mirror of
https://github.com/italicsjenga/slang-shaders.git
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77 lines
1.9 KiB
Plaintext
77 lines
1.9 KiB
Plaintext
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#version 450
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/*
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Author: Pokefan531
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License: Public domain
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*/
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// Shader that closely replicates Jeff Frohwein's "Gameboy HiColour Converter" color algorithm.
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 1) in vec2 FragCoord;
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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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vec3 grayscale(vec3 col)
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{
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// Non-conventional way to do grayscale,
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// but bSNES uses this as grayscale value.
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return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
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}
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void main()
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{
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//part 1
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float saturation = 1.0;
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float Display_gamma = 2.2;
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float CRT_gamma = 2.2;
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float luminance = 1.12;
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vec3 gamma = vec3(CRT_gamma / Display_gamma);
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vec3 res = texture(Source, vTexCoord).xyz;
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res = mix(grayscale(res), res, saturation); // Apply saturation
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res = pow(res, gamma.rgb); // Apply gamma
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vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
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//part 2
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float r = c.x;
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float g = c.y;
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float b = c.z;
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float a = c.w;
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float w = r * 0.730 + g * 0.270 + b * 0.000;
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float q = r * 0.085 + g * 0.675 + b * 0.240;
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float e = r * 0.085 + g * 0.240 + b * 0.675;
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//part 3
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saturation = 1.0;
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Display_gamma = 1.7;
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CRT_gamma = 1.0;
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luminance = 1.0;
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res = vec3(w, q, e);
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gamma = gamma = vec3(CRT_gamma / Display_gamma);
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res = mix(grayscale(res), res, saturation); // Apply saturation
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res = pow(res, gamma.rgb); // Apply gamma
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FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
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}
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