From e3969f763e62ff5c8a83b2996672b321ed9174ea Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 2 Jan 2015 02:58:52 +0100 Subject: PostProcessing: Use Dubois algorithm for anaglyph shader. --- Source/Core/VideoBackends/OGL/PostProcessing.cpp | 30 ++++++++++++++++++++---- 1 file changed, 25 insertions(+), 5 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp') diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 74fd93147b..cbcd1b0e9c 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -36,6 +36,28 @@ static char s_vertex_shader[] = " uv0 = rawpos * src_rect.zw + src_rect.xy;\n" "}\n"; +// Anaglyph Red-Cyan shader based on Dubois algorithm +// Constants taken from the paper: +// "Conversion of a Stereo Pair to Anaglyph with +// the Least-Squares Projection Method" +// Eric Dubois, March 2009 +static char s_anaglyph_shader[] = + "void main() {\n" + " vec3 l = SampleLayer(0).rgb;\n" + " vec3 r = SampleLayer(1).rgb;\n" + " vec3 lr = vec3(0.437,0.449,0.164);\n" + " vec3 lg = vec3(-0.062,-0.062,-0.024);\n" + " vec3 lb = vec3(-0.048,-0.050,-0.017);\n" + " vec3 rr = vec3(-0.011,-0.032,-0.007);\n" + " vec3 rg = vec3(0.377,0.761,0.009);\n" + " vec3 rb = vec3(-0.026,-0.093,1.234);\n" + " vec3 c0 = vec3(dot(l, lr), dot(l, lg), dot(l, lb));\n" + " vec3 c1 = vec3(dot(r, rr), dot(r, rg), dot(r, rb));\n" + " SetOutput(vec4(c0 + c1, SampleLayer(0).a));\n" + "}\n"; + +static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n"; + OpenGLPostProcessing::OpenGLPostProcessing() : m_initialized(false) , m_anaglyph(false) @@ -172,15 +194,13 @@ void OpenGLPostProcessing::ApplyShader() // load shader code std::string code = ""; - std::string default_shader = "void main() { SetOutput(Sample()); }\n"; - if (g_ActiveConfig.iStereoMode == STEREO_ANAGLYPH) - code = "void main() { SetOutput(float4(pow(0.7 * SampleLayer(0).g + 0.3 * SampleLayer(0).b, 1.5), SampleLayer(1).gba)); }\n"; + code = s_anaglyph_shader; else if (g_ActiveConfig.sPostProcessingShader != "") code = m_config.LoadShader(); if (code == "") - code = default_shader; + code = s_default_shader; code = LoadShaderOptions(code); @@ -194,7 +214,7 @@ void OpenGLPostProcessing::ApplyShader() { ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str()); - code = LoadShaderOptions(default_shader); + code = LoadShaderOptions(s_default_shader); ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()); } -- cgit v1.2.3 From 26a9afa0e7f3f1d8443062c0149cf461412f4ecb Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 2 Jan 2015 13:35:53 +0100 Subject: Anaglyph: Use matrices instead of vectors. --- Source/Core/VideoBackends/OGL/PostProcessing.cpp | 20 +++++++++----------- 1 file changed, 9 insertions(+), 11 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp') diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index cbcd1b0e9c..16a50cf2de 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -43,17 +43,15 @@ static char s_vertex_shader[] = // Eric Dubois, March 2009 static char s_anaglyph_shader[] = "void main() {\n" - " vec3 l = SampleLayer(0).rgb;\n" - " vec3 r = SampleLayer(1).rgb;\n" - " vec3 lr = vec3(0.437,0.449,0.164);\n" - " vec3 lg = vec3(-0.062,-0.062,-0.024);\n" - " vec3 lb = vec3(-0.048,-0.050,-0.017);\n" - " vec3 rr = vec3(-0.011,-0.032,-0.007);\n" - " vec3 rg = vec3(0.377,0.761,0.009);\n" - " vec3 rb = vec3(-0.026,-0.093,1.234);\n" - " vec3 c0 = vec3(dot(l, lr), dot(l, lg), dot(l, lb));\n" - " vec3 c1 = vec3(dot(r, rr), dot(r, rg), dot(r, rb));\n" - " SetOutput(vec4(c0 + c1, SampleLayer(0).a));\n" + " vec4 c0 = SampleLayer(0);\n" + " vec4 c1 = SampleLayer(1);\n" + " mat3 l = mat3( 0.437, 0.449, 0.164,\n" + " -0.062,-0.062,-0.024,\n" + " -0.048,-0.050,-0.017);\n" + " mat3 r = mat3(-0.011,-0.032,-0.007,\n" + " 0.377, 0.761, 0.009,\n" + " -0.026,-0.093, 1.234);\n" + " SetOutput(vec4(c0.rgb * l + c1.rgb * r, c0.a));\n" "}\n"; static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n"; -- cgit v1.2.3 From 582a15deb38a0510eded144be843f737ed51cca8 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 2 Jan 2015 20:03:20 +0100 Subject: PostProcessing: Mark all shaders constant. --- Source/Core/VideoBackends/OGL/PostProcessing.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/PostProcessing.cpp') diff --git a/Source/Core/VideoBackends/OGL/PostProcessing.cpp b/Source/Core/VideoBackends/OGL/PostProcessing.cpp index 16a50cf2de..3c1bb386bf 100644 --- a/Source/Core/VideoBackends/OGL/PostProcessing.cpp +++ b/Source/Core/VideoBackends/OGL/PostProcessing.cpp @@ -18,7 +18,7 @@ namespace OGL { -static char s_vertex_workaround_shader[] = +static const char s_vertex_workaround_shader[] = "in vec4 rawpos;\n" "out vec2 uv0;\n" "uniform vec4 src_rect;\n" @@ -27,7 +27,7 @@ static char s_vertex_workaround_shader[] = " uv0 = rawpos.zw * src_rect.zw + src_rect.xy;\n" "}\n"; -static char s_vertex_shader[] = +static const char s_vertex_shader[] = "out vec2 uv0;\n" "uniform vec4 src_rect;\n" "void main(void) {\n" @@ -41,7 +41,7 @@ static char s_vertex_shader[] = // "Conversion of a Stereo Pair to Anaglyph with // the Least-Squares Projection Method" // Eric Dubois, March 2009 -static char s_anaglyph_shader[] = +static const char s_anaglyph_shader[] = "void main() {\n" " vec4 c0 = SampleLayer(0);\n" " vec4 c1 = SampleLayer(1);\n" -- cgit v1.2.3