slang-shaders/handheld/gameboy/shader-files/gb-pass4.slang

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#version 450
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
vec4 PassOutputSize1;
float contrast;
float screen_light;
float pixel_opacity;
float bg_smoothing;
float shadow_opacity;
float shadow_offset_x;
float shadow_offset_y;
float screen_offset_x;
float screen_offset_y;
} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
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} global;
////////////////////////////////////////////////////////////////////////////////
// Config //
////////////////////////////////////////////////////////////////////////////////
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// Useful to fine-tune the colors.
// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95]
#pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05
// Controls the ambient light of the screen.
// Lower values darken the screen - [0, 2] [DEFAULT: 1.00]
#pragma parameter screen_light "Ambient Screen Light" 1.0 0.0 2.0 0.05
// Controls the opacity of the dot-matrix pixels.
// Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00]
#pragma parameter pixel_opacity "Pixel Opacity" 1.0 0.01 1.0 0.01
// Higher values suppress changes in background color directly beneath
// the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75]
#pragma parameter bg_smoothing "Background Smooth" 0.75 0.0 1.0 0.05
// How strongly shadows affect the background
// Higher values darken the shadows - [0, 1] [DEFAULT: 0.55]
#pragma parameter shadow_opacity "Shadow Opacity" 0.55 0.01 1.0 0.01
// How far the shadow should be shifted to the
// right in pixels - [-infinity, infinity] [DEFAULT: 1.0]
#pragma parameter shadow_offset_x "Shadow Offset Horiz" 1.0 -5.0 5.0 0.5
// How far the shadow should be shifted
// down in pixels - [-infinity, infinity] [DEFAULT: 1.5]
#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5
// Screen offset - [-infinity, infinity] [DEFAULT: 0]
#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5
// Screen offset - [-infinity, infinity] [DEFAULT: 0]
#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5
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///////////////////////////////////////////////////////////////////////////
// //
// Gameboy Classic Shader v0.2.2 //
// //
// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
// //
// 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 3 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, see <http://www.gnu.org/licenses/>. //
// //
///////////////////////////////////////////////////////////////////////////
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 texel;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
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texel = registers.SourceSize.zw;
}
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////////////////////////////////////////////////////////////////////////////////
// Fragment definitions //
////////////////////////////////////////////////////////////////////////////////
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D PassOutput1;
layout(set = 0, binding = 3) uniform sampler2D BACKGROUND;
layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
#define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5))
// Sample the background color from the palette
#define shadow_alpha (registers.contrast * registers.shadow_opacity)
// Offset for the shadow
#define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y)
// Offset for the entire screen
#define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y)
////////////////////////////////////////////////////////////////////////////////
// Fragment shader //
////////////////////////////////////////////////////////////////////////////////
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void main()
{
vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord);
tex = (tex + 0.5) * registers.PassOutputSize1.zw;
// Sample all the relevant textures
vec4 foreground = texture(PassOutput1, tex - screen_offset);
vec4 background = texture(BACKGROUND, vTexCoord);
vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
vec4 background_color = bg_color;
// Foreground and background are blended with the background color
foreground *= bg_color;
float bg_test = 0.0;
if ( foreground.a > 0.0 )
bg_test = 1.0;
background -= (background - 0.5) * registers.bg_smoothing * bg_test;
// Allows for highlights,
// background = bg_color when the background color is 0.5 gray
background.rgb = clamp(
vec3(
bg_color.r + mix(-1.0, 1.0, background.r),
bg_color.g + mix(-1.0, 1.0, background.g),
bg_color.b + mix(-1.0, 1.0, background.b)
),
0.0, 1.0
);
// Shadows are alpha blended with the background
vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1 - shadows.a * shadow_alpha));
// Foreground is alpha blended with the shadowed background
out_color = (foreground * foreground.a * registers.contrast) + (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity));
FragColor = out_color;
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}