diff --git a/handheld/shaders/color/gba-color.slang b/handheld/shaders/color/gba-color.slang index 211f5fd..0216d71 100644 --- a/handheld/shaders/color/gba-color.slang +++ b/handheld/shaders/color/gba-color.slang @@ -21,25 +21,25 @@ layout(std140, set = 0, binding = 0) uniform UBO */ // Shader that replicates the LCD dynamics from a GameBoy Advance -#pragma parameter darken_screen "Darken Screen" 0.5 -0.25 1.5 0.05 +#pragma parameter darken_screen "Darken Screen" 1.0 -0.25 1.0 0.05 #define target_gamma 2.2 #define display_gamma 2.2 #define sat 1.0 -#define lum 1.0 +#define lum 0.94 #define contrast 1.0 #define blr 0.0 #define blg 0.0 #define blb 0.0 -#define r 0.86 -#define g 0.66 -#define b 0.81 -#define rg 0.11 -#define rb 0.1325 -#define gr 0.19 -#define gb 0.0575 -#define br -0.05 -#define bg 0.23 +#define r 0.82 +#define g 0.665 +#define b 0.73 +#define rg 0.125 +#define rb 0.195 +#define gr 0.24 +#define gb 0.075 +#define br -0.06 +#define bg 0.21 #define overscan_percent_x 0.0 #define overscan_percent_y 0.0 @@ -79,4 +79,4 @@ mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) screen = clamp(screen * lum, 0.0, 1.0); screen = color * screen; FragColor = pow(screen, vec4(1.0 / (display_gamma))); -} \ No newline at end of file +} diff --git a/handheld/shaders/color/gbc-color.slang b/handheld/shaders/color/gbc-color.slang index 4d50e54..1acda9d 100644 --- a/handheld/shaders/color/gbc-color.slang +++ b/handheld/shaders/color/gbc-color.slang @@ -2,7 +2,7 @@ layout(push_constant) uniform Push { - float brighten_screen; + float lighten_screen; } params; layout(std140, set = 0, binding = 0) uniform UBO @@ -19,27 +19,29 @@ layout(std140, set = 0, binding = 0) uniform UBO Author: hunterk License: Public domain */ -// Shader that replicates the LCD dynamics from a GameBoy Advance +// Shader that replicates the LCD dynamics from a GameBoy Color -#pragma parameter brighten_screen "Brighten Screen" 0.5 -0.25 1.2 0.05 +#pragma parameter lighten_screen "Lighten Screen" 1.0 0.0 1.0 0.05 #define target_gamma 2.2 #define display_gamma 2.2 #define sat 1.0 -#define lum 1.0 +#define lum 0.94 #define contrast 1.0 #define blr 0.0 #define blg 0.0 #define blb 0.0 -#define r 0.87 -#define g 0.66 -#define b 0.79 -#define rg 0.115 -#define rb 0.14 -#define gr 0.18 -#define gb 0.07 -#define br -0.05 -#define bg 0.225 +#define r 0.82 +#define g 0.665 +#define b 0.73 +#define rg 0.125 +#define rb 0.195 +#define gr 0.24 +#define gb 0.075 +#define br -0.06 +#define bg 0.21 +#define overscan_percent_x 0.0 +#define overscan_percent_y 0.0 #pragma stage vertex layout(location = 0) in vec4 Position; @@ -59,7 +61,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source; void main() { - vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.brighten_screen * -1.0))).rgba; + vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.lighten_screen * -1.0))).rgba; vec4 avglum = vec4(0.5); screen = mix(screen, avglum, (1.0 - contrast)); diff --git a/handheld/shaders/color/nds-color.slang b/handheld/shaders/color/nds-color.slang index be8526a..4402900 100644 --- a/handheld/shaders/color/nds-color.slang +++ b/handheld/shaders/color/nds-color.slang @@ -14,28 +14,42 @@ layout(std140, set = 0, binding = 0) uniform UBO Author: hunterk License: Public domain */ -// Shader that replicates the LCD dynamics from a Nintendo DS Phat +// Shader that replicates the LCD dynamics from a Nintendo DS Phat -- -#define target_gamma 2.2 -#define display_gamma 2.2 +#define target_gamma 1.91 +#define display_gamma 1.91 #define sat 1.0 -#define lum 1.0 +#define lum 0.89 #define contrast 1.0 #define blr 0.0 #define blg 0.0 #define blb 0.0 -#define r 0.85 -#define g 0.655 -#define b 0.865 -#define rg 0.095 -#define rb 0.06 -#define gr 0.20 -#define gb 0.075 -#define br -0.05 -#define bg 0.25 +#define r 0.87 +#define g 0.645 +#define b 0.73 +#define rg 0.10 +#define rb 0.10 +#define gr 0.255 +#define gb 0.17 +#define br -0.125 +#define bg 0.255 #define overscan_percent_x 0.0 #define overscan_percent_y 0.0 +/* +White-NDS +#define lum 0.98 +#define r 0.83 +#define g 0.625 +#define b 0.785 +#define rg 0.07 +#define rb 0.075 +#define gr 0.22 +#define gb 0.155 +#define br -0.13 +#define bg 0.22 +*/ + #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; diff --git a/handheld/shaders/lcd1x_nds.slang b/handheld/shaders/lcd1x_nds.slang index df592d3..e959e7d 100644 --- a/handheld/shaders/lcd1x_nds.slang +++ b/handheld/shaders/lcd1x_nds.slang @@ -71,17 +71,18 @@ layout(set = 0, binding = 2) uniform sampler2D Source; #define NDS_SCREEN_HEIGHT 192.0 -#define TARGET_GAMMA 2.2 -const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.85 -#define CC_G 0.655 -#define CC_B 0.865 -#define CC_RG 0.095 -#define CC_RB 0.06 -#define CC_GR 0.20 -#define CC_GB 0.075 -#define CC_BR -0.05 -#define CC_BG 0.25 +#define TARGET_GAMMA 1.91 +const float INV_DISPLAY_GAMMA = 1.0 / 1.91; +#define CC_LUM 0.89 +#define CC_R 0.87 +#define CC_G 0.645 +#define CC_B 0.73 +#define CC_RG 0.10 +#define CC_RB 0.10 +#define CC_GR 0.255 +#define CC_GB 0.17 +#define CC_BR -0.125 +#define CC_BG 0.255 /* FRAGMENT SHADER @@ -106,7 +107,7 @@ void main() colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Apply LCD grid effect diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang index 24f6d07..8a86523 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color-4k.slang @@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE; // Colour correction #define TARGET_GAMMA 2.2 const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.86 -#define CC_G 0.66 -#define CC_B 0.81 -#define CC_RG 0.11 -#define CC_RB 0.1325 -#define CC_GR 0.19 -#define CC_GB 0.0575 -#define CC_BR -0.05 -#define CC_BG 0.23 +#define CC_LUM 0.94 +#define CC_R 0.82 +#define CC_G 0.665 +#define CC_B 0.73 +#define CC_RG 0.125 +#define CC_RB 0.195 +#define CC_GR 0.24 +#define CC_GB 0.075 +#define CC_BR -0.06 +#define CC_BG 0.21 /* FRAGMENT SHADER @@ -146,10 +147,10 @@ void main() vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb; // Darken colours (if required...) and apply colour correction - colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 0.5 + registers.DARKEN_COLOUR)); + colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 1.0 + registers.DARKEN_COLOUR)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Generate grid pattern... diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang index 84508c0..8a4615e 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gba-color.slang @@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE; // Colour correction #define TARGET_GAMMA 2.2 const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.86 -#define CC_G 0.66 -#define CC_B 0.81 -#define CC_RG 0.11 -#define CC_RB 0.1325 -#define CC_GR 0.19 -#define CC_GB 0.0575 -#define CC_BR -0.05 -#define CC_BG 0.23 +#define CC_LUM 0.94 +#define CC_R 0.82 +#define CC_G 0.665 +#define CC_B 0.73 +#define CC_RG 0.125 +#define CC_RB 0.195 +#define CC_GR 0.24 +#define CC_GB 0.075 +#define CC_BR -0.06 +#define CC_BG 0.21 /* FRAGMENT SHADER @@ -146,10 +147,10 @@ void main() vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb; // Darken colours (if required...) and apply colour correction - colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 0.5 + registers.DARKEN_COLOUR)); + colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 1.0 + registers.DARKEN_COLOUR)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Generate grid pattern... diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang index 767e77a..5813c72 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color-4k.slang @@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE; // Colour correction #define TARGET_GAMMA 2.2 const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.87 -#define CC_G 0.66 -#define CC_B 0.79 -#define CC_RG 0.115 -#define CC_RB 0.14 -#define CC_GR 0.18 -#define CC_GB 0.07 -#define CC_BR -0.05 -#define CC_BG 0.225 +#define CC_LUM 0.94 +#define CC_R 0.82 +#define CC_G 0.665 +#define CC_B 0.73 +#define CC_RG 0.125 +#define CC_RB 0.195 +#define CC_GR 0.24 +#define CC_GB 0.075 +#define CC_BR -0.06 +#define CC_BG 0.21 /* FRAGMENT SHADER @@ -149,7 +150,7 @@ void main() colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA - 0.5 + registers.DARKEN_COLOUR)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Generate grid pattern... diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang index a6acce8..7492cda 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd+gbc-color.slang @@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE; // Colour correction #define TARGET_GAMMA 2.2 const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.87 -#define CC_G 0.66 -#define CC_B 0.79 -#define CC_RG 0.115 -#define CC_RB 0.14 -#define CC_GR 0.18 -#define CC_GB 0.07 -#define CC_BR -0.05 -#define CC_BG 0.225 +#define CC_LUM 0.94 +#define CC_R 0.82 +#define CC_G 0.665 +#define CC_B 0.73 +#define CC_RG 0.125 +#define CC_RB 0.195 +#define CC_GR 0.24 +#define CC_GB 0.075 +#define CC_BR -0.06 +#define CC_BG 0.21 /* FRAGMENT SHADER @@ -149,7 +150,7 @@ void main() colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA - 0.5 + registers.DARKEN_COLOUR)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Generate grid pattern... diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang index 5e10bc1..7d04da0 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gba-color.slang @@ -122,15 +122,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE; // Colour correction #define TARGET_GAMMA 2.2 const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.86 -#define CC_G 0.66 -#define CC_B 0.81 -#define CC_RG 0.11 -#define CC_RB 0.1325 -#define CC_GR 0.19 -#define CC_GB 0.0575 -#define CC_BR -0.05 -#define CC_BG 0.23 +#define CC_LUM 0.94 +#define CC_R 0.82 +#define CC_G 0.665 +#define CC_B 0.73 +#define CC_RG 0.125 +#define CC_RB 0.195 +#define CC_GR 0.24 +#define CC_GB 0.075 +#define CC_BR -0.06 +#define CC_BG 0.21 /* FRAGMENT SHADER @@ -145,10 +146,10 @@ void main() vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb; // Darken colours (if required...) and apply colour correction - colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 0.5 + registers.DARKEN_COLOUR)); + colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 1.0 + registers.DARKEN_COLOUR)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Generate grid pattern... diff --git a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang index 85b8fc4..903d5cd 100644 --- a/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang +++ b/handheld/shaders/simpletex_lcd/simpletex_lcd_720p+gbc-color.slang @@ -122,15 +122,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE; // Colour correction #define TARGET_GAMMA 2.2 const float INV_DISPLAY_GAMMA = 1.0 / 2.2; -#define CC_R 0.87 -#define CC_G 0.66 -#define CC_B 0.79 -#define CC_RG 0.115 -#define CC_RB 0.14 -#define CC_GR 0.18 -#define CC_GB 0.07 -#define CC_BR -0.05 -#define CC_BG 0.225 +#define CC_LUM 0.94 +#define CC_R 0.82 +#define CC_G 0.665 +#define CC_B 0.73 +#define CC_RG 0.125 +#define CC_RB 0.195 +#define CC_GR 0.24 +#define CC_GB 0.075 +#define CC_BR -0.06 +#define CC_BG 0.21 /* FRAGMENT SHADER @@ -148,7 +149,7 @@ void main() colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA - 0.5 + registers.DARKEN_COLOUR)); colour.rgb = mat3(CC_R, CC_RG, CC_RB, CC_GR, CC_G, CC_GB, - CC_BR, CC_BG, CC_B) * colour.rgb; + CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM); colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0); // Generate grid pattern... diff --git a/presets/retro-v2+gba-color.slangp b/presets/retro-v2+gba-color.slangp index 9c26874..5d11b7b 100644 --- a/presets/retro-v2+gba-color.slangp +++ b/presets/retro-v2+gba-color.slangp @@ -10,5 +10,5 @@ scale0 = "1.000000" filter_linear1 = "false" parameters = "darken_screen;RETRO_PIXEL_SIZE" -darken_screen = "0.500000" +darken_screen = "1.000000" RETRO_PIXEL_SIZE = "0.840000" diff --git a/presets/retro-v2+gbc-color.slangp b/presets/retro-v2+gbc-color.slangp index 0bd1eb5..660bef8 100644 --- a/presets/retro-v2+gbc-color.slangp +++ b/presets/retro-v2+gbc-color.slangp @@ -9,6 +9,6 @@ scale0 = "1.000000" filter_linear1 = "false" -parameters = "brighten_screen;RETRO_PIXEL_SIZE" -brighten_screen = "0.500000" +parameters = "lighten_screen;RETRO_PIXEL_SIZE" +lighten_screen = "0.500000" RETRO_PIXEL_SIZE = "0.840000"