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- C:\mame>mame64 mario
- ../../../../../src/osd/modules/opengl/gl_shader_tool.c:358: GL Error: object 0x8
- compilation failed
- ../../../../../src/osd/modules/opengl/gl_shader_tool.c:358 glInfoLog: Fragment s
- hader failed to compile with the following errors:
- ERROR: 0:236: error(#131) Syntax error: pre-mature EOF parse error
- ERROR: error(#273) 1 compilation errors. No code generated
- failed to process shader: <//
- // 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 ab
- erration.
- //
- // 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 a
- rt 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 landsca
- pe monitors
- #define CURVATURE //Screen curvature effect.
- #define YUV //Tint and Saturation adjustments. You adjust the settings in Lotte
- s_CRT.vsh now...
- #define GAMMA_CONTRAST_BOOST //Expands contrast and makes image brighter but cau
- ses clipping.
- #define BLOOM //enables a bloom effect
- //#define MASK_APERTURE_GRILL //Only uncomment one of the MASK patterns at a tim
- e...
- #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 p
- attern.
- const float maskLight=1.5; //Sets how dark a "bright subpixel" is in the apertur
- e 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 effe
- ct
- 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 sca
- nline 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);
- >
- failed to process shader_file: Lottes_CRT_rgb32_dir.fsh
- OpenGL: GLSL loading mame bitmap shader 0 failed (Lottes_CRT)
- Average speed: 100.00% (5 seconds)
- ../../../../../src/osd/modules/opengl/gl_shader_tool.c:331: GL Error: 1281 0x501
- C:\mame>
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