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https://github.com/italicsjenga/slang-shaders.git
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simpletex_lcd: Fix gba/gbc colour correction and reoptimise shader parameter presets
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@ -121,6 +121,8 @@ const float LINE_WEIGHT_B = 8.0 / 3.0;
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const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.84
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#define CC_G 0.66
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#define CC_B 0.81
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@ -143,8 +145,12 @@ void main()
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// Get colour of current pixel
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...)
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colour.rgb = pow(colour.rgb, vec3(1.0 + registers.DARKEN_COLOUR));
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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vec2 distFromCenter = abs(imgCenterCoord.xy - imgPixelCoord.xy);
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@ -182,12 +188,6 @@ void main()
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// (lineWeight == 1 -> set colour to value specified by DARKEN_GRID)
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colour.rgb = mix(colour.rgb, vec3(1.0 - registers.DARKEN_GRID), lineWeight);
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// Apply colour correction
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(colour.rgb, 0.0, 1.0);
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// Get background sample point
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// > NB: external texture coordinates are referenced in a completely different fashion
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// here than they are in GLSL shaders...
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@ -121,6 +121,8 @@ const float LINE_WEIGHT_B = 8.0 / 3.0;
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const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.84
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#define CC_G 0.66
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#define CC_B 0.81
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@ -143,8 +145,12 @@ void main()
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// Get colour of current pixel
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...)
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colour.rgb = pow(colour.rgb, vec3(1.0 + registers.DARKEN_COLOUR));
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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vec2 distFromCenter = abs(imgCenterCoord.xy - imgPixelCoord.xy);
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@ -182,12 +188,6 @@ void main()
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// (lineWeight == 1 -> set colour to value specified by DARKEN_GRID)
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colour.rgb = mix(colour.rgb, vec3(1.0 - registers.DARKEN_GRID), lineWeight);
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// Apply colour correction
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(colour.rgb, 0.0, 1.0);
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// Get background sample point
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// > NB: external texture coordinates are referenced in a completely different fashion
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// here than they are in GLSL shaders...
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@ -121,6 +121,8 @@ const float LINE_WEIGHT_B = 8.0 / 3.0;
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const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.86629
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#define CC_G 0.70857
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#define CC_B 0.77215
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@ -143,8 +145,12 @@ void main()
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// Get colour of current pixel
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...)
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colour.rgb = pow(colour.rgb, vec3(1.0 + registers.DARKEN_COLOUR));
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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vec2 distFromCenter = abs(imgCenterCoord.xy - imgPixelCoord.xy);
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@ -182,12 +188,6 @@ void main()
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// (lineWeight == 1 -> set colour to value specified by DARKEN_GRID)
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colour.rgb = mix(colour.rgb, vec3(1.0 - registers.DARKEN_GRID), lineWeight);
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// Apply colour correction
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(colour.rgb, 0.0, 1.0);
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// Get background sample point
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// > NB: external texture coordinates are referenced in a completely different fashion
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// here than they are in GLSL shaders...
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@ -121,6 +121,8 @@ const float LINE_WEIGHT_B = 8.0 / 3.0;
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const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.86629
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#define CC_G 0.70857
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#define CC_B 0.77215
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@ -143,8 +145,12 @@ void main()
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// Get colour of current pixel
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...)
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colour.rgb = pow(colour.rgb, vec3(1.0 + registers.DARKEN_COLOUR));
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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vec2 distFromCenter = abs(imgCenterCoord.xy - imgPixelCoord.xy);
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@ -182,12 +188,6 @@ void main()
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// (lineWeight == 1 -> set colour to value specified by DARKEN_GRID)
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colour.rgb = mix(colour.rgb, vec3(1.0 - registers.DARKEN_GRID), lineWeight);
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// Apply colour correction
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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colour.rgb = clamp(colour.rgb, 0.0, 1.0);
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// Get background sample point
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// > NB: external texture coordinates are referenced in a completely different fashion
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// here than they are in GLSL shaders...
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@ -14,8 +14,8 @@ BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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GRID_INTENSITY = "0.9"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.6"
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GRID_BIAS = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.4"
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DARKEN_COLOUR = "0.35"
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@ -14,8 +14,8 @@ BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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GRID_INTENSITY = "0.9"
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GRID_INTENSITY = "0.65"
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GRID_WIDTH = "0.6"
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GRID_BIAS = "0.65"
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GRID_BIAS = "0.6"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.4"
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DARKEN_COLOUR = "0.35"
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@ -14,8 +14,8 @@ BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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GRID_INTENSITY = "1.0"
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GRID_WIDTH = "0.9"
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GRID_BIAS = "0.65"
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GRID_INTENSITY = "0.8"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.5"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.3"
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DARKEN_COLOUR = "0.05"
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@ -14,8 +14,8 @@ BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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GRID_INTENSITY = "1.0"
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GRID_WIDTH = "0.9"
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GRID_BIAS = "0.65"
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GRID_INTENSITY = "0.8"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.5"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.3"
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DARKEN_COLOUR = "0.05"
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@ -14,8 +14,8 @@ BACKGROUND = "shaders/simpletex_lcd/png/4k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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GRID_INTENSITY = "1.0"
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GRID_WIDTH = "0.8"
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GRID_BIAS = "0.6"
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GRID_INTENSITY = "0.8"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.5"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.5"
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DARKEN_COLOUR = "0.05"
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@ -14,8 +14,8 @@ BACKGROUND = "shaders/simpletex_lcd/png/2k/textured_paper.png"
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BACKGROUND_linear = false
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parameters = "GRID_INTENSITY;GRID_WIDTH;GRID_BIAS;DARKEN_GRID;DARKEN_COLOUR"
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GRID_INTENSITY = "1.0"
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GRID_WIDTH = "0.8"
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GRID_BIAS = "0.6"
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GRID_INTENSITY = "0.8"
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GRID_WIDTH = "0.65"
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GRID_BIAS = "0.5"
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DARKEN_GRID = "0.0"
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DARKEN_COLOUR = "0.5"
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DARKEN_COLOUR = "0.05"
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