Add Gambatte color GLSL port by RiskyJumps

This commit is contained in:
Monroe88 2018-02-10 16:14:48 -06:00
parent 9afc9923f7
commit 2ec3515dc7

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@ -0,0 +1,103 @@
#version 450
/*
Gambatte Color
A Slang/GLSL port of the color correction option on Gambatte emulator
Ported by: RiskyJumps
License: Public domain
*/
/*
OPTIONS:
INT_OPS (default: Disabled)
It's supposed to be more "accurate" but it's a waste. Not recommended
*/
//#define INT_OPS
/*
SIMULATE_INT (default: Disabled)
Only meaningful if INT_OPS is disabled. It truncates floats. Then
again, it's supposed to be more "accurate" but it looks just
too similar. It's still a waste. Not recommended.
*/
//#define SIMULATE_INT
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 color = texture(Source, vTexCoord);
#ifdef INT_OPS
color.rgb *= 255.0;
int r = (int)color.r;
int g = (int)color.g;
int b = (int)color.b;
int R = (r * 13 + g * 2 + b) >> 4;
int G = (g * 3 + b) >> 2;
int B = (r * 3 + g * 2 + b * 11) >> 4;
color.rgb = vec3((float)R, (float)G, (float)B);
color.rgb /= 255.0;
FragColor = color;
return;
#else
mat3 color_correction = mat3(
13.0, 2.0, 1.0,
0.0, 3.0, 1.0,
3.0, 2.0, 11.0
);
mat3 scale = mat3(
1.0/16.0, 0.0, 0.0,
0.0, 1.0/4.0, 0.0,
0.0, 0.0, 1.0/16.0
);
color_correction *= scale;
#ifdef SIMULATE_INT
color.rgb *= 255.0;
color.rgb = floor(color.rgb);
color.rgb *= color_correction;
color.rgb = floor(color.rgb);
color.rgb /= 255.0;
FragColor = color;
return;
#else
color.rgb *= color_correction;
FragColor = color;
return;
#endif
#endif
}