initial implementation of horizontal blur
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2892298f8f
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4 changed files with 60 additions and 12 deletions
47
shaders/final.fsh
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47
shaders/final.fsh
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#version 120
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#define pixelSize // [1 2 4 8 16]
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//#define hBlur
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varying vec2 texcoord;
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uniform sampler2D gcolor;
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uniform float viewWidth;
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#ifdef hBlur
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vec2 neighbor = vec2(1 / viewWidth, 0);
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float avg(float l, float c, float r) {
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return (l + c + r) / 3;
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}
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void main() {
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vec3 color = texture2D(gcolor, texcoord).rgb;
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vec2 left = texcoord - neighbor;
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vec2 right = texcoord + neighbor;
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vec3 lColor;
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if(left.x >= 0)
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lColor = texture2D(gcolor, left).rgb;
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else
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lColor = color;
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vec3 rColor;
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if(right.x <= viewWidth)
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rColor = texture2D(gcolor, right).rgb;
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else
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rColor = color;
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vec3 blurred = vec3(avg(lColor.r, color.r, rColor.r), avg(lColor.g, color.g, rColor.g), avg(lColor.b, color.b, rColor.b));
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gl_FragData[0] = vec4(blurred, 1);
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}
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#else
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void main() {
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gl_FragData[0] = texture2D(gcolor, texcoord);
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}
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#endif
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3
shaders/final.vsh
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3
shaders/final.vsh
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#version 120
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#include "/module/empty.vert"
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@ -3,6 +3,7 @@ profile.DEFAULT=Default
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profile.AEON=Aeon Upstream
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profile.DOS=DOS
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profile.PSX=PSX
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profile.REALITY=Project Reality
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profile.VR32=VR32
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option.pixelSize=Downscaling
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@ -42,10 +43,6 @@ option.dofRes=DoF Dither
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option.dofRes.comment=Whether DoF focus affects dither resolution.
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value.dofRes.0=Static
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value.dofRes.1=Dynamic
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option.worldCurvature=World Curvature
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value.worldCurvature.0=Off
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value.worldCurvature.1=Chunk
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value.worldCurvature.2=Cylinder
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value.worldCurvature.3=Polyhedron
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value.worldCurvature.4=Sphere
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option.hblur=Horizontal Blur
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option.hblur.comment=Emulates the blur responsible for reducing LCD clarity on the N64
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@ -1,11 +1,12 @@
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sliders=pixelSize hueSteps satSteps valSteps rgbSteps vWarp
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# -- PROFILES --
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp
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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp
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profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp
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profile.DEFAULT=pixelSize=2 colorMode=0 dithering hueSteps=4 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
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profile.AEON=pixelSize=1 colorMode=0 dithering hueSteps=8 satSteps=4 valSteps=4 vWarp=0 !tWarp !hBlur
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profile.DOS=pixelSize=4 colorMode=1 dithering rgbSteps=2 vWarp=1 !tWarp !hBlur
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profile.PSX=pixelSize=2 colorMode=1 !dithering rgbSteps=16 vWarp=2 tWarp !hBlur
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profile.REALITY=profile.PSX !tWarp hBlur
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profile.VR32=pixelSize=8 colorMode=0 !dithering hueSteps=2 satSteps=2 valSteps=2 vWarp=1 !tWarp !hBlur
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# -- SCREENS --
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# default
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@ -19,7 +20,7 @@ screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSt
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screen.PSX=vWarp tWarp
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# fx
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screen.FX=dof dofRes
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screen.FX=dof dofRes hBlur
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# -- CONDITIONALS --
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gbuffers_hand.enabled=tWarp
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