Merge pull request #35 from Monroe88/patch-3

Handheld folder changes
This commit is contained in:
hizzlekizzle 2016-08-13 21:02:53 -05:00 committed by GitHub
commit 0688fdec62
68 changed files with 505 additions and 79 deletions

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

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@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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"

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@ -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"

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@ -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"

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@ -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"

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@ -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"

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@ -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"

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@ -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"

View file

@ -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"

View file

@ -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"

View file

@ -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
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@ -0,0 +1,5 @@
shaders = 1
shader0 = shaders/dot.slang
filter_linear0 = false
scale_type_0 = source

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@ -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"

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@ -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

View file

@ -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

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@ -0,0 +1,5 @@
shaders = 1
shader0 = shaders/color/gba-color.slang
filter_linear0 = false
scale_type_0 = source

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@ -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"

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@ -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
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@ -0,0 +1,5 @@
shaders = 1
shader0 = shaders/lcd-cgwg/lcd-grid.slang
filter_linear0 = false
scale_type_0 = source

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@ -0,0 +1,5 @@
shaders = 1
shader0 = shaders/color/nds-color.slang
filter_linear0 = false
scale_type_0 = source

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@ -0,0 +1,5 @@
shaders = 1
shader0 = shaders/color/psp-color.slang
filter_linear0 = false
scale_type_0 = source

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#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));
}

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#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));
}

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#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));
}

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#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));
}

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shaders = 1
shader0 = shaders/color/vba-color.slang
filter_linear0 = false
scale_type_0 = source