mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
commit
2434ab1712
10
handheld/lcd1x.slangp
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handheld/lcd1x.slangp
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shaders = "1"
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shader0 = "shaders/lcd1x.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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10
handheld/lcd1x_nds.slangp
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10
handheld/lcd1x_nds.slangp
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shaders = "1"
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shader0 = "shaders/lcd1x_nds.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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10
handheld/lcd1x_psp.slangp
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handheld/lcd1x_psp.slangp
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shaders = "1"
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shader0 = "shaders/lcd1x_psp.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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83
handheld/shaders/lcd1x.slang
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83
handheld/shaders/lcd1x.slang
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#version 450
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/*
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lcd1x shader
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A slightly tweaked version of lcd3x, original code written by Gigaherz
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and released into the public domain:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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layout(push_constant) uniform Push
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{
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float BRIGHTEN_SCANLINES;
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float BRIGHTEN_LCD;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} registers;
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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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} 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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/*
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VERTEX_SHADER
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*/
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// Magic Numbers
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#define PI 3.141592654
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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vec2 pixelCoord = vTexCoord.xy * registers.SourceSize.xy;
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vec2 angle = 2.0 * PI * (pixelCoord - 0.25);
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float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0);
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float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0);
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// Get colour sample
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vec3 colour = texture(Source, registers.SourceSize.zw * pixelCoord.xy).rgb;
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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FragColor = vec4(colour.rgb, 1.0);
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}
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116
handheld/shaders/lcd1x_nds.slang
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handheld/shaders/lcd1x_nds.slang
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#version 450
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/*
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lcd1x_nds shader
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A slightly tweaked version of lcd3x:
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- Original lcd3x code written by Gigaherz and released into the public domain
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- Original 'nds_color' code written by hunterk, modified by Pokefan531 and
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released into the public domain
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Notes:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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> Includes NDS colour correction
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> Supports any NDS internal resolution setting
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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layout(push_constant) uniform Push
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{
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float BRIGHTEN_SCANLINES;
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float BRIGHTEN_LCD;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} registers;
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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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} 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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/*
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VERTEX_SHADER
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*/
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// Magic Numbers
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#define PI 3.141592654
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#define NDS_SCREEN_HEIGHT 192.0
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.85
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#define CC_G 0.655
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#define CC_B 0.865
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#define CC_RG 0.095
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#define CC_RB 0.06
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#define CC_GR 0.20
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#define CC_GB 0.075
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#define CC_BR -0.05
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#define CC_BG 0.25
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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// > Divide pixel coordinate by current scale factor
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// (input_video_height / nds_screen_height)
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vec2 pixelCoord = vTexCoord.xy * registers.SourceSize.xy;
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vec2 angle = 2.0 * PI * ((pixelCoord * NDS_SCREEN_HEIGHT * registers.SourceSize.w) - 0.25);
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float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0);
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float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0);
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// Get colour sample
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vec3 colour = texture(Source, registers.SourceSize.zw * pixelCoord.xy).rgb;
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// Apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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FragColor = vec4(colour.rgb, 1.0);
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}
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116
handheld/shaders/lcd1x_psp.slang
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116
handheld/shaders/lcd1x_psp.slang
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#version 450
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/*
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lcd1x_psp shader
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A slightly tweaked version of lcd3x:
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- Original lcd3x code written by Gigaherz and released into the public domain
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- Original 'psp_color' code written by hunterk, modified by Pokefan531 and
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released into the public domain
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Notes:
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> Omits LCD 'colour seperation' effect
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> Has 'properly' aligned scanlines
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> Includes PSP colour correction
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> Supports any PSP internal resolution setting
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Edited by jdgleaver
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#pragma parameter BRIGHTEN_SCANLINES "Brighten Scanlines" 16.0 1.0 32.0 0.5
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#pragma parameter BRIGHTEN_LCD "Brighten LCD" 4.0 1.0 12.0 0.1
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layout(push_constant) uniform Push
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{
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float BRIGHTEN_SCANLINES;
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float BRIGHTEN_LCD;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} registers;
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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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} 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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/*
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VERTEX_SHADER
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*/
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// Magic Numbers
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#define PI 3.141592654
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#define PSP_SCREEN_HEIGHT 272.0
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#define TARGET_GAMMA 2.21
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.98
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#define CC_G 0.795
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#define CC_B 0.98
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#define CC_RG 0.04
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#define CC_RB 0.01
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#define CC_GR 0.20
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#define CC_GB 0.01
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#define CC_BR -0.18
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#define CC_BG 0.165
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/*
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FRAGMENT SHADER
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*/
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void main()
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{
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// Generate LCD grid effect
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// > Note the 0.25 pixel offset -> required to ensure that
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// scanlines occur *between* pixels
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// > Divide pixel coordinate by current scale factor
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// (input_video_height / psp_screen_height)
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vec2 pixelCoord = vTexCoord.xy * registers.SourceSize.xy;
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vec2 angle = 2.0 * PI * ((pixelCoord * PSP_SCREEN_HEIGHT * registers.SourceSize.w) - 0.25);
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float yfactor = (registers.BRIGHTEN_SCANLINES + sin(angle.y)) / (registers.BRIGHTEN_SCANLINES + 1.0);
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float xfactor = (registers.BRIGHTEN_LCD + sin(angle.x)) / (registers.BRIGHTEN_LCD + 1.0);
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// Get colour sample
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vec3 colour = texture(Source, registers.SourceSize.zw * pixelCoord.xy).rgb;
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// Apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Apply LCD grid effect
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colour.rgb = yfactor * xfactor * colour.rgb;
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FragColor = vec4(colour.rgb, 1.0);
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}
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