mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
117 lines
2.9 KiB
Plaintext
117 lines
2.9 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
lcd1x_psp shader
|
||
|
|
||
|
A slightly tweaked version of lcd3x:
|
||
|
|
||
|
- Original lcd3x code written by Gigaherz and released into the public domain
|
||
|
|
||
|
- Original 'psp_color' code written by hunterk, modified by Pokefan531 and
|
||
|
released into the public domain
|
||
|
|
||
|
Notes:
|
||
|
|
||
|
> Omits LCD 'colour seperation' effect
|
||
|
|
||
|
> Has 'properly' aligned scanlines
|
||
|
|
||
|
> Includes PSP colour correction
|
||
|
|
||
|
> Supports any PSP internal resolution setting
|
||
|
|
||
|
Edited by jdgleaver
|
||
|
|
||
|
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.
|
||
|
*/
|
||
|
|
||
|
#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
|
||
|
#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
float BRIGHTEN_SCANLINES;
|
||
|
float BRIGHTEN_LCD;
|
||
|
vec4 OutputSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 SourceSize;
|
||
|
} registers;
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} 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;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
// Magic Numbers
|
||
|
#define PI 3.141592654
|
||
|
|
||
|
#define PSP_SCREEN_HEIGHT 272.0
|
||
|
|
||
|
#define TARGET_GAMMA 2.21
|
||
|
const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
|
||
|
#define CC_R 0.98
|
||
|
#define CC_G 0.795
|
||
|
#define CC_B 0.98
|
||
|
#define CC_RG 0.04
|
||
|
#define CC_RB 0.01
|
||
|
#define CC_GR 0.20
|
||
|
#define CC_GB 0.01
|
||
|
#define CC_BR -0.18
|
||
|
#define CC_BG 0.165
|
||
|
|
||
|
/*
|
||
|
FRAGMENT SHADER
|
||
|
*/
|
||
|
void main()
|
||
|
{
|
||
|
// Generate LCD grid effect
|
||
|
// > Note the 0.25 pixel offset -> required to ensure that
|
||
|
// scanlines occur *between* pixels
|
||
|
// > Divide pixel coordinate by current scale factor
|
||
|
// (input_video_height / psp_screen_height)
|
||
|
vec2 pixelCoord = vTexCoord.xy * registers.SourceSize.xy;
|
||
|
vec2 angle = 2.0 * PI * ((pixelCoord * PSP_SCREEN_HEIGHT * registers.SourceSize.w) - 0.25);
|
||
|
|
||
|
float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0);
|
||
|
float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0);
|
||
|
|
||
|
// Get colour sample
|
||
|
vec3 colour = texture(Source, registers.SourceSize.zw * pixelCoord.xy).rgb;
|
||
|
|
||
|
// Apply colour correction
|
||
|
colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
|
||
|
colour.rgb = mat3(CC_R, CC_RG, CC_RB,
|
||
|
CC_GR, CC_G, CC_GB,
|
||
|
CC_BR, CC_BG, CC_B) * colour.rgb;
|
||
|
colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
|
||
|
|
||
|
// Apply LCD grid effect
|
||
|
colour.rgb = yfactor * xfactor * colour.rgb;
|
||
|
|
||
|
FragColor = vec4(colour.rgb, 1.0);
|
||
|
}
|