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https://github.com/italicsjenga/slang-shaders.git
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96 lines
2.7 KiB
Plaintext
96 lines
2.7 KiB
Plaintext
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#version 450
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/*
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Hyllian - Retro Shader - 2022
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A re-implementation from the original made by Hyllian and DOLLS!
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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float RETRO_PIXEL_SIZE;
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float RETRO_COLOR_BOOST;
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float RETRO_GAMMA_IN;
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float RETRO_GAMMA_OUT;
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} param;
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// This value must be between 0.0 (totally black) and 1.0 (nearest neighbor)
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#pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.50 0.0 1.0 0.01
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#pragma parameter RETRO_COLOR_BOOST "Retro Color Boost" 1.36 1.0 2.0 0.01
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#pragma parameter RETRO_GAMMA_IN "Retro Gamma In" 2.20 1.0 3.0 0.05
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#pragma parameter RETRO_GAMMA_OUT "Retro Gamma LCD" 2.20 1.0 3.0 0.05
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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/*
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VERTEX_SHADER
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*/
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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vec2 p = vTexCoord.xy;
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p = p * global.SourceSize.xy + vec2(0.5, 0.5);
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vec2 i = floor(p);
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vec2 f = p - i;
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f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
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p = i + f;
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p = (p - vec2(0.5, 0.5)) * global.SourceSize.zw;
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vec3 E = pow(texture(Source, p).xyz, vec3(param.RETRO_GAMMA_IN));
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vec2 fp = fract(p*global.SourceSize.xy);
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vec2 ps = global.SourceSize.xy * global.OutputSize.zw;
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vec2 fr = clamp(clamp(fp + 0.5*ps, 0.0, 1.0) - param.RETRO_PIXEL_SIZE, vec2(0.0), ps)/ps;
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float max_coord = max(fr.x, fr.y);
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vec3 res = mix(E*(1.04+fp.x*fp.y), E*0.36, max_coord);
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// Product interpolation
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FragColor = vec4(clamp( pow(param.RETRO_COLOR_BOOST*res, vec3(1.0 / param.RETRO_GAMMA_OUT)), 0.0, 1.0 ), 1.0);
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}
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