mirror of
https://github.com/bsnes-emu/bsnes.git
synced 2025-04-02 10:42:14 -04:00
byuu says: This release brings improved Super Game Boy emulation, the final SHA256 hashes for the DSP-(1,1B,2,3,4) and ST-(0010,0011) coprocessors, user interface improvements, and major internal code restructuring. Changelog (since v074): - completely rewrote memory sub-system to support 1-byte granularity in XML mapping - removed Memory inheritance and MMIO class completely, any address can be mapped to any function now - SuperFX: removed SuperFXBus : Bus, now implemented manually - SA-1: removed SA1Bus : Bus, now implemented manually - entire bus mapping is now static, happens once on cartridge load - as a result, read/write handlers now handle MMC mapping; slower average case, far faster worst case - namespace memory is no more, RAM arrays are stored inside the chips they are owned by now - GameBoy: improved CPU HALT emulation, fixes Zelda: Link's Awakening scrolling - GameBoy: added serial emulation (cannot connect to another GB yet), fixes Shin Megami Tensei - Devichil - GameBoy: improved LCD STAT emulation, fixes Sagaia - ui: added fullscreen support (F11 key), video settings allows for three scale settings - ui: fixed brightness, contrast, gamma, audio volume, input frequency values on program startup - ui: since Qt is dead, config file becomes bsnes.cfg once again - Super Game Boy: you can now load the BIOS without a game inserted to see a pretty white box - ui-gameboy: can be built without SNES components now - libsnes: now a UI target, compile with 'make ui=ui-libsnes' - libsnes: added WRAM, APURAM, VRAM, OAM, CGRAM access (cheat search, etc) - source: removed launcher/, as the Qt port is now gone - source: Makefile restructuring to better support new ui targets - source: lots of other internal code cleanup work
73 lines
2.8 KiB
GLSL
Executable file
73 lines
2.8 KiB
GLSL
Executable file
<?xml version="1.0" encoding="UTF-8"?>
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<shader language="GLSL">
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<vertex><![CDATA[
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uniform vec2 rubyTextureSize;
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void main() {
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float x = 0.5 * (1.0 / rubyTextureSize.x);
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float y = 0.5 * (1.0 / rubyTextureSize.y);
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1;
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gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy;
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gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2;
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gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx;
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gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1;
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gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy;
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gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2;
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gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx;
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}
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]]></vertex>
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<fragment><![CDATA[
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uniform sampler2D rubyTexture;
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const float mx = 0.325; // start smoothing wt.
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const float k = -0.250; // wt. decrease factor
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const float max_w = 0.25; // max filter weigth
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const float min_w =-0.05; // min filter weigth
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const float lum_add = 0.25; // effects smoothing
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void main() {
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vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz;
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vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz;
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vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz;
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vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz;
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vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz;
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vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz;
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vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz;
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vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz;
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vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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float md1 = dot(abs(c00 - c22), dt);
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float md2 = dot(abs(c02 - c20), dt);
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float w1 = dot(abs(c22 - c11), dt) * md2;
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float w2 = dot(abs(c02 - c11), dt) * md1;
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float w3 = dot(abs(c00 - c11), dt) * md2;
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float w4 = dot(abs(c20 - c11), dt) * md1;
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float t1 = w1 + w3;
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float t2 = w2 + w4;
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float ww = max(t1, t2) + 0.0001;
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c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
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float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
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float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
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w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
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w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11;
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}
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]]></fragment>
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</shader>
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