From 2d61c916a253e9127170282721f74981d54cb884 Mon Sep 17 00:00:00 2001 From: hunterk Date: Mon, 21 Aug 2017 10:45:01 -0500 Subject: [PATCH] make dmg and gb-pocket console-border shaders match original Cg versions more closely --- handheld/console-border/dmg-2x.slangp | 10 +- handheld/console-border/dmg-3x.slangp | 10 +- handheld/console-border/dmg-4x.slangp | 10 +- handheld/console-border/dmg-5x.slangp | 12 +- handheld/console-border/dmg-6x.slangp | 10 +- handheld/console-border/gb-pocket-2x.slangp | 10 +- handheld/console-border/gb-pocket-3x.slangp | 12 +- handheld/console-border/gb-pocket-4x.slangp | 10 +- handheld/console-border/gb-pocket-5x.slangp | 10 +- handheld/console-border/gb-pocket-6x.slangp | 10 +- .../shader-files/gb-pass0.slang | 168 ++++++++++++++++++ .../shader-files/gb-pass1.slang | 135 ++++++++++++++ .../shader-files/gb-pass2.slang | 120 +++++++++++++ .../shader-files/gb-pass3.slang | 120 +++++++++++++ .../shader-files/gb-pass4.slang | 160 +++++++++++++++++ 15 files changed, 755 insertions(+), 52 deletions(-) create mode 100644 handheld/console-border/shader-files/gb-pass0.slang create mode 100644 handheld/console-border/shader-files/gb-pass1.slang create mode 100644 handheld/console-border/shader-files/gb-pass2.slang create mode 100644 handheld/console-border/shader-files/gb-pass3.slang create mode 100644 handheld/console-border/shader-files/gb-pass4.slang diff --git a/handheld/console-border/dmg-2x.slangp b/handheld/console-border/dmg-2x.slangp index e66a100..92d995c 100644 --- a/handheld/console-border/dmg-2x.slangp +++ b/handheld/console-border/dmg-2x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/dmg-3x.slangp b/handheld/console-border/dmg-3x.slangp index c77d6b2..1dfe651 100644 --- a/handheld/console-border/dmg-3x.slangp +++ b/handheld/console-border/dmg-3x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/dmg-4x.slangp b/handheld/console-border/dmg-4x.slangp index a4f33dd..92ef309 100644 --- a/handheld/console-border/dmg-4x.slangp +++ b/handheld/console-border/dmg-4x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/dmg-5x.slangp b/handheld/console-border/dmg-5x.slangp index 3d3aecf..350f846 100644 --- a/handheld/console-border/dmg-5x.slangp +++ b/handheld/console-border/dmg-5x.slangp @@ -1,32 +1,32 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false -scale_type4 = viewport +scale_type4 = source scale4 = 1.0 alias4 = "PASS4" diff --git a/handheld/console-border/dmg-6x.slangp b/handheld/console-border/dmg-6x.slangp index 54cabc6..a59ddb9 100644 --- a/handheld/console-border/dmg-6x.slangp +++ b/handheld/console-border/dmg-6x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/gb-pocket-2x.slangp b/handheld/console-border/gb-pocket-2x.slangp index 2cba468..aa59d1b 100644 --- a/handheld/console-border/gb-pocket-2x.slangp +++ b/handheld/console-border/gb-pocket-2x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/gb-pocket-3x.slangp b/handheld/console-border/gb-pocket-3x.slangp index de103af..c06cd8c 100644 --- a/handheld/console-border/gb-pocket-3x.slangp +++ b/handheld/console-border/gb-pocket-3x.slangp @@ -1,31 +1,31 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = 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 = true +shader4 = shader-files/gb-pass4.slang +filter_linear4 = false scale_type4 = source scale4 = 1.0 alias4 = "PASS4" diff --git a/handheld/console-border/gb-pocket-4x.slangp b/handheld/console-border/gb-pocket-4x.slangp index a1d7987..941ba3e 100644 --- a/handheld/console-border/gb-pocket-4x.slangp +++ b/handheld/console-border/gb-pocket-4x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/gb-pocket-5x.slangp b/handheld/console-border/gb-pocket-5x.slangp index 45ef1bd..c030798 100644 --- a/handheld/console-border/gb-pocket-5x.slangp +++ b/handheld/console-border/gb-pocket-5x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/gb-pocket-6x.slangp b/handheld/console-border/gb-pocket-6x.slangp index ab52455..2ebd467 100644 --- a/handheld/console-border/gb-pocket-6x.slangp +++ b/handheld/console-border/gb-pocket-6x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = ../shaders/gameboy/shader-files/gb-pass0.slang +shader0 = shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = ../shaders/gameboy/shader-files/gb-pass1.slang +shader1 = shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = ../shaders/gameboy/shader-files/gb-pass2.slang +shader2 = shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = ../shaders/gameboy/shader-files/gb-pass3.slang +shader3 = shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = ../shaders/gameboy/shader-files/gb-pass4.slang +shader4 = shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 diff --git a/handheld/console-border/shader-files/gb-pass0.slang b/handheld/console-border/shader-files/gb-pass0.slang new file mode 100644 index 0000000..ee903bc --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass0.slang @@ -0,0 +1,168 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + vec4 OriginalHistorySize1; + float baseline_alpha; + float grey_balance; + float response_time; + float console_border_enable; + float video_scale; +} registers; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +//////////////////////////////////////////////////////////////////////////////// +// Config // +//////////////////////////////////////////////////////////////////////////////// + +// The alpha value of dots in their "off" state +// Does not affect the border region of the screen - [0, 1] +#pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01 + +// Fine-tune the balance between the different shades of grey +#pragma parameter grey_balance "Grey Balance" 3.0 2.0 4.0 0.1 + +// Simulate response time +// Higher values result in longer color transition periods - [0, 1] +#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111 + +// Change scaling to enable use in console-border shaders +#pragma parameter console_border_enable "Console-Border Enable" 0.0 0.0 1.0 1.0 + +// Set video scale when used in console-border shaders +#pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0 + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// 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 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// +// Vertex shader // +//////////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 2) out vec2 dot_size; +layout(location = 3) out vec2 one_texel; + +//////////////////////////////////////////////////////////////////////////////// +// Vertex definitions // +//////////////////////////////////////////////////////////////////////////////// + + +// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) +//#define video_scale floor(registers.OutputSize.y * registers.SourceSize.w) <- moved to parameter + +// Size of the scaled video +//#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale)) <- moved to parameter + +//it's... half a pixel +#define half_pixel (vec2(0.5) * registers.OutputSize.zw) + +void main() +{ + float video_scale_factor = floor(registers.OutputSize.y * registers.SourceSize.w); + if (registers.console_border_enable > 0.5) video_scale_factor = registers.video_scale; + vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor)); + // Remaps position to integer scaled output + gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); + vTexCoord = TexCoord + half_pixel; + dot_size = registers.SourceSize.zw; + one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor); +} + +//////////////////////////////////////////////////////////////////////////////// +// Fragment shader // +//////////////////////////////////////////////////////////////////////////////// + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 2) in vec2 dot_size; +layout(location = 3) in vec2 one_texel; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1; +layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; +layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; +layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; +layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; +layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; +layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7; +layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE; + +//////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////// + +#define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image +//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha + + +// Frame sampling definitions +#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb) +#define prev0_rgb abs(1.0 - texture(OriginalHistory1, vTexCoord).rgb) +#define prev1_rgb abs(1.0 - texture(OriginalHistory2, vTexCoord).rgb) +#define prev2_rgb abs(1.0 - texture(OriginalHistory3, vTexCoord).rgb) +#define prev3_rgb abs(1.0 - texture(OriginalHistory4, vTexCoord).rgb) +#define prev4_rgb abs(1.0 - texture(OriginalHistory5, vTexCoord).rgb) +#define prev5_rgb abs(1.0 - texture(OriginalHistory6, vTexCoord).rgb) +#define prev6_rgb abs(1.0 - texture(OriginalHistory7, vTexCoord).rgb) + +void main() +{ + // Determine if the corrent texel lies on a dot or in the space between dots + float is_on_dot = 0.0; + if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y * 1.0001) > one_texel.y ) + is_on_dot = 1.0; + + // Sample color from the current and previous frames, apply response time modifier + // Response time effect implmented through an exponential dropoff algorithm + vec3 input_rgb = curr_rgb; + input_rgb += (prev0_rgb - input_rgb) * registers.response_time; + input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0); + input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0); + input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0); + input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0); + input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0); + input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0); + + float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) / registers.grey_balance + + (is_on_dot * registers.baseline_alpha); + + // Apply foreground color and assign alpha value + // Apply the foreground color to all texels - + // the color will be modified by alpha later - and assign alpha based on rgb input + vec4 out_color = vec4(foreground_color, rgb_to_alpha); + + // Overlay the matrix + // If the fragment is not on a dot, set its alpha value to 0 + out_color.a *= is_on_dot; + + FragColor = out_color; +} diff --git a/handheld/console-border/shader-files/gb-pass1.slang b/handheld/console-border/shader-files/gb-pass1.slang new file mode 100644 index 0000000..5a49c56 --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass1.slang @@ -0,0 +1,135 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float blending_mode; + float adjacent_texel_alpha_blending; +} registers; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +//////////////////////////////////////////////////////////////////////////////// +// Config // +//////////////////////////////////////////////////////////////////////////////// + +// 0 - only the space between dots is blending +// 1 - all texels are blended +#pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0 + +// The amount of alpha swapped between neighboring texels +#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05 + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// 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 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////// +// Vertex shader // +//////////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; +layout(location = 2) out vec2 blur_coords_up; +layout(location = 3) out vec2 blur_coords_down; +layout(location = 4) out vec2 blur_coords_right; +layout(location = 5) out vec2 blur_coords_left; +layout(location = 6) out vec2 blur_coords_lower_bound; +layout(location = 7) out vec2 blur_coords_upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + texel = registers.SourceSize.zw; + blur_coords_down = vTexCoord + vec2(0.0, texel.y); + blur_coords_up = vTexCoord + vec2(0.0, -texel.y); + blur_coords_right = vTexCoord + vec2(texel.x, 0.0); + blur_coords_left = vTexCoord + vec2(-texel.x, 0.0); + blur_coords_lower_bound = vec2(0.0); + blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0)); +} + +//////////////////////////////////////////////////////////////////////////////// +// Fragment shader // +//////////////////////////////////////////////////////////////////////////////// + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 2) in vec2 blur_coords_up; +layout(location = 3) in vec2 blur_coords_down; +layout(location = 4) in vec2 blur_coords_right; +layout(location = 5) in vec2 blur_coords_left; +layout(location = 6) in vec2 blur_coords_lower_bound; +layout(location = 7) in vec2 blur_coords_upper_bound; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +//////////////////////////////////////////////////////////////////////////////// +// Fragment definitions // +//////////////////////////////////////////////////////////////////////////////// + +float blending_modifier(float color){ + float blend_bool = (color == 0.0) ? 1 : 0; + return clamp(blend_bool + registers.blending_mode, 0.0, 1.0); +} + +void main() +{ + // A simple blur technique that softens harsh color transitions + // Specialized to only blur alpha values and limited to only blurring texels + // lying in the spaces between two or more texels + + // Sample the input textures + vec4 out_color = texture(Source, vTexCoord).rgba; + + // Clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve float4(0.0) and darken the edges otherwise) + vec2 blur_coords_up_clamped = clamp(blur_coords_up, blur_coords_lower_bound, blur_coords_upper_bound); + vec2 blur_coords_down_clamped = clamp(blur_coords_down, blur_coords_lower_bound, blur_coords_upper_bound); + vec2 blur_coords_right_clamped = clamp(blur_coords_right, blur_coords_lower_bound, blur_coords_upper_bound); + vec2 blur_coords_left_clamped = clamp(blur_coords_left, blur_coords_lower_bound, blur_coords_upper_bound); + + //Sample adjacent texels based on the coordinates above + vec4 adjacent_texel_1 = texture(Source, blur_coords_up_clamped).rgba; + vec4 adjacent_texel_2 = texture(Source, blur_coords_down_clamped).rgba; + vec4 adjacent_texel_3 = texture(Source, blur_coords_right_clamped).rgba; + vec4 adjacent_texel_4 = texture(Source, blur_coords_left_clamped).rgba; + + // Sum the alpha differences between neighboring texels, apply modifiers, then subtract the result from the current fragment alpha value + out_color.a -= + ( + (out_color.a - adjacent_texel_1.a) + + (out_color.a - adjacent_texel_2.a) + + (out_color.a - adjacent_texel_3.a) + + (out_color.a - adjacent_texel_4.a) + ) * registers.adjacent_texel_alpha_blending * blending_modifier(out_color.a); + + FragColor = out_color; +} diff --git a/handheld/console-border/shader-files/gb-pass2.slang b/handheld/console-border/shader-files/gb-pass2.slang new file mode 100644 index 0000000..f1099e1 --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass2.slang @@ -0,0 +1,120 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float shadow_blur1; +} registers; + +#pragma parameter shadow_blur1 "Shadow Blur 1" 2.0 0.0 5.0 0.1 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// 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 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; +layout(location = 2) out vec2 lower_bound; +layout(location = 3) out vec2 upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + texel = registers.SourceSize.zw; + lower_bound = vec2(0.0); + upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 2) in vec2 lower_bound; +layout(location = 3) in vec2 upper_bound; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +/* +sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset +Raw Gaussian weights: Raw Gaussian weights: +0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 +0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 +0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 +0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 +0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 +0.04566231462789672460813692086928 @position5 + +sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: +0.83198140032054115459545312766674 0.74065677106474770537917928592818 + +Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: +1.2019499469756482251051310195171 1.350153052084338115052273748029 + +Normalized Gaussian weights: Normalized Gaussian weights: +0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 +0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 +0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 +0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 +0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 +0.05488381664578583445722654373702 @position5 +*/ +void main() +{ + // Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled + float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); + + /* + Precalculated using the Gaussian function: + G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) + + Where sigma = 4.0 and x = offset in range [0, 5] + Normalized to 1 to prevent image darkening by multiplying each weight by: + 1 / sum(all weights) + */ + float weights[5] = float[]( 0.13, //0.13465834124289953661305802732548, + 0.13, //0.13051534237555914090930704141833, + 0.13 - (registers.shadow_blur1 / 100.0), //0.11883557904592230273554609080014, + 0.13 - (3.0 * registers.shadow_blur1 / 100.0), //0.10164546793794160274995705611009, + 0.13 - (5.0 * registers.shadow_blur1 / 100.0) ); //0.08167444001912718529866079800870 ); + + // Sample the current fragment and apply its weight + vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0]; + + // Iterate across the offsets in both directions sampling texels + // and adding their weighted alpha values to the total + for (int i = 1; i < 5; i++) + { + out_color.a += texture(Source, clamp(vTexCoord + vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i]; + out_color.a += texture(Source, clamp(vTexCoord - vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i]; + } + + FragColor = out_color; +} diff --git a/handheld/console-border/shader-files/gb-pass3.slang b/handheld/console-border/shader-files/gb-pass3.slang new file mode 100644 index 0000000..97278b6 --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass3.slang @@ -0,0 +1,120 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float shadow_blur2; +} registers; + +#pragma parameter shadow_blur2 "Shadow Blur 2" 2.0 0.0 5.0 0.1 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// 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 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; +layout(location = 2) out vec2 lower_bound; +layout(location = 3) out vec2 upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + texel = registers.SourceSize.zw; + lower_bound = vec2(0.0); + upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 2) in vec2 lower_bound; +layout(location = 3) in vec2 upper_bound; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +/* +sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset +Raw Gaussian weights: Raw Gaussian weights: +0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 +0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 +0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 +0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 +0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 +0.04566231462789672460813692086928 @position5 + +sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: +0.83198140032054115459545312766674 0.74065677106474770537917928592818 + +Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: +1.2019499469756482251051310195171 1.350153052084338115052273748029 + +Normalized Gaussian weights: Normalized Gaussian weights: +0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 +0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 +0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 +0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 +0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 +0.05488381664578583445722654373702 @position5 +*/ +void main() +{ + // Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled + float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); + + /* + Precalculated using the Gaussian function: + G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) + + Where sigma = 4.0 and x = offset in range [0, 5] + Normalized to 1 to prevent image darkening by multiplying each weight by: + 1 / sum(all weights) + */ + float weights[5] = float[]( 0.13, //0.13465834124289953661305802732548, + 0.13, //0.13051534237555914090930704141833, + 0.13 - (registers.shadow_blur2 / 100.0), //0.11883557904592230273554609080014, + 0.13 - (3.0 * registers.shadow_blur2 / 100.0), //0.10164546793794160274995705611009, + 0.13 - (5.0 * registers.shadow_blur2 / 100.0) ); //0.08167444001912718529866079800870 ); + + // Sample the current fragment and apply its weight + vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0]; + + // Iterate across the offsets in both directions sampling texels + // and adding their weighted alpha values to the total + for (int i = 1; i < 5; i++) + { + out_color.a += texture(Source, clamp(vTexCoord + vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; + out_color.a += texture(Source, clamp(vTexCoord - vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; + } + + FragColor = out_color; +} diff --git a/handheld/console-border/shader-files/gb-pass4.slang b/handheld/console-border/shader-files/gb-pass4.slang new file mode 100644 index 0000000..6e2eecf --- /dev/null +++ b/handheld/console-border/shader-files/gb-pass4.slang @@ -0,0 +1,160 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + vec4 PassOutputSize1; + float contrast; + float screen_light; + float pixel_opacity; + float bg_smoothing; + float shadow_opacity; + float shadow_offset_x; + float shadow_offset_y; + float screen_offset_x; + float screen_offset_y; +} registers; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +//////////////////////////////////////////////////////////////////////////////// +// Config // +//////////////////////////////////////////////////////////////////////////////// + +// Useful to fine-tune the colors. +// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95] +#pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05 + +// Controls the ambient light of the screen. +// Lower values darken the screen - [0, 2] [DEFAULT: 1.00] +#pragma parameter screen_light "Ambient Screen Light" 1.0 0.0 2.0 0.05 + +// Controls the opacity of the dot-matrix pixels. +// Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00] +#pragma parameter pixel_opacity "Pixel Opacity" 1.0 0.01 1.0 0.01 + +// Higher values suppress changes in background color directly beneath +// the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75] +#pragma parameter bg_smoothing "Background Smooth" 0.75 0.0 1.0 0.05 + +// How strongly shadows affect the background +// Higher values darken the shadows - [0, 1] [DEFAULT: 0.55] +#pragma parameter shadow_opacity "Shadow Opacity" 0.55 0.01 1.0 0.01 + +// How far the shadow should be shifted to the +// right in pixels - [-infinity, infinity] [DEFAULT: 1.0] +#pragma parameter shadow_offset_x "Shadow Offset Horiz" 1.0 -5.0 5.0 0.5 + +// How far the shadow should be shifted +// down in pixels - [-infinity, infinity] [DEFAULT: 1.5] +#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5 + +// Screen offset - [-infinity, infinity] [DEFAULT: 0] +#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5 + +// Screen offset - [-infinity, infinity] [DEFAULT: 0] +#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5 + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// 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 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + + texel = registers.SourceSize.zw; +} + +//////////////////////////////////////////////////////////////////////////////// +// Fragment definitions // +//////////////////////////////////////////////////////////////////////////////// + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 1) uniform sampler2D Source; +layout(set = 0, binding = 2) uniform sampler2D PassOutput1; +layout(set = 0, binding = 3) uniform sampler2D BACKGROUND; +layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE; + +#define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5)) + +// Sample the background color from the palette +#define shadow_alpha (registers.contrast * registers.shadow_opacity) + +// Offset for the shadow +#define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y) + +// Offset for the entire screen +#define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y) + +//////////////////////////////////////////////////////////////////////////////// +// Fragment shader // +//////////////////////////////////////////////////////////////////////////////// + +void main() +{ + vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord); + tex = (tex + 0.5) * registers.PassOutputSize1.zw; + + // Sample all the relevant textures + vec4 foreground = texture(PassOutput1, tex - screen_offset); + vec4 background = texture(BACKGROUND, vTexCoord); + vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset)); + vec4 background_color = bg_color; + + // Foreground and background are blended with the background color + foreground *= 1.0; + background -= (background - 0.5) * registers.bg_smoothing * float(foreground.a > 0.0); //suppress drastic background color changes under the foreground to improve clarity + + // Allows for highlights, + // background = bg_color when the background color is 0.5 gray + background.rgb = clamp( + vec3( + bg_color.r + mix(-1.0, 1.0, background.r), + bg_color.g + mix(-1.0, 1.0, background.g), + bg_color.b + mix(-1.0, 1.0, background.b) + ), + 0.0, 1.0 + ); + + // Shadows are alpha blended with the background + vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1.0 - shadows.a * shadow_alpha)); + + // Foreground is alpha blended with the shadowed background + out_color = (foreground * foreground.a * (1.0 - foreground.a * foreground.a * registers.contrast)) + + (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity)); + + FragColor = out_color; +}