mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
make dmg and gb-pocket console-borders match original Cg
This commit is contained in:
parent
8301ecf850
commit
2dbc0d86e7
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@ -35,26 +35,14 @@ filter_linear5 = true
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scale_type5 = source
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scale5 = 1.0
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y;adjacent_texel_alpha_blending;pixel_opacity;shadow_opacity"
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video_scale = "3.0"
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SCALE = "0.6667"
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OUT_X = "1600.0"
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OUT_Y = "800.0"
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baseline_alpha = "0.05"
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response_time = "0.333"
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grey_balance = "2.6"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.7"
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screen_light = "0.85"
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pixel_opacity = "0.9"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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pixel_opacity = "0.90"
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shadow_opacity = "0.90"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/dmg-palette.png
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@ -33,26 +33,14 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y;adjacent_texel_alpha_blending;pixel_opacity;shadow_opacity"
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video_scale = "3.0"
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SCALE = "1.0"
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OUT_X = "2400.0"
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OUT_Y = "1200.0"
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baseline_alpha = "0.05"
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response_time = "0.333"
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grey_balance = "2.6"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.7"
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screen_light = "0.85"
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pixel_opacity = "0.9"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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adjacent_texel_alpha_blending = "0.42"
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pixel_opacity = "0.80"
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shadow_opacity = "0.80"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/dmg-palette.png
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@ -33,26 +33,14 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y;adjacent_texel_alpha_blending;pixel_opacity;shadow_opacity"
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video_scale = "4.0"
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SCALE = "1.0"
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OUT_X = "3200.0"
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OUT_Y = "1600.0"
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baseline_alpha = "0.05"
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response_time = "0.333"
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grey_balance = "2.6"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.7"
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screen_light = "0.85"
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pixel_opacity = "0.9"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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adjacent_texel_alpha_blending = "0.34"
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pixel_opacity = "0.80"
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shadow_opacity = "0.80"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/dmg-palette.png
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@ -33,26 +33,14 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y;adjacent_texel_alpha_blending;pixel_opacity;shadow_opacity"
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video_scale = "4.0"
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SCALE = "1.25"
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OUT_X = "4000.0"
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OUT_Y = "2000.0"
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baseline_alpha = "0.05"
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response_time = "0.333"
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grey_balance = "2.6"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.7"
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screen_light = "0.85"
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pixel_opacity = "0.9"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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adjacent_texel_alpha_blending = "0.34"
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pixel_opacity = "0.80"
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shadow_opacity = "0.80"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/dmg-palette.png
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@ -33,26 +33,14 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y;adjacent_texel_alpha_blending;pixel_opacity;shadow_opacity"
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video_scale = "4.0"
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SCALE = "1.5"
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OUT_X = "4800.0"
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OUT_Y = "2400.0"
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baseline_alpha = "0.05"
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response_time = "0.333"
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grey_balance = "2.6"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.7"
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screen_light = "0.85"
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pixel_opacity = "0.9"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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adjacent_texel_alpha_blending = "0.34"
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pixel_opacity = "0.80"
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shadow_opacity = "0.80"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/dmg-palette.png
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@ -35,26 +35,11 @@ filter_linear5 = true
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scale_type5 = source
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scale5 = 1.0
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y"
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video_scale = "3.0"
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SCALE = "0.6667"
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OUT_X = "1600.0"
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OUT_Y = "800.0"
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baseline_alpha = "0.03"
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response_time = "0.333"
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grey_balance = "3.5"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.8"
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screen_light = "0.9"
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pixel_opacity = "0.95"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/pocket-palette.png
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@ -33,26 +33,11 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y"
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video_scale = "3.0"
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SCALE = "1.0"
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OUT_X = "2400.0"
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OUT_Y = "1200.0"
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baseline_alpha = "0.03"
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response_time = "0.333"
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grey_balance = "3.5"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.8"
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screen_light = "0.9"
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pixel_opacity = "0.95"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/pocket-palette.png
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@ -33,26 +33,11 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y"
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video_scale = "4.0"
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SCALE = "1.0"
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OUT_X = "3200.0"
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OUT_Y = "1600.0"
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baseline_alpha = "0.03"
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response_time = "0.333"
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grey_balance = "3.5"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.8"
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screen_light = "0.9"
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pixel_opacity = "0.95"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/pocket-palette.png
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@ -33,26 +33,11 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y"
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video_scale = "4.0"
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SCALE = "1.25"
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OUT_X = "4000.0"
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OUT_Y = "2000.0"
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baseline_alpha = "0.03"
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response_time = "0.333"
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grey_balance = "3.5"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.8"
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screen_light = "0.9"
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pixel_opacity = "0.95"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/pocket-palette.png
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@ -33,26 +33,11 @@ alias4 = "PASS4"
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shader5 = shader-files/gb-pass-5.slang
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filter_linear5 = true
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parameters = "video_scale;baseline_alpha;response_time;grey_balance;blending_mode;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;bg_smoothing;shadow_opacity;shadow_offset_x;shadow_offset_y;screen_offset_x;screen_offset_y;console_border_enable;SCALE;OUT_X;OUT_Y"
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parameters = "video_scale;SCALE;OUT_X;OUT_Y"
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video_scale = "4.0"
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SCALE = "1.5"
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OUT_X = "4800.0"
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OUT_Y = "2400.0"
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baseline_alpha = "0.03"
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response_time = "0.333"
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grey_balance = "3.5"
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blending_mode = "0.0"
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adjacent_texel_alpha_blending = "0.38"
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contrast = "0.8"
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screen_light = "0.9"
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pixel_opacity = "0.95"
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bg_smoothing = "0.0"
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shadow_opacity = "0.9"
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shadow_offset_x = "-2.0"
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shadow_offset_y = "1.5"
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screen_offset_x = "0.0"
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screen_offset_y = "0.0"
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console_border_enable = "1.0"
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textures = COLOR_PALETTE;BACKGROUND;BORDER
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COLOR_PALETTE = resources/pocket-palette.png
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@ -9,7 +9,6 @@ layout(push_constant) uniform Push
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float baseline_alpha;
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float grey_balance;
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float response_time;
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float console_border_enable;
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float video_scale;
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} registers;
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@ -24,17 +23,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// The alpha value of dots in their "off" state
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// Does not affect the border region of the screen - [0, 1]
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#pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01
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#pragma parameter baseline_alpha "Baseline Alpha" 0.05 0.0 1.0 0.01
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// Fine-tune the balance between the different shades of grey
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#pragma parameter grey_balance "Grey Balance" 3.0 2.0 4.0 0.1
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#pragma parameter grey_balance "Grey Balance" 2.6 2.0 4.0 0.1
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// Simulate response time
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// Higher values result in longer color transition periods - [0, 1]
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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// Change scaling to enable use in console-border shaders
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#pragma parameter console_border_enable "Console-Border Enable" 0.0 0.0 1.0 1.0
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#pragma parameter response_time "LCD Response Time" 0.20 0.0 0.777 0.111
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// Set video scale when used in console-border shaders
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#pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0
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@ -87,14 +83,12 @@ layout(location = 3) out vec2 one_texel;
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void main()
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{
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float video_scale_factor = floor(registers.OutputSize.y * registers.SourceSize.w);
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if (registers.console_border_enable > 0.5) video_scale_factor = registers.video_scale;
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vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
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vec2 scaled_video_out = (registers.SourceSize.xy * vec2(registers.video_scale));
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// Remaps position to integer scaled output
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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vTexCoord = TexCoord + half_pixel;
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vTexCoord = TexCoord;// + half_pixel;
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dot_size = registers.SourceSize.zw;
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one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor);
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one_texel = 1.0 / (registers.SourceSize.xy * registers.video_scale);
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -20,10 +20,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// 0 - only the space between dots is blending
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// 1 - all texels are blended
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#pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0
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#pragma parameter blending_mode "Blending Mode" 0.0 0.0 1.0 1.0
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// The amount of alpha swapped between neighboring texels
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#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05
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#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.38 0.0 1.0 0.05
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///////////////////////////////////////////////////////////////////////////
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// //
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@ -28,37 +28,37 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// Useful to fine-tune the colors.
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// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95]
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#pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05
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#pragma parameter contrast "Contrast" 0.70 0.0 1.0 0.05
|
||||
|
||||
// Controls the ambient light of the screen.
|
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// 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
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||||
#pragma parameter screen_light "Ambient Screen Light" 0.85 0.0 2.0 0.05
|
||||
|
||||
// Controls the opacity of the dot-matrix pixels.
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// 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
|
||||
#pragma parameter pixel_opacity "Pixel Opacity" 0.9 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
|
||||
#pragma parameter bg_smoothing "Background Smooth" 0.0 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
|
||||
#pragma parameter shadow_opacity "Shadow Opacity" 0.90 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
|
||||
#pragma parameter shadow_offset_x "Shadow Offset Horiz" -1.5 -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
|
||||
#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.5 -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
|
||||
#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// //
|
||||
|
@ -126,7 +126,7 @@ layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
|
|||
void main()
|
||||
{
|
||||
vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord);
|
||||
tex = (tex + 0.5) * registers.PassOutputSize1.zw;
|
||||
tex = (tex ) * registers.PassOutputSize1.zw;
|
||||
|
||||
// Sample all the relevant textures
|
||||
vec4 foreground = texture(PassOutput1, tex - screen_offset);
|
||||
|
@ -136,6 +136,7 @@ void main()
|
|||
|
||||
// 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,
|
||||
|
|
Loading…
Reference in a new issue