Update handheld color shaders to version 9.0

This commit is contained in:
Monroe88 2017-07-29 23:18:29 -05:00
parent fd5c3cc64d
commit 4eb5210fb6
26 changed files with 314 additions and 126 deletions

View file

@ -3,3 +3,4 @@ shaders = 1
shader0 = shaders/color/gba-color.slang
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0

View file

@ -5,28 +5,28 @@ filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
shader1 = "shaders/color/gba-color.slang"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear1 = "false"
scale_type1 = "source"
scale_type1 = "viewport"
scale1 = "1.0"
shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader2 = "shaders/color/gba-color.slang"
filter_linear2 = "false"
scale_type2 = "viewport"
scale_type2 = "source"
scale2 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -1,27 +1,27 @@
shaders = "2"
shader0 = "shaders/color/gba-color.slang"
shader0 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear0 = "false"
scale_type0 = "source"
scale_type0 = "viewport"
scale0 = "1.0"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader1 = "shaders/color/gba-color.slang"
filter_linear1 = "false"
scale_type1 = "viewport"
scale_type1 = "source"
scale1 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -5,28 +5,28 @@ filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
shader1 = "shaders/color/nds-color.slang"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear1 = "false"
scale_type1 = "source"
scale_type1 = "viewport"
scale1 = "1.0"
shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader2 = "shaders/color/nds-color.slang"
filter_linear2 = "false"
scale_type2 = "viewport"
scale_type2 = "source"
scale2 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -1,27 +1,27 @@
shaders = "2"
shader0 = "shaders/color/nds-color.slang"
shader0 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear0 = "false"
scale_type0 = "source"
scale_type0 = "viewport"
scale0 = "1.0"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader1 = "shaders/color/nds-color.slang"
filter_linear1 = "false"
scale_type1 = "viewport"
scale_type1 = "source"
scale1 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -0,0 +1,32 @@
shaders = "3"
shader0 = "../motionblur/shaders/motionblur-simple.slang"
filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear1 = "false"
scale_type1 = "viewport"
scale1 = "1.0"
shader2 = "shaders/color/palm-color.slang"
filter_linear2 = "false"
scale_type2 = "source"
scale2 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -0,0 +1,27 @@
shaders = "2"
shader0 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear0 = "false"
scale_type0 = "viewport"
scale0 = "1.0"
shader1 = "shaders/color/palm-color.slang"
filter_linear1 = "false"
scale_type1 = "source"
scale1 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -5,28 +5,28 @@ filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
shader1 = "shaders/color/psp-color.slang"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear1 = "false"
scale_type1 = "source"
scale_type1 = "viewport"
scale1 = "1.0"
shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader2 = "shaders/color/psp-color.slang"
filter_linear2 = "false"
scale_type2 = "viewport"
scale_type2 = "source"
scale2 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -1,27 +1,27 @@
shaders = "2"
shader0 = "shaders/color/psp-color.slang"
shader0 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear0 = "false"
scale_type0 = "source"
scale_type0 = "viewport"
scale0 = "1.0"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader1 = "shaders/color/psp-color.slang"
filter_linear1 = "false"
scale_type1 = "viewport"
scale_type1 = "source"
scale1 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -5,28 +5,28 @@ filter_linear0 = "false"
scale_type0 = "source"
scale0 = "1.0"
shader1 = "shaders/color/vba-color.slang"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear1 = "false"
scale_type1 = "source"
scale_type1 = "viewport"
scale1 = "1.0"
shader2 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader2 = "shaders/color/vba-color.slang"
filter_linear2 = "false"
scale_type2 = "viewport"
scale_type2 = "source"
scale2 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -1,27 +1,27 @@
shaders = "2"
shader0 = "shaders/color/vba-color.slang"
shader0 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
filter_linear0 = "false"
scale_type0 = "source"
scale_type0 = "viewport"
scale0 = "1.0"
shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
shader1 = "shaders/color/vba-color.slang"
filter_linear1 = "false"
scale_type1 = "viewport"
scale_type1 = "source"
scale1 = "1.0"
parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
RSUBPIX_R = "1.000000"
RSUBPIX_R = "0.750000"
RSUBPIX_G = "0.000000"
RSUBPIX_B = "0.000000"
GSUBPIX_R = "0.000000"
GSUBPIX_G = "1.000000"
GSUBPIX_G = "0.750000"
GSUBPIX_B = "0.000000"
BSUBPIX_R = "0.000000"
BSUBPIX_G = "0.000000"
BSUBPIX_B = "1.000000"
gain = "1.250000"
gamma = "3.000000"
blacklevel = "0.050000"
BSUBPIX_B = "0.750000"
gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"

View file

@ -3,3 +3,4 @@ shaders = 1
shader0 = shaders/color/nds-color.slang
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0

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@ -0,0 +1,6 @@
shaders = 1
shader0 = shaders/color/palm-color.slang
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0

View file

@ -3,3 +3,4 @@ shaders = 1
shader0 = shaders/color/psp-color.slang
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0

View file

@ -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 0.0 1.0 0.05
#pragma parameter darken_screen "Darken Screen" 0.5 0.0 2.0 0.05
#define target_gamma 2.2
#define display_gamma 2.5
#define display_gamma 2.2
#define sat 1.0
#define lum 0.99
#define lum 1.0
#define contrast 1.0
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.84
#define r 0.82
#define g 0.67
#define b 0.73
#define rg 0.09
#define rb 0.15
#define gr 0.18
#define gb 0.10
#define br 0.0
#define bg 0.26
#define rb 0.16
#define gr 0.24
#define gb 0.11
#define br -0.06
#define bg 0.24
#define overscan_percent_x 0.0
#define overscan_percent_y 0.0
@ -78,5 +78,5 @@ mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat)
color *= adjust;
screen = clamp(screen * lum, 0.0, 1.0);
screen = color * screen;
FragColor = pow(screen, vec4(1.0 / display_gamma + (params.darken_screen / 8)));
FragColor = pow(screen, vec4(1.0 / (display_gamma)));
}

View file

@ -1,10 +1,5 @@
#version 450
layout(push_constant) uniform Push
{
float target_gamma;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -21,24 +16,23 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
// Shader that replicates the LCD dynamics from a Nintendo DS Phat
#pragma parameter target_gamma "Gamma Mode" 2.0 2.0 2.4 0.2
#define display_gamma 2.20
#define sat 1.01
#define target_gamma 2.2
#define display_gamma 2.2
#define sat 1.0
#define lum 1.0
#define contrast 1.0
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.74
#define g 0.63
#define b 0.74
#define rg 0.10
#define r 0.81
#define g 0.665
#define b 0.80
#define rg 0.09
#define rb 0.09
#define gr 0.26
#define gb 0.11
#define br 0.0
#define bg 0.27
#define br -0.07
#define bg 0.245
#define overscan_percent_x 0.0
#define overscan_percent_y 0.0
@ -60,7 +54,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - contrast));

View file

@ -0,0 +1,82 @@
#version 450
layout(push_constant) uniform Push
{
float palm_gamma;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
/*
Shader Modified: Pokefan531
Color Mangler
Author: hunterk
License: Public domain
*/
// Shader that replicates the LCD dynamics from Palm OS Phones
#pragma parameter palm_gamma "Use Palm's Gamma" 0.0 0.0 1.0 1.0
#define target_gamma 2.2
#define display_gamma 2.2
#define sat 1.0
#define lum 1.0
#define contrast 1.0
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.745
#define g 0.69
#define b 0.775
#define rg 0.06
#define rb 0.085
#define gr 0.315
#define gb 0.14
#define br -0.06
#define bg 0.25
#define overscan_percent_x 0.0
#define overscan_percent_y 0.0
#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;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.palm_gamma * 0.4))).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - contrast));
// r g b black
mat4 color = mat4(r, rg, rb, 0.0, //red channel
gr, g, gb, 0.0, //green channel
br, bg, b, 0.0, //blue channel
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
0.0, 0.0, 0.0, 1.0);
color *= adjust;
screen = clamp(screen * lum, 0.0, 1.0);
screen = color * screen;
FragColor = pow(screen, vec4(1.0 / (display_gamma)));
}

View file

@ -1,10 +1,5 @@
#version 450
layout(push_constant) uniform Push
{
float target_gamma;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -21,8 +16,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
// Shader that replicates the LCD dynamics from PSP 1000 and PSP 2000
#pragma parameter target_gamma "Gamma Mode" 2.2 2.2 2.4 0.2
#define target_gamma 2.21
#define display_gamma 2.2
#define sat 1.0
#define lum 1.0
@ -30,14 +24,14 @@ layout(std140, set = 0, binding = 0) uniform UBO
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.95
#define g 0.80
#define b 0.98
#define rg 0.03
#define r 0.92
#define g 0.795
#define b 0.975
#define rg 0.035
#define rb 0.01
#define gr 0.02
#define gb 0.01
#define br 0.0
#define gr 0.24
#define gb 0.015
#define br -0.16
#define bg 0.17
#define overscan_percent_x 0.0
#define overscan_percent_y 0.0
@ -60,7 +54,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - contrast));

View file

@ -2,7 +2,7 @@
layout(push_constant) uniform Push
{
float target_gamma;
float darken_screen;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
@ -19,10 +19,11 @@ 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 Advance based from VBA-M and No$GBA
#pragma parameter target_gamma "Darken Intensity" 2.9 1.0 2.9 0.05
#pragma parameter darken_screen "Darken Screen" 1.0 0.0 1.0 0.05
#define target_gamma 1.45
#define display_gamma 1.45
#define sat 1.0
#define lum 1.0
@ -60,7 +61,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = pow(texture(Source, vTexCoord), vec4(params.target_gamma)).rgba;
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.darken_screen * 1.7))).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - contrast));
@ -77,5 +78,5 @@ mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat)
color *= adjust;
screen = clamp(screen * lum, 0.0, 1.0);
screen = color * screen;
FragColor = pow(screen, vec4(1.0 / display_gamma));
FragColor = pow(screen, vec4(1.0 / (display_gamma)));
}

View file

@ -3,3 +3,4 @@ shaders = 1
shader0 = shaders/color/vba-color.slang
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0

16
reshade/gba.slangp Normal file
View file

@ -0,0 +1,16 @@
shaders = 1
shader0 = shaders/LUT/LUT.slang
filter_linear0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
textures = SamplerLUT
SamplerLUT = shaders/LUT/GBA.png
SamplerLUT_linear = true
parameters = "LUT_Size"
LUT_Size = "32.000000"

16
reshade/nds.slangp Normal file
View file

@ -0,0 +1,16 @@
shaders = 1
shader0 = shaders/LUT/LUT.slang
filter_linear0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
textures = SamplerLUT
SamplerLUT = shaders/LUT/NDS.png
SamplerLUT_linear = true
parameters = "LUT_Size"
LUT_Size = "32.000000"

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reshade/shaders/LUT/NDS.png Normal file

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reshade/shaders/LUT/VBA.png Normal file

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16
reshade/vba.slangp Normal file
View file

@ -0,0 +1,16 @@
shaders = 1
shader0 = shaders/LUT/LUT.slang
filter_linear0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
textures = SamplerLUT
SamplerLUT = shaders/LUT/VBA.png
SamplerLUT_linear = true
parameters = "LUT_Size"
LUT_Size = "32.000000"