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Add Retro-Tiles shaders (#291)
* Add Retro-Tiles shaders A shader designed for handheld and low res systems. It turns pixels into crisp tiles. * Add box scaling - Turn mandatory integer scaling; - Add Overscan option.
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handheld/retro-tiles.slangp
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handheld/retro-tiles.slangp
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shaders = 1
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shader0 = shaders/retro-tiles.slang
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filter_linear0 = false
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handheld/shaders/retro-tiles.slang
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handheld/shaders/retro-tiles.slang
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#version 450
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/*
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Hyllian's RetroTiles Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float TILE_SIZE;
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float COLOR_BOOST;
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float OVERSCAN;
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float InputGamma;
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float OutputGamma;
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} param;
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#pragma parameter TILE_SIZE "Tile Size" 0.5 0.4 0.6 0.01
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#pragma parameter COLOR_BOOST "Color Boost" 1.0 1.0 2.0 0.05
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#pragma parameter OVERSCAN "Over Scan" 0.0 -3.0 3.0 1.0
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#pragma parameter InputGamma "INPUT GAMMA" 2.2 0.0 3.0 0.1
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#pragma parameter OutputGamma "OUTPUT GAMMA" 2.2 0.0 3.0 0.1
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#define TILE_SIZE param.TILE_SIZE
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#define COLOR_BOOST param.COLOR_BOOST
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#define OVERSCAN param.OVERSCAN
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#define InputGamma param.InputGamma
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#define OutputGamma param.OutputGamma
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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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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} 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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vec2 box_scale = floor(param.OutputSize.xy / param.SourceSize.xy) + OVERSCAN;
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box_scale = vec2(min(box_scale.x, box_scale.y));
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vec2 scale = (param.OutputSize.xy / param.SourceSize.xy) / box_scale;
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vec2 middle = vec2(0.5);
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vec2 diff = TexCoord * 1.0001 - middle;
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vTexCoord = middle + diff * scale;
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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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float fade(float size)
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{
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size = clamp(size, -1.0, 1.0);
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size = 1.0 - size * size * size;
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return size * size;
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}
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void main()
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{
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vec2 pos = fract(vTexCoord*param.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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vec2 g1 = dir*vec2( param.SourceSize.z, 0);
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vec2 g2 = dir*vec2( 0, param.SourceSize.w);
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vec3 A = GAMMA_IN(texture(Source, vTexCoord ).xyz);
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vec3 B = GAMMA_IN(texture(Source, vTexCoord +g1 ).xyz);
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vec3 C = GAMMA_IN(texture(Source, vTexCoord +g2).xyz);
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vec3 D = GAMMA_IN(texture(Source, vTexCoord +g1+g2).xyz);
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vec2 dx = vec2(pos.x, 1.0 + min(-pos.x, pos.x)) / TILE_SIZE;
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vec2 dy = vec2(pos.y, 1.0 + min(-pos.y, pos.y)) / TILE_SIZE;
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vec2 wx = vec2(fade(dx.x), fade(dx.y));
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vec2 wy = vec2(fade(dy.x), fade(dy.y));
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vec3 color = (A*wx.x + B*wx.y)*wy.x + (C*wx.x + D*wx.y)*wy.y;
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color *= COLOR_BOOST;
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FragColor = vec4(GAMMA_OUT(color), 1.0);
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}
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