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Add Gambatte color GLSL port by RiskyJumps
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103
handheld/shaders/color/gbc-gambatte-color.slang
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103
handheld/shaders/color/gbc-gambatte-color.slang
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#version 450
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/*
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Gambatte Color
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A Slang/GLSL port of the color correction option on Gambatte emulator
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Ported by: RiskyJumps
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License: Public domain
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*/
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/*
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OPTIONS:
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INT_OPS (default: Disabled)
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It's supposed to be more "accurate" but it's a waste. Not recommended
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*/
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//#define INT_OPS
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/*
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SIMULATE_INT (default: Disabled)
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Only meaningful if INT_OPS is disabled. It truncates floats. Then
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again, it's supposed to be more "accurate" but it looks just
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too similar. It's still a waste. Not recommended.
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*/
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//#define SIMULATE_INT
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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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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void main()
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{
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vec4 color = texture(Source, vTexCoord);
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#ifdef INT_OPS
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color.rgb *= 255.0;
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int r = (int)color.r;
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int g = (int)color.g;
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int b = (int)color.b;
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int R = (r * 13 + g * 2 + b) >> 4;
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int G = (g * 3 + b) >> 2;
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int B = (r * 3 + g * 2 + b * 11) >> 4;
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color.rgb = vec3((float)R, (float)G, (float)B);
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color.rgb /= 255.0;
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FragColor = color;
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return;
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#else
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mat3 color_correction = mat3(
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13.0, 2.0, 1.0,
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0.0, 3.0, 1.0,
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3.0, 2.0, 11.0
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);
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mat3 scale = mat3(
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1.0/16.0, 0.0, 0.0,
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0.0, 1.0/4.0, 0.0,
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0.0, 0.0, 1.0/16.0
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);
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color_correction *= scale;
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#ifdef SIMULATE_INT
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color.rgb *= 255.0;
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color.rgb = floor(color.rgb);
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color.rgb *= color_correction;
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color.rgb = floor(color.rgb);
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color.rgb /= 255.0;
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FragColor = color;
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return;
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#else
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color.rgb *= color_correction;
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FragColor = color;
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return;
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#endif
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#endif
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}
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