rpcsx/rpcs3/Emu/RSX/Program/GLSLSnippets/OverlayRenderFS.glsl
2023-02-15 08:58:02 +01:00

150 lines
3.6 KiB
GLSL

R"(
#version 420
#extension GL_ARB_separate_shader_objects : enable
%preprocessor
#ifdef VULKAN
#define USE_UBO 1
#endif
#define SAMPLER_MODE_NONE 0
#define SAMPLER_MODE_FONT2D 1
#define SAMPLER_MODE_FONT3D 2
#define SAMPLER_MODE_TEXTURE2D 3
#ifdef VULKAN
layout(set=0, binding=1) uniform sampler2D fs0;
layout(set=0, binding=2) uniform sampler2DArray fs1;
#else
layout(binding=31) uniform sampler2D fs0;
layout(binding=30) uniform sampler2DArray fs1;
#endif
layout(location=0) in vec2 tc0;
layout(location=1) in vec4 color;
layout(location=2) in vec4 clip_rect;
layout(location=0) out vec4 ocol;
#if USE_UBO
layout(%push_block) uniform FragmentConfiguration
{
%push_block_offset
uint fragment_config;
float timestamp;
float blur_intensity;
};
#else
uniform uint fragment_config;
uniform float timestamp;
uniform float blur_intensity;
#endif
struct config_t
{
bool clip_fragments;
bool use_pulse_glow;
uint sampler_mode;
};
config_t unpack_fragment_options()
{
config_t result;
result.clip_fragments = bitfieldExtract(fragment_config, 0, 1) != 0;
result.use_pulse_glow = bitfieldExtract(fragment_config, 1, 1) != 0;
result.sampler_mode = bitfieldExtract(fragment_config, 2, 2);
return result;
}
vec4 blur_sample(sampler2D tex, vec2 coord, vec2 tex_offset)
{
vec2 coords[9];
coords[0] = coord - tex_offset;
coords[1] = coord + vec2(0., -tex_offset.y);
coords[2] = coord + vec2(tex_offset.x, -tex_offset.y);
coords[3] = coord + vec2(-tex_offset.x, 0.);
coords[4] = coord;
coords[5] = coord + vec2(tex_offset.x, 0.);
coords[6] = coord + vec2(-tex_offset.x, tex_offset.y);
coords[7] = coord + vec2(0., tex_offset.y);
coords[8] = coord + tex_offset;
float weights[9] =
{
1., 2., 1.,
2., 4., 2.,
1., 2., 1.
};
vec4 blurred = vec4(0.);
for (int n = 0; n < 9; ++n)
{
blurred += texture(tex, coords[n]) * weights[n];
}
return blurred / 16.f;
}
vec4 sample_image(sampler2D tex, vec2 coord, float blur_strength)
{
vec4 original = texture(tex, coord);
if (blur_strength == 0) return original;
vec2 constraints = 1.f / vec2(640, 360);
vec2 res_offset = 1.f / textureSize(fs0, 0);
vec2 tex_offset = max(res_offset, constraints);
// Sample triangle pattern and average
// TODO: Nicer looking gaussian blur with less sampling
vec4 blur0 = blur_sample(tex, coord + vec2(-res_offset.x, 0.), tex_offset);
vec4 blur1 = blur_sample(tex, coord + vec2(res_offset.x, 0.), tex_offset);
vec4 blur2 = blur_sample(tex, coord + vec2(0., res_offset.y), tex_offset);
vec4 blurred = blur0 + blur1 + blur2;
blurred /= 3.;
return mix(original, blurred, blur_strength);
}
void main()
{
config_t config = unpack_fragment_options();
if (config.clip_fragments)
{
if (gl_FragCoord.x < clip_rect.x || gl_FragCoord.x > clip_rect.z ||
gl_FragCoord.y < clip_rect.y || gl_FragCoord.y > clip_rect.w)
{
discard;
return;
}
}
vec4 diff_color = color;
if (config.use_pulse_glow)
{
diff_color.a *= (sin(timestamp) + 1.f) * 0.5f;
}
switch (config.sampler_mode)
{
default:
case SAMPLER_MODE_NONE:
ocol = diff_color;
break;
case SAMPLER_MODE_FONT2D:
ocol = texture(fs0, tc0).rrrr * diff_color;
break;
case SAMPLER_MODE_FONT3D:
ocol = texture(fs1, vec3(tc0.x, fract(tc0.y), trunc(tc0.y))).rrrr * diff_color;
break;
case SAMPLER_MODE_TEXTURE2D:
#ifdef VULKAN
ocol = sample_image(fs0, tc0, blur_intensity).bgra * diff_color;
#else
ocol = sample_image(fs0, tc0, blur_intensity).rgba * diff_color;
#endif
break;
}
}
)"