From bef4466f12cd22d8f1fb93a791a2ddcb1012a3ac Mon Sep 17 00:00:00 2001 From: MooglyGuy Date: Wed, 10 Jul 2019 20:08:24 +0200 Subject: Remove shaders that I didn't mean to commit, nw --- .../render/bgfx/shaders/chains/lottes/fs.sc | 236 --------------------- .../render/bgfx/shaders/chains/lottes/fs_vert.sc | 236 --------------------- .../bgfx/shaders/chains/lottes/varying.def.sc | 9 - .../render/bgfx/shaders/chains/lottes/vs.sc | 26 --- .../render/bgfx/shaders/chains/lottes/vs_vert.sc | 26 --- 5 files changed, 533 deletions(-) delete mode 100644 src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc delete mode 100644 src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc delete mode 100644 src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc delete mode 100644 src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc delete mode 100644 src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc deleted file mode 100644 index d7cb93c9124..00000000000 --- a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs.sc +++ /dev/null @@ -1,236 +0,0 @@ -// -// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER -// -// by Timothy Lottes -// -// This is more along the style of a really good CGA arcade monitor. -// With RGB inputs instead of NTSC. -// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. -// -// Left it unoptimized to show the theory behind the algorithm. -// -// It is an example what I personally would want as a display option for pixel art games. -// Please take and use, change, or whatever. - -//Comment these out to disable the corresponding effect. -//#define VERTICAL //rotates shadow mask effect to fix vertical games on landscape monitors -//#define CURVATURE //Screen curvature effect. -#define YUV //Tint and Saturation adjustments. You adjust the settings in Lottes_CRT.vsh now... -#define GAMMA_CONTRAST_BOOST //Expands contrast and makes image brighter but causes clipping. -#define BLOOM //enables a bloom effect -//#define MASK_APERTURE_GRILL //Only uncomment one of the MASK patterns at a time... -#define MASK_TV -//#define MASK_VGA -//#define ORIGINAL_SCANLINES //Enable to use the original scanlines. -//#define ORIGINAL_HARDPIX //Enable to use the original hardPix calculation. - -//Normal MAME GLSL Uniforms -uniform sampler2D color_texture; -uniform vec2 color_texture_sz; // size of color_texture -uniform vec2 color_texture_pow2_sz; // size of color texture rounded up to power of 2 -uniform vec2 screen_texture_sz; // size of output resolution -uniform vec2 screen_texture_pow2_sz; // size of output resolution rounded up to power of 2 - -//CRT Filter Variables -const float hardScan=-20.0; //-8,-12,-16, etc to make scalines more prominent. -const vec2 warp=vec2(1.0/64.0,1.0/48.0); //adjusts the warp filter (curvature). -const float maskDark=0.4; //Sets how dark a "dark subpixel" is in the aperture pattern. -const float maskLight=1.5; //Sets how dark a "bright subpixel" is in the aperture pattern. -const float hardPix=-6.0; //-1,-2,-4, etc to make the upscaling sharper. -const float hardBloomScan=-2.5; -const float hardBloomPix=-1.75; -const float bloomAmount=1.0/12.0; //Lower this if there is too much bloom! -const float blackClip = 0.02; -const float brightMult = 1.2; -const float maskStrength = 0.6; //This sets the strength of the shadow mask effect -const vec3 gammaBoost = vec3(1.0/1.15, 1.0/1.15, 1.0/1.15); -varying vec3 YUVr; -varying vec3 YUVg; -varying vec3 YUVb; - -//CRT Filter Functions - -// sRGB to Linear. -// Assuing using sRGB typed textures this should not be needed. -float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);} -vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));} - -// Linear to sRGB. -// Assuing using sRGB typed textures this should not be needed. -float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);} -vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));} - -// Nearest emulated sample given floating point position and texel offset. -// Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=(floor(pos*color_texture_pow2_sz+off)+0.5)/color_texture_pow2_sz; - //if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0); - return ToLinear(texture2D(color_texture,pos.xy).rgb);} - -// Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*color_texture_pow2_sz;return -((pos-floor(pos))-vec2(0.5));} - -// 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pos*pos);} - -// 3-tap Gaussian filter along horz line. -vec3 Horz3(vec2 pos,float off){ - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. -#ifdef ORIGINAL_HARDPIX - float scale=hardPix; -#else - float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0); -#endif - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - // Return filtered sample. - return (b*wb+c*wc+d*wd)/(wb+wc+wd);} - -// 5-tap Gaussian filter along horz line. -vec3 Horz5(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-2.0,off)); - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - vec3 e=Fetch(pos,vec2( 2.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. -#ifdef ORIGINAL_HARDPIX - float scale=hardPix; -#else - float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0); -#endif - float wa=Gaus(dst-2.0,scale); - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - float we=Gaus(dst+2.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} - -vec3 Horz7(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-3.0,off)); - vec3 b=Fetch(pos,vec2(-2.0,off)); - vec3 c=Fetch(pos,vec2(-1.0,off)); - vec3 d=Fetch(pos,vec2( 0.0,off)); - vec3 e=Fetch(pos,vec2( 1.0,off)); - vec3 f=Fetch(pos,vec2( 2.0,off)); - vec3 g=Fetch(pos,vec2( 3.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardBloomPix* max(0.5, 1.5-color_texture_sz.x/512.0); - float wa=Gaus(dst-3.0,scale); - float wb=Gaus(dst-2.0,scale); - float wc=Gaus(dst-1.0,scale); - float wd=Gaus(dst+0.0,scale); - float we=Gaus(dst+1.0,scale); - float wf=Gaus(dst+2.0,scale); - float wg=Gaus(dst+3.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} - -// Return scanline weight. -float Scan(vec2 pos,float off){ - float dst=Dist(pos).y; -#ifdef ORIGINAL_SCANLINES - return Gaus(dst+off,hardScan);} -#else - vec3 col=Fetch(pos,vec2(0.0)); - return Gaus(dst+off,hardScan/(dot(col,col)*0.25+1.0));} //Modified to make scanline respond to pixel brightness -#endif - -// Return scanline weight for bloom. -float BloomScan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardBloomScan);} - -// Allow nearest three lines to effect pixel. -vec3 Tri(vec2 pos){ - vec3 a=Horz3(pos,-1.0); - vec3 b=Horz5(pos, 0.0); - vec3 c=Horz3(pos, 1.0); - float wa=Scan(pos,-1.0); - float wb=Scan(pos, 0.0); - float wc=Scan(pos, 1.0); - return a*wa+b*wb+c*wc;} - -// Small bloom. -vec3 Bloom(vec2 pos){ - vec3 a=Horz5(pos,-2.0); - vec3 b=Horz7(pos,-1.0); - vec3 c=Horz7(pos, 0.0); - vec3 d=Horz7(pos, 1.0); - vec3 e=Horz5(pos, 2.0); - float wa=BloomScan(pos,-2.0); - float wb=BloomScan(pos,-1.0); - float wc=BloomScan(pos, 0.0); - float wd=BloomScan(pos, 1.0); - float we=BloomScan(pos, 2.0); - return a*wa+b*wb+c*wc+d*wd+e*we;} - -// Distortion of scanlines, and end of screen alpha. -vec2 Warp(vec2 pos){ - pos=pos*2.0-1.0; - pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y); - return pos*0.5+0.5;} - -// Shadow mask. - -vec3 Mask(vec2 pos){ -#ifdef VERTICAL -pos.xy=pos.yx; -#endif -#ifdef MASK_VGA - pos.x+=pos.y*3.0; - vec3 mask=vec3(maskDark,maskDark,maskDark); - pos.x=fract(pos.x/6.0); - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; -#endif -#ifdef MASK_TV - float line=maskLight; - float odd=0.0; - if(fract(pos.x/6.0)<0.5)odd=1.0; - if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; - pos.x=fract(pos.x/3.0); - vec3 mask=vec3(maskDark,maskDark,maskDark); - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - mask*=line; -#endif -#ifdef MASK_APERTURE_GRILL - pos.x=fract(pos.x/3.0); - vec3 mask=vec3(maskDark,maskDark,maskDark); - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; -#endif - return mask;} - -void main(void){ -#ifdef CURVATURE - vec2 pos=Warp(gl_TexCoord[0].xy); -#else - vec2 pos=gl_TexCoord[0].xy; -#endif - gl_FragColor.a=texture2D(color_texture,pos.xy).a; - gl_FragColor.rgb=Tri(pos)*mix(vec3(1.0),Mask(gl_FragCoord.xy),maskStrength); -#ifdef BLOOM - gl_FragColor.rgb+=Bloom(pos)*bloomAmount; -#endif -#ifdef YUV - gl_FragColor.rgb = vec3(dot(YUVr,gl_FragColor.rgb),dot(YUVg,gl_FragColor.rgb),dot(YUVb,gl_FragColor.rgb)); - gl_FragColor.rgb=clamp(gl_FragColor.rgb,0.0,1.0); -#endif -#ifdef GAMMA_CONTRAST_BOOST - gl_FragColor.rgb=brightMult*pow(gl_FragColor.rgb,gammaBoost )-vec3(blackClip); -#endif - gl_FragColor.rgb=clamp(ToSrgb(gl_FragColor.rgb),0.0,1.0); -} \ No newline at end of file diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc deleted file mode 100644 index f8fc2450203..00000000000 --- a/src/osd/modules/render/bgfx/shaders/chains/lottes/fs_vert.sc +++ /dev/null @@ -1,236 +0,0 @@ -// -// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER -// -// by Timothy Lottes -// -// This is more along the style of a really good CGA arcade monitor. -// With RGB inputs instead of NTSC. -// The shadow mask example has the mask rotated 90 degrees for less chromatic aberration. -// -// Left it unoptimized to show the theory behind the algorithm. -// -// It is an example what I personally would want as a display option for pixel art games. -// Please take and use, change, or whatever. - -//Comment these out to disable the corresponding effect. -#define VERTICAL //rotates shadow mask effect to fix vertical games on landscape monitors -#define CURVATURE //Screen curvature effect. -#define YUV //Tint and Saturation adjustments. You adjust the settings in Lottes_CRT.vsh now... -#define GAMMA_CONTRAST_BOOST //Expands contrast and makes image brighter but causes clipping. -#define BLOOM //enables a bloom effect -//#define MASK_APERTURE_GRILL //Only uncomment one of the MASK patterns at a time... -#define MASK_TV -//#define MASK_VGA -//#define ORIGINAL_SCANLINES //Enable to use the original scanlines. -//#define ORIGINAL_HARDPIX //Enable to use the original hardPix calculation. - -//Normal MAME GLSL Uniforms -uniform sampler2D color_texture; -uniform vec2 color_texture_sz; // size of color_texture -uniform vec2 color_texture_pow2_sz; // size of color texture rounded up to power of 2 -uniform vec2 screen_texture_sz; // size of output resolution -uniform vec2 screen_texture_pow2_sz; // size of output resolution rounded up to power of 2 - -//CRT Filter Variables -const float hardScan=-20.0; //-8,-12,-16, etc to make scalines more prominent. -const vec2 warp=vec2(1.0/64.0,1.0/48.0); //adjusts the warp filter (curvature). -const float maskDark=0.4; //Sets how dark a "dark subpixel" is in the aperture pattern. -const float maskLight=1.5; //Sets how dark a "bright subpixel" is in the aperture pattern. -const float hardPix=-5.0; //-1,-2,-4, etc to make the upscaling sharper. -const float hardBloomScan=-2.5; -const float hardBloomPix=-1.75; -const float bloomAmount=1.0/12.0; //Lower this if there is too much bloom! -const float blackClip = 0.02; -const float brightMult = 1.2; -const float maskStrength = 0.6; //This sets the strength of the shadow mask effect -const vec3 gammaBoost = vec3(1.0/1.15, 1.0/1.15, 1.0/1.15); -varying vec3 YUVr; -varying vec3 YUVg; -varying vec3 YUVb; - -//CRT Filter Functions - -// sRGB to Linear. -// Assuing using sRGB typed textures this should not be needed. -float ToLinear1(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);} -vec3 ToLinear(vec3 c){return vec3(ToLinear1(c.r),ToLinear1(c.g),ToLinear1(c.b));} - -// Linear to sRGB. -// Assuing using sRGB typed textures this should not be needed. -float ToSrgb1(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);} -vec3 ToSrgb(vec3 c){return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));} - -// Nearest emulated sample given floating point position and texel offset. -// Also zero's off screen. -vec3 Fetch(vec2 pos,vec2 off){ - pos=(floor(pos*color_texture_pow2_sz+off)+0.5)/color_texture_pow2_sz; - //if(max(abs(pos.x-0.5),abs(pos.y-0.5))>0.5)return vec3(0.0,0.0,0.0); - return ToLinear(texture2D(color_texture,pos.xy).rgb);} - -// Distance in emulated pixels to nearest texel. -vec2 Dist(vec2 pos){pos=pos*color_texture_pow2_sz;return -((pos-floor(pos))-vec2(0.5));} - -// 1D Gaussian. -float Gaus(float pos,float scale){return exp2(scale*pos*pos);} - -// 3-tap Gaussian filter along horz line. -vec3 Horz3(vec2 pos,float off){ - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. -#ifdef ORIGINAL_HARDPIX - float scale=hardPix; -#else - float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0); -#endif - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - // Return filtered sample. - return (b*wb+c*wc+d*wd)/(wb+wc+wd);} - -// 5-tap Gaussian filter along horz line. -vec3 Horz5(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-2.0,off)); - vec3 b=Fetch(pos,vec2(-1.0,off)); - vec3 c=Fetch(pos,vec2( 0.0,off)); - vec3 d=Fetch(pos,vec2( 1.0,off)); - vec3 e=Fetch(pos,vec2( 2.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. -#ifdef ORIGINAL_HARDPIX - float scale=hardPix; -#else - float scale=hardPix * max(0.2, 1.5-color_texture_sz.x/512.0); -#endif - float wa=Gaus(dst-2.0,scale); - float wb=Gaus(dst-1.0,scale); - float wc=Gaus(dst+0.0,scale); - float wd=Gaus(dst+1.0,scale); - float we=Gaus(dst+2.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);} - -vec3 Horz7(vec2 pos,float off){ - vec3 a=Fetch(pos,vec2(-3.0,off)); - vec3 b=Fetch(pos,vec2(-2.0,off)); - vec3 c=Fetch(pos,vec2(-1.0,off)); - vec3 d=Fetch(pos,vec2( 0.0,off)); - vec3 e=Fetch(pos,vec2( 1.0,off)); - vec3 f=Fetch(pos,vec2( 2.0,off)); - vec3 g=Fetch(pos,vec2( 3.0,off)); - float dst=Dist(pos).x; - // Convert distance to weight. - float scale=hardBloomPix* max(0.5, 1.5-color_texture_sz.x/512.0); - float wa=Gaus(dst-3.0,scale); - float wb=Gaus(dst-2.0,scale); - float wc=Gaus(dst-1.0,scale); - float wd=Gaus(dst+0.0,scale); - float we=Gaus(dst+1.0,scale); - float wf=Gaus(dst+2.0,scale); - float wg=Gaus(dst+3.0,scale); - // Return filtered sample. - return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);} - -// Return scanline weight. -float Scan(vec2 pos,float off){ - float dst=Dist(pos).y; -#ifdef ORIGINAL_SCANLINES - return Gaus(dst+off,hardScan);} -#else - vec3 col=Fetch(pos,vec2(0.0)); - return Gaus(dst+off,hardScan/(dot(col,col)*0.25+1.0));} //Modified to make scanline respond to pixel brightness -#endif - -// Return scanline weight for bloom. -float BloomScan(vec2 pos,float off){ - float dst=Dist(pos).y; - return Gaus(dst+off,hardBloomScan);} - -// Allow nearest three lines to effect pixel. -vec3 Tri(vec2 pos){ - vec3 a=Horz3(pos,-1.0); - vec3 b=Horz5(pos, 0.0); - vec3 c=Horz3(pos, 1.0); - float wa=Scan(pos,-1.0); - float wb=Scan(pos, 0.0); - float wc=Scan(pos, 1.0); - return a*wa+b*wb+c*wc;} - -// Small bloom. -vec3 Bloom(vec2 pos){ - vec3 a=Horz5(pos,-2.0); - vec3 b=Horz7(pos,-1.0); - vec3 c=Horz7(pos, 0.0); - vec3 d=Horz7(pos, 1.0); - vec3 e=Horz5(pos, 2.0); - float wa=BloomScan(pos,-2.0); - float wb=BloomScan(pos,-1.0); - float wc=BloomScan(pos, 0.0); - float wd=BloomScan(pos, 1.0); - float we=BloomScan(pos, 2.0); - return a*wa+b*wb+c*wc+d*wd+e*we;} - -// Distortion of scanlines, and end of screen alpha. -vec2 Warp(vec2 pos){ - pos=pos*2.0-1.0; - pos*=vec2(1.0+(pos.y*pos.y)*warp.x,1.0+(pos.x*pos.x)*warp.y); - return pos*0.5+0.5;} - -// Shadow mask. - -vec3 Mask(vec2 pos){ -#ifdef VERTICAL -pos.xy=pos.yx; -#endif -#ifdef MASK_VGA - pos.x+=pos.y*3.0; - vec3 mask=vec3(maskDark,maskDark,maskDark); - pos.x=fract(pos.x/6.0); - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; -#endif -#ifdef MASK_TV - float line=maskLight; - float odd=0.0; - if(fract(pos.x/6.0)<0.5)odd=1.0; - if(fract((pos.y+odd)/2.0)<0.5)line=maskDark; - pos.x=fract(pos.x/3.0); - vec3 mask=vec3(maskDark,maskDark,maskDark); - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; - mask*=line; -#endif -#ifdef MASK_APERTURE_GRILL - pos.x=fract(pos.x/3.0); - vec3 mask=vec3(maskDark,maskDark,maskDark); - if(pos.x<0.333)mask.r=maskLight; - else if(pos.x<0.666)mask.g=maskLight; - else mask.b=maskLight; -#endif - return mask;} - -void main(void){ -#ifdef CURVATURE - vec2 pos=Warp(gl_TexCoord[0].xy); -#else - vec2 pos=gl_TexCoord[0].xy; -#endif - gl_FragColor.a=texture2D(color_texture,pos.xy).a; - gl_FragColor.rgb=Tri(pos)*mix(vec3(1.0),Mask(gl_FragCoord.xy),maskStrength); -#ifdef BLOOM - gl_FragColor.rgb+=Bloom(pos)*bloomAmount; -#endif -#ifdef YUV - gl_FragColor.rgb = vec3(dot(YUVr,gl_FragColor.rgb),dot(YUVg,gl_FragColor.rgb),dot(YUVb,gl_FragColor.rgb)); - gl_FragColor.rgb=clamp(gl_FragColor.rgb,0.0,1.0); -#endif -#ifdef GAMMA_CONTRAST_BOOST - gl_FragColor.rgb=brightMult*pow(gl_FragColor.rgb,gammaBoost )-vec3(blackClip); -#endif - gl_FragColor.rgb=clamp(ToSrgb(gl_FragColor.rgb),0.0,1.0); -} \ No newline at end of file diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc deleted file mode 100644 index 53fe40d0b8a..00000000000 --- a/src/osd/modules/render/bgfx/shaders/chains/lottes/varying.def.sc +++ /dev/null @@ -1,9 +0,0 @@ -vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0); -vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0); -vec2 v_texcoord1 : TEXCOORD1 = vec2(0.0, 0.0); -vec2 v_texcoord2 : TEXCOORD2 = vec2(0.0, 0.0); -vec2 v_texcoord3 : TEXCOORD3 = vec2(0.0, 0.0); - -vec3 a_position : POSITION; -vec4 a_color0 : COLOR0; -vec2 a_texcoord0 : TEXCOORD0; diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc deleted file mode 100644 index 21e0eeb35ac..00000000000 --- a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs.sc +++ /dev/null @@ -1,26 +0,0 @@ -varying float saturation; -varying float tint; -varying float U; //U and W are for the tint/saturation calculations -varying float W; -varying vec3 YUVr; -varying vec3 YUVg; -varying vec3 YUVb; -#define PI 3.141592653589 - -void main() -{ - //gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_Position = ftransform(); - - //Had to move the YUV calculations to the vertex shader for space - saturation = 1.1; // 1.0 is normal saturation. Increase as needed. - tint = 0.0; //0.0 is 0.0 degrees of Tint. Adjust as needed. - U = cos(tint*PI/180.0); - W = sin(tint*PI/180.0); - YUVr=vec3(0.701*saturation*U+0.16774*saturation*W+0.299,0.587-0.32931*saturation*W-0.587*saturation*U,-0.497*saturation*W-0.114*saturation*U+0.114); - YUVg=vec3(-0.3281*saturation*W-0.299*saturation*U+0.299,0.413*saturation*U+0.03547*saturation*W+0.587,0.114+0.29265*saturation*W-0.114*saturation*U); - YUVb=vec3(0.299+1.24955*saturation*W-0.299*saturation*U,-1.04634*saturation*W-0.587*saturation*U+0.587,0.886*saturation*U-0.20321*saturation*W+0.114); -} - - diff --git a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc b/src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc deleted file mode 100644 index 21e0eeb35ac..00000000000 --- a/src/osd/modules/render/bgfx/shaders/chains/lottes/vs_vert.sc +++ /dev/null @@ -1,26 +0,0 @@ -varying float saturation; -varying float tint; -varying float U; //U and W are for the tint/saturation calculations -varying float W; -varying vec3 YUVr; -varying vec3 YUVg; -varying vec3 YUVb; -#define PI 3.141592653589 - -void main() -{ - //gl_TexCoord[0] = gl_MultiTexCoord0; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - gl_Position = ftransform(); - - //Had to move the YUV calculations to the vertex shader for space - saturation = 1.1; // 1.0 is normal saturation. Increase as needed. - tint = 0.0; //0.0 is 0.0 degrees of Tint. Adjust as needed. - U = cos(tint*PI/180.0); - W = sin(tint*PI/180.0); - YUVr=vec3(0.701*saturation*U+0.16774*saturation*W+0.299,0.587-0.32931*saturation*W-0.587*saturation*U,-0.497*saturation*W-0.114*saturation*U+0.114); - YUVg=vec3(-0.3281*saturation*W-0.299*saturation*U+0.299,0.413*saturation*U+0.03547*saturation*W+0.587,0.114+0.29265*saturation*W-0.114*saturation*U); - YUVb=vec3(0.299+1.24955*saturation*W-0.299*saturation*U,-1.04634*saturation*W-0.587*saturation*U+0.587,0.886*saturation*U-0.20321*saturation*W+0.114); -} - - -- cgit v1.2.3