diff --git a/handheld/retro-tiles.slangp b/handheld/retro-tiles.slangp new file mode 100644 index 0000000..63d829b --- /dev/null +++ b/handheld/retro-tiles.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/retro-tiles.slang +filter_linear0 = false diff --git a/handheld/shaders/retro-tiles.slang b/handheld/shaders/retro-tiles.slang new file mode 100644 index 0000000..22d03de --- /dev/null +++ b/handheld/shaders/retro-tiles.slang @@ -0,0 +1,120 @@ +#version 450 + +/* + Hyllian's RetroTiles Shader + + Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float TILE_SIZE; + float COLOR_BOOST; + float OVERSCAN; + float InputGamma; + float OutputGamma; +} param; + +#pragma parameter TILE_SIZE "Tile Size" 0.5 0.4 0.6 0.01 +#pragma parameter COLOR_BOOST "Color Boost" 1.0 1.0 2.0 0.05 +#pragma parameter OVERSCAN "Over Scan" 0.0 -3.0 3.0 1.0 +#pragma parameter InputGamma "INPUT GAMMA" 2.2 0.0 3.0 0.1 +#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1 + +#define TILE_SIZE param.TILE_SIZE +#define COLOR_BOOST param.COLOR_BOOST +#define OVERSCAN param.OVERSCAN +#define InputGamma param.InputGamma +#define OutputGamma param.OutputGamma + +#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma)) +#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma)) + + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} 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; + + vec2 box_scale = floor(param.OutputSize.xy / param.SourceSize.xy) + OVERSCAN; + box_scale = vec2(min(box_scale.x, box_scale.y)); + + vec2 scale = (param.OutputSize.xy / param.SourceSize.xy) / box_scale; + vec2 middle = vec2(0.5); + vec2 diff = TexCoord * 1.0001 - middle; + vTexCoord = middle + diff * scale; + +} + + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +float fade(float size) +{ + size = clamp(size, -1.0, 1.0); + + size = 1.0 - size * size * size; + + return size * size; +} + + +void main() +{ + vec2 pos = fract(vTexCoord*param.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position + vec2 dir = sign(pos); // dir = pixel direction + + vec2 g1 = dir*vec2( param.SourceSize.z, 0); + vec2 g2 = dir*vec2( 0, param.SourceSize.w); + + vec3 A = GAMMA_IN(texture(Source, vTexCoord ).xyz); + vec3 B = GAMMA_IN(texture(Source, vTexCoord +g1 ).xyz); + vec3 C = GAMMA_IN(texture(Source, vTexCoord +g2).xyz); + vec3 D = GAMMA_IN(texture(Source, vTexCoord +g1+g2).xyz); + + vec2 dx = vec2(pos.x, 1.0 + min(-pos.x, pos.x)) / TILE_SIZE; + vec2 dy = vec2(pos.y, 1.0 + min(-pos.y, pos.y)) / TILE_SIZE; + + vec2 wx = vec2(fade(dx.x), fade(dx.y)); + vec2 wy = vec2(fade(dy.x), fade(dy.y)); + + vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y; + + color *= COLOR_BOOST; + + FragColor = vec4(GAMMA_OUT(color), 1.0); +}