|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 6
|
||||
|
||||
shader0 = ../gameboy/shader-files/gb-pass0.slang
|
||||
shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = ../gameboy/shader-files/gb-pass1.slang
|
||||
shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = ../gameboy/shader-files/gb-pass2.slang
|
||||
shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = ../gameboy/shader-files/gb-pass3.slang
|
||||
shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = ../gameboy/shader-files/gb-pass4.slang
|
||||
shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
shaders = "2"
|
||||
|
||||
shader0 = "../lcd-cgwg/lcd-grid.slang"
|
||||
shader0 = "../shaders/lcd-cgwg/lcd-grid.slang"
|
||||
filter_linear0 = "false"
|
||||
wrap_mode0 = "clamp_to_border"
|
||||
scale_type_x0 = "source"
|
||||
|
|
5
handheld/dot.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/dot.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
41
handheld/gameboy-light.slangp
Normal file
|
@ -0,0 +1,41 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
alias4 = "PASS4"
|
||||
|
||||
|
||||
textures = COLOR_PALETTE;BACKGROUND
|
||||
COLOR_PALETTE = shaders/gameboy/resources/sample-palettes/gblight-palette.png
|
||||
COLOR_PALETTE_linear = false
|
||||
BACKGROUND = shaders/gameboy/resources/sample-bgs/paper-bg.png
|
||||
BACKGROUND_linear = true
|
||||
|
||||
parameters = "screen_light"
|
||||
screen_light = "1.4"
|
38
handheld/gameboy-pocket.slangp
Normal file
|
@ -0,0 +1,38 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
alias4 = "PASS4"
|
||||
|
||||
|
||||
textures = COLOR_PALETTE;BACKGROUND
|
||||
COLOR_PALETTE = shaders/gameboy/resources/sample-palettes/gbp-palette.png
|
||||
COLOR_PALETTE_linear = false
|
||||
BACKGROUND = shaders/gameboy/resources/sample-bgs/paper-bg.png
|
||||
BACKGROUND_linear = true
|
|
@ -1,30 +1,30 @@
|
|||
shaders = 5
|
||||
|
||||
shader0 = shader-files/gb-pass0.slang
|
||||
shader0 = shaders/gameboy/shader-files/gb-pass0.slang
|
||||
filter_linear0 = false
|
||||
scale_type0 = viewport
|
||||
scale0 = 1.0
|
||||
alias0 = "PASS0"
|
||||
|
||||
shader1 = shader-files/gb-pass1.slang
|
||||
shader1 = shaders/gameboy/shader-files/gb-pass1.slang
|
||||
filter_linear1 = false
|
||||
scale_type1 = source
|
||||
scale1 = 1.0
|
||||
alias1 = "PASS1"
|
||||
|
||||
shader2 = shader-files/gb-pass2.slang
|
||||
shader2 = shaders/gameboy/shader-files/gb-pass2.slang
|
||||
filter_linear2 = false
|
||||
scale_type2 = source
|
||||
scale2 = 1.0
|
||||
alias2 = "PASS2"
|
||||
|
||||
shader3 = shader-files/gb-pass3.slang
|
||||
shader3 = shaders/gameboy/shader-files/gb-pass3.slang
|
||||
filter_linear3 = false
|
||||
scale_type3 = source
|
||||
scale3 = 1.0
|
||||
alias3 = "PASS3"
|
||||
|
||||
shader4 = shader-files/gb-pass4.slang
|
||||
shader4 = shaders/gameboy/shader-files/gb-pass4.slang
|
||||
filter_linear4 = false
|
||||
scale_type4 = source
|
||||
scale4 = 1.0
|
||||
|
@ -32,7 +32,7 @@ alias4 = "PASS4"
|
|||
|
||||
|
||||
textures = COLOR_PALETTE;BACKGROUND
|
||||
COLOR_PALETTE = resources/palette.png
|
||||
COLOR_PALETTE = shaders/gameboy/resources/palette.png
|
||||
COLOR_PALETTE_linear = false
|
||||
BACKGROUND = resources/background.png
|
||||
BACKGROUND = shaders/gameboy/resources/background.png
|
||||
BACKGROUND_linear = true
|
5
handheld/gba-color.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/color/gba-color.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
|
@ -5,12 +5,12 @@ filter_linear0 = "false"
|
|||
scale_type0 = "source"
|
||||
scale0 = "1.0"
|
||||
|
||||
shader1 = "gba-color.slang"
|
||||
shader1 = "shaders/color/gba-color.slang"
|
||||
filter_linear1 = "false"
|
||||
scale_type1 = "source"
|
||||
scale1 = "1.0"
|
||||
|
||||
shader2 = "lcd-cgwg/lcd-grid-v2.slang"
|
||||
shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
|
||||
filter_linear2 = "false"
|
||||
scale_type2 = "viewport"
|
||||
scale2 = "1.0"
|
||||
|
|
5
handheld/lcd-grid-v2.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/lcd-cgwg/lcd-grid-v2.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
5
handheld/lcd-grid.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/lcd-cgwg/lcd-grid.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
5
handheld/nds-color.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/color/nds-color.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
5
handheld/psp-color.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/color/psp-color.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
81
handheld/shaders/color/gba-color.slang
Normal file
|
@ -0,0 +1,81 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float display_gamma;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
/*
|
||||
Shader Modified: Pokefan531
|
||||
Color Mangler
|
||||
Author: hunterk
|
||||
License: Public domain
|
||||
*/
|
||||
// Shader that replicates the LCD dynamics from a GameBoy Advance
|
||||
|
||||
#pragma parameter display_gamma "Light Intensity" 1.8 1.0 2.5 0.05
|
||||
|
||||
#define target_gamma 2.2
|
||||
#define sat 1.0
|
||||
#define lum 1.0
|
||||
#define contrast 1.0
|
||||
#define blr 0.0
|
||||
#define blg 0.0
|
||||
#define blb 0.0
|
||||
#define r 0.84
|
||||
#define g 0.67
|
||||
#define b 0.74
|
||||
#define rg 0.08
|
||||
#define rb 0.17
|
||||
#define gr 0.16
|
||||
#define gb 0.09
|
||||
#define br 0.0
|
||||
#define bg 0.26
|
||||
#define overscan_percent_x 0.0
|
||||
#define overscan_percent_y 0.0
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
|
||||
vec4 avglum = vec4(0.5);
|
||||
screen = mix(screen, avglum, (1.0 - contrast));
|
||||
|
||||
// r g b black
|
||||
mat4 color = mat4(r, rg, rb, 0.0, //red channel
|
||||
gr, g, gb, 0.0, //green channel
|
||||
br, bg, b, 0.0, //blue channel
|
||||
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
|
||||
|
||||
mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
|
||||
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
|
||||
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
|
||||
0.0, 0.0, 0.0, 1.0);
|
||||
color *= adjust;
|
||||
screen = clamp(screen * lum, 0.0, 1.0);
|
||||
screen = color * screen;
|
||||
FragColor = pow(screen, vec4(1.0 / params.display_gamma));
|
||||
}
|
75
handheld/shaders/color/nds-color.slang
Normal file
|
@ -0,0 +1,75 @@
|
|||
#version 450
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
/*
|
||||
Shader Modified: Pokefan531
|
||||
Color Mangler
|
||||
Author: hunterk
|
||||
License: Public domain
|
||||
*/
|
||||
// Shader that replicates the LCD dynamics from an Original Nintendo DS
|
||||
|
||||
#define display_gamma 2.25
|
||||
#define target_gamma 2.2
|
||||
#define sat 1.0
|
||||
#define lum 1.0
|
||||
#define contrast 1.0
|
||||
#define blr 0.0
|
||||
#define blg 0.0
|
||||
#define blb 0.0
|
||||
#define r 0.77
|
||||
#define g 0.65
|
||||
#define b 0.74
|
||||
#define rg 0.09
|
||||
#define rb 0.09
|
||||
#define gr 0.23
|
||||
#define gb 0.11
|
||||
#define br 0.0
|
||||
#define bg 0.26
|
||||
#define overscan_percent_x 0.0
|
||||
#define overscan_percent_y 0.0
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
|
||||
vec4 avglum = vec4(0.5);
|
||||
screen = mix(screen, avglum, (1.0 - contrast));
|
||||
|
||||
// r g b black
|
||||
mat4 color = mat4(r, rg, rb, 0.0, //red channel
|
||||
gr, g, gb, 0.0, //green channel
|
||||
br, bg, b, 0.0, //blue channel
|
||||
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
|
||||
|
||||
mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
|
||||
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
|
||||
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
|
||||
0.0, 0.0, 0.0, 1.0);
|
||||
color *= adjust;
|
||||
screen = clamp(screen * lum, 0.0, 1.0);
|
||||
screen = color * screen;
|
||||
FragColor = pow(screen, vec4(1.0 / display_gamma));
|
||||
}
|
75
handheld/shaders/color/psp-color.slang
Normal file
|
@ -0,0 +1,75 @@
|
|||
#version 450
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
/*
|
||||
Shader Modified: Pokefan531
|
||||
Color Mangler
|
||||
Author: hunterk
|
||||
License: Public domain
|
||||
*/
|
||||
// Shader that replicates the LCD dynamics from PSP 1000 and PSP 2000
|
||||
|
||||
#define display_gamma 2.2
|
||||
#define target_gamma 2.21
|
||||
#define sat 1.0
|
||||
#define lum 1.0
|
||||
#define contrast 1.0
|
||||
#define blr 0.0
|
||||
#define blg 0.0
|
||||
#define blb 0.0
|
||||
#define r 0.97
|
||||
#define g 0.75
|
||||
#define b 0.995
|
||||
#define rg 0.01
|
||||
#define rb 0.0025
|
||||
#define gr 0.005
|
||||
#define gb 0.0025
|
||||
#define br 0.0
|
||||
#define bg 0.24
|
||||
#define overscan_percent_x 0.0
|
||||
#define overscan_percent_y 0.0
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
|
||||
vec4 avglum = vec4(0.5);
|
||||
screen = mix(screen, avglum, (1.0 - contrast));
|
||||
|
||||
// r g b black
|
||||
mat4 color = mat4(r, rg, rb, 0.0, //red channel
|
||||
gr, g, gb, 0.0, //green channel
|
||||
br, bg, b, 0.0, //blue channel
|
||||
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
|
||||
|
||||
mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
|
||||
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
|
||||
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
|
||||
0.0, 0.0, 0.0, 1.0);
|
||||
color *= adjust;
|
||||
screen = clamp(screen * lum, 0.0, 1.0);
|
||||
screen = color * screen;
|
||||
FragColor = pow(screen, vec4(1.0 / display_gamma));
|
||||
}
|
81
handheld/shaders/color/vba-color.slang
Normal file
|
@ -0,0 +1,81 @@
|
|||
#version 450
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
float target_gamma;
|
||||
} params;
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
/*
|
||||
Shader Modified: Pokefan531
|
||||
Color Mangler
|
||||
Author: hunterk
|
||||
License: Public domain
|
||||
*/
|
||||
// Shader that replicates the LCD dynamics from a GameBoy Advance
|
||||
|
||||
#pragma parameter target_gamma "Darken Intensity" 2.9 1.0 2.9 0.05
|
||||
|
||||
#define display_gamma 1.45
|
||||
#define sat 1.0
|
||||
#define lum 1.0
|
||||
#define contrast 1.0
|
||||
#define blr 0.0
|
||||
#define blg 0.0
|
||||
#define blb 0.0
|
||||
#define r 0.74
|
||||
#define g 0.68
|
||||
#define b 0.68
|
||||
#define rg 0.08
|
||||
#define rb 0.08
|
||||
#define gr 0.26
|
||||
#define gb 0.24
|
||||
#define br 0.0
|
||||
#define bg 0.24
|
||||
#define overscan_percent_x 0.0
|
||||
#define overscan_percent_y 0.0
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 vTexCoord;
|
||||
|
||||
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;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
|
||||
vec4 avglum = vec4(0.5);
|
||||
screen = mix(screen, avglum, (1.0 - contrast));
|
||||
|
||||
// r g b black
|
||||
mat4 color = mat4(r, rg, rb, 0.0, //red channel
|
||||
gr, g, gb, 0.0, //green channel
|
||||
br, bg, b, 0.0, //blue channel
|
||||
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
|
||||
|
||||
mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
|
||||
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
|
||||
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
|
||||
0.0, 0.0, 0.0, 1.0);
|
||||
color *= adjust;
|
||||
screen = clamp(screen * lum, 0.0, 1.0);
|
||||
screen = color * screen;
|
||||
FragColor = pow(screen, vec4(1.0 / display_gamma));
|
||||
}
|
Before Width: | Height: | Size: 534 KiB After Width: | Height: | Size: 534 KiB |
Before Width: | Height: | Size: 3 KiB After Width: | Height: | Size: 3 KiB |
Before Width: | Height: | Size: 1.9 MiB After Width: | Height: | Size: 1.9 MiB |
Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
Before Width: | Height: | Size: 548 KiB After Width: | Height: | Size: 548 KiB |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 3 KiB After Width: | Height: | Size: 3 KiB |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 2.9 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 344 B After Width: | Height: | Size: 344 B |
Before Width: | Height: | Size: 344 B After Width: | Height: | Size: 344 B |
Before Width: | Height: | Size: 478 B After Width: | Height: | Size: 478 B |
Before Width: | Height: | Size: 479 B After Width: | Height: | Size: 479 B |
Before Width: | Height: | Size: 441 B After Width: | Height: | Size: 441 B |
5
handheld/vba-color.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/color/vba-color.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|