コード例 #1
0
ファイル: XBRShader.cs プロジェクト: soywiz/cspspemu
 public XBRShader()
 {
     Console.WriteLine("{0}", String.Join("\n", Assembly.GetExecutingAssembly().GetManifestResourceNames()));
     Shader = new GLShader(
         GLShaderFilter.DefaultVertexShader,
         Assembly.GetExecutingAssembly().GetManifestResourceStream("CSPspEmu.Gui.XBR.Shader.Shader_2xBR.frag").ReadAllContentsAsString()
     );
     Filter = GLShaderFilter.Create(1, 1, Shader);
 }
コード例 #2
0
ファイル: Smaa.cs プロジェクト: soywiz/cspspemu
        private GLTexture edge_pass(GLTexture albedo_tex, GLTexture depthTex)
        {
            if (edge_shader == null)
            {
                edge_shader = GLShaderFilter.Create(Width, Height, new GLShader(
                    VertexHeader + @"
                        out vec2 texcoord;
                        out vec4 offset[3];
                        out vec4 dummy2;
                        void main()
                        {
                            texcoord = a_texcoords.xy;
                            vec4 dummy1 = vec4(0);
                            SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
                            gl_Position = a_position;
                        }
                    ",
                    FragmentHeader + @"
                        uniform sampler2D albedo_tex;
                        uniform sampler2D depthTex;

                        in vec2 texcoord;
                        in vec4 offset[3];
                        in vec4 dummy2;

                        void main()
                        {
                            #if SMAA_PREDICATION == 1
                                gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex, depthTex);
                            #else
                                gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
                            #endif
                        }
                    "
                ));
            }

            return edge_shader.Process((Shader) =>
            {
                Shader.GetUniform("albedo_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(albedo_tex));
                Shader.GetUniform("depthTex").NoWarning().Set(GLTextureUnit.CreateAtIndex(1).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(depthTex));
            });
        }
コード例 #3
0
ファイル: Smaa.cs プロジェクト: soywiz/cspspemu
 private GLTexture pass_neighborhood(GLTexture albedo_tex, GLTexture blend_tex)
 {
     if (neighborhood_shader == null)
     {
         neighborhood_shader = GLShaderFilter.Create(Width, Height, new GLShader(
             VertexHeader + @"
                 out vec2 texcoord;
                 out vec4 offset[2];
                 out vec4 dummy2;
                 void main()
                 {
                     texcoord = a_texcoords.xy;
                     vec4 dummy1 = vec4(0);
                     SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
                     gl_Position = a_position;
                 }
             ",
             FragmentHeader + @"
                 uniform sampler2D albedo_tex;
                 uniform sampler2D blend_tex;
                 in vec2 texcoord;
                 in vec4 offset[2];
                 in vec4 dummy2;
                 void main()
                 {
                     gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
                 }
             "
         ));
     }
     return neighborhood_shader.Process((Shader) =>
     {
         Shader.GetUniform("albedo_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(albedo_tex));
         Shader.GetUniform("blend_tex").Set(GLTextureUnit.CreateAtIndex(1).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(blend_tex));
     });
 }
コード例 #4
0
ファイル: Smaa.cs プロジェクト: soywiz/cspspemu
        private GLTexture pass_blend(GLTexture edge_tex)
        {
            if (blend_shader == null)
            {
                blend_shader = GLShaderFilter.Create(Width, Height, new GLShader(
                    VertexHeader + @"
                        out vec2 texcoord;
                        out vec2 pixcoord;
                        out vec4 offset[3];
                        out vec4 dummy2;
                        void main()
                        {
                            texcoord = a_texcoords.xy;
                            vec4 dummy1 = vec4(0);
                            SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
                            gl_Position = a_position;
                        }
                    ",
                    FragmentHeader + @"
                        uniform sampler2D edge_tex;
                        uniform sampler2D area_tex;
                        uniform sampler2D search_tex;
                        in vec2 texcoord;
                        in vec2 pixcoord;
                        in vec4 offset[3];
                        in vec4 dummy2;
                        void main()
                        {
                            gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(1, 1, 1, 0));
                            //gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
                        }
                    "
                ));
            }

            return blend_shader.Process((Shader) =>
            {
                Shader.GetUniform("edge_tex").Set(GLTextureUnit.CreateAtIndex(0).SetWrap(GLWrap.ClampToEdge).SetFiltering(GLScaleFilter.Linear).SetTexture(edge_tex));
                Shader.GetUniform("area_tex").Set(area_tex_unit.SetIndex(1));
                Shader.GetUniform("search_tex").Set(search_tex_unit.SetIndex(2));
            });
        }