slang-shaders/handheld/shaders/retro-v3.slang

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#version 450
/*
Hyllian - Retro Shader - 2022
A re-implementation from the original made by Hyllian and DOLLS!
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
float RETRO_PIXEL_SIZE;
float RETRO_COLOR_BOOST;
float RETRO_GAMMA_IN;
float RETRO_GAMMA_OUT;
} param;
// This value must be between 0.0 (totally black) and 1.0 (nearest neighbor)
#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.50 0.0 1.0 0.01
#pragma parameter RETRO_COLOR_BOOST "Retro Color Boost" 1.36 1.0 2.0 0.01
#pragma parameter RETRO_GAMMA_IN "Retro Gamma In" 2.20 1.0 3.0 0.05
#pragma parameter RETRO_GAMMA_OUT "Retro Gamma LCD" 2.20 1.0 3.0 0.05
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;
/*
VERTEX_SHADER
*/
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
/*
FRAGMENT SHADER
*/
void main()
{
vec2 p = vTexCoord.xy;
p = p * global.SourceSize.xy + vec2(0.5, 0.5);
vec2 i = floor(p);
vec2 f = p - i;
f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
p = i + f;
p = (p - vec2(0.5, 0.5)) * global.SourceSize.zw;
vec3 E = pow(texture(Source, p).xyz, vec3(param.RETRO_GAMMA_IN));
vec2 fp = fract(p*global.SourceSize.xy);
vec2 ps = global.SourceSize.xy * global.OutputSize.zw;
vec2 fr = clamp(clamp(fp + 0.5*ps, 0.0, 1.0) - param.RETRO_PIXEL_SIZE, vec2(0.0), ps)/ps;
float max_coord = max(fr.x, fr.y);
vec3 res = mix(E*(1.04+fp.x*fp.y), E*0.36, max_coord);
// Product interpolation
FragColor = vec4(clamp( pow(param.RETRO_COLOR_BOOST*res, vec3(1.0 / param.RETRO_GAMMA_OUT)), 0.0, 1.0 ), 1.0);
}