diff --git a/handheld/agb001-gba-color-motionblur.slangp b/handheld/agb001-gba-color-motionblur.slangp new file mode 100644 index 0000000..7f36c58 --- /dev/null +++ b/handheld/agb001-gba-color-motionblur.slangp @@ -0,0 +1,15 @@ +shaders = 3 + +shader0 = ../motionblur/shaders/response-time.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/mgba/agb001.slang +filter_linear1 = false +scale_type1 = source +scale1 = 4.0 + +shader2 = shaders/color/gba-color.slang +filter_linear2 = true +scale_type2 = viewport \ No newline at end of file diff --git a/handheld/agb001.slangp b/handheld/agb001.slangp new file mode 100644 index 0000000..e871b16 --- /dev/null +++ b/handheld/agb001.slangp @@ -0,0 +1,10 @@ +shaders = 2 + +shader0 = shaders/mgba/agb001.slang +filter_linear0 = false +scale_type0 = source +scale0 = 4.0 + +shader1 = ../stock.slang +filter_linear1 = true +scale_type1 = viewport \ No newline at end of file diff --git a/handheld/ags001-gba-color-motionblur.slangp b/handheld/ags001-gba-color-motionblur.slangp new file mode 100644 index 0000000..ca011d3 --- /dev/null +++ b/handheld/ags001-gba-color-motionblur.slangp @@ -0,0 +1,20 @@ +shaders = 4 + +shader0 = ../motionblur/shaders/response-time.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/mgba/ags001.slang +filter_linear1 = false +scale_type1 = source +scale1 = 4.0 + +shader2 = shaders/color/gba-color.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 + +shader3 = shaders/mgba/ags001-light.slang +filter_linear3 = true +scale_type3 = viewport diff --git a/handheld/ags001.slangp b/handheld/ags001.slangp new file mode 100644 index 0000000..018dcac --- /dev/null +++ b/handheld/ags001.slangp @@ -0,0 +1,10 @@ +shaders = 2 + +shader0 = shaders/mgba/ags001.slang +filter_linear0 = false +scale_type0 = source +scale0 = 4.0 + +shader1 = shaders/mgba/ags001-light.slang +filter_linear1 = true +scale_type1 = viewport diff --git a/handheld/shaders/mgba/agb001.slang b/handheld/shaders/mgba/agb001.slang new file mode 100644 index 0000000..9a391b9 --- /dev/null +++ b/handheld/shaders/mgba/agb001.slang @@ -0,0 +1,57 @@ +#version 450 + +/* + AGB-001 shader + A glorious recreation of the original Game Boy Advance + Author: endrift + License: MPL 2.0 + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#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 color = texture(Source, vTexCoord); + vec3 arrayX[4]; + arrayX[0] = vec3(1.0, 0.2, 0.2); + arrayX[1] = vec3(0.2, 1.0, 0.2); + arrayX[2] = vec3(0.2, 0.2, 1.0); + arrayX[3] = vec3(0.4, 0.4, 0.4); + vec3 arrayY[4]; + arrayY[0] = vec3(1.0, 1.0, 1.0); + arrayY[1] = vec3(1.0, 1.0, 1.0); + arrayY[2] = vec3(1.0, 1.0, 1.0); + arrayY[3] = vec3(0.8, 0.8, 0.8); + color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16); + color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))]; + color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))]; + color.a = 0.5; + FragColor = color; + +} \ No newline at end of file diff --git a/handheld/shaders/mgba/ags001-light.slang b/handheld/shaders/mgba/ags001-light.slang new file mode 100644 index 0000000..e529fa9 --- /dev/null +++ b/handheld/shaders/mgba/ags001-light.slang @@ -0,0 +1,74 @@ +#version 450 + +/* + AGS-001 shader + A pristine recreation of the illuminated Game Boy Advance SP + Author: endrift + License: MPL 2.0 + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +layout(push_constant) uniform Push +{ + float reflectionBrightness; + float reflectionDistanceX; + float reflectionDistanceY; + float lightBrightness; +} params; + +#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01 +#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005 +#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005 +#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01 + +#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; + +const float speed = 2.0; +const float decay = 2.0; +const float coeff = 2.5; + +void main() +{ + vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY); + float sp = pow(speed, params.lightBrightness); + float dc = pow(decay, -params.lightBrightness); + float s = (sp - dc) / (sp + dc); + vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s); + radius = pow(abs(radius), vec2(4.0)); + vec3 bleed = vec3(0.12, 0.14, 0.19); + bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2); + + vec4 color = texture(Source, vTexCoord); + color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5))); + + vec4 reflection = texture(Source, vTexCoord - reflectionDistance); + color.rgb += reflection.rgb * params.reflectionBrightness; + color.a = 1.0; + FragColor = color; + +} \ No newline at end of file diff --git a/handheld/shaders/mgba/ags001.slang b/handheld/shaders/mgba/ags001.slang new file mode 100644 index 0000000..f69eee5 --- /dev/null +++ b/handheld/shaders/mgba/ags001.slang @@ -0,0 +1,57 @@ +#version 450 + +/* + AGS-001 shader + A pristine recreation of the illuminated Game Boy Advance SP + Author: endrift + License: MPL 2.0 + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +#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 color = texture(Source, vTexCoord); + vec3 arrayX[4]; + arrayX[0] = vec3(1.0, 0.2, 0.2); + arrayX[1] = vec3(0.2, 1.0, 0.2); + arrayX[2] = vec3(0.2, 0.2, 1.0); + arrayX[3] = vec3(0.4, 0.4, 0.4); + vec3 arrayY[4]; + arrayY[0] = vec3(1.0, 1.0, 1.0); + arrayY[1] = vec3(1.0, 1.0, 1.0); + arrayY[2] = vec3(1.0, 1.0, 1.0); + arrayY[3] = vec3(0.9, 0.9, 0.9); + color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6)); + color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))]; + color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))]; + color.a = 0.8; + FragColor = color; + +} \ No newline at end of file