slang-shaders/handheld/shaders/color/gbc-dev.slang

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#version 450
/*
Author: Pokefan531
License: Public domain
*/
// Shader that closely replicates Jeff Frohwein's "Gameboy HiColour Converter" color algorithm.
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 grayscale(vec3 col)
{
// Non-conventional way to do grayscale,
// but bSNES uses this as grayscale value.
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
}
void main()
{
//part 1
float saturation = 1.0;
float Display_gamma = 2.2;
float CRT_gamma = 2.2;
float luminance = 1.12;
vec3 gamma = vec3(CRT_gamma / Display_gamma);
vec3 res = texture(Source, vTexCoord).xyz;
res = mix(grayscale(res), res, saturation); // Apply saturation
res = pow(res, gamma.rgb); // Apply gamma
vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
//part 2
float r = c.x;
float g = c.y;
float b = c.z;
float a = c.w;
float w = r * 0.730 + g * 0.270 + b * 0.000;
float q = r * 0.085 + g * 0.675 + b * 0.240;
float e = r * 0.085 + g * 0.240 + b * 0.675;
//part 3
saturation = 1.0;
Display_gamma = 1.7;
CRT_gamma = 1.0;
luminance = 1.0;
res = vec3(w, q, e);
gamma = gamma = vec3(CRT_gamma / Display_gamma);
res = mix(grayscale(res), res, saturation); // Apply saturation
res = pow(res, gamma.rgb); // Apply gamma
FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
}