGTH), pow(edge, GetOption(B_EDGE_FILTER)) * -GetOption(A_EDGE_STRENGTH) + color.rgb, 0.50); }
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    color.a = AvgLuminance(color.rgb);
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    SetOutput(saturate(color));
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}
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