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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Hyllian 2022-09-11 14:45:51 -03:00 committed by GitHub
parent ec7ca0125d
commit 39b0948d0e
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shaders = 1
shader0 = shaders/retro-tiles.slang
filter_linear0 = false

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#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);
}