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https://github.com/italicsjenga/slang-shaders.git
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Add GBC color shader and presets
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6
handheld/gbc-color.slangp
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6
handheld/gbc-color.slangp
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shaders = 1
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shader0 = shaders/color/gbc-color.slang
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filter_linear0 = false
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scale_type_0 = source
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scale0 = 1.0
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32
handheld/lcd-grid-v2-gbc-color-motionblur.slangp
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handheld/lcd-grid-v2-gbc-color-motionblur.slangp
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shaders = "3"
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shader0 = "../motionblur/shaders/motionblur-simple.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.0"
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shader1 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear1 = "false"
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scale_type1 = "viewport"
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scale1 = "1.0"
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shader2 = "shaders/color/gbc-color.slang"
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filter_linear2 = "false"
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scale_type2 = "source"
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scale2 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "0.750000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "0.750000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "0.750000"
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gain = "1.500000"
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gamma = "2.200000"
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blacklevel = "0.000000"
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ambient = "0.000000"
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BGR = "1.000000"
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27
handheld/lcd-grid-v2-gbc-color.slangp
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handheld/lcd-grid-v2-gbc-color.slangp
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shaders = "2"
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shader0 = "shaders/lcd-cgwg/lcd-grid-v2.slang"
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filter_linear0 = "false"
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scale_type0 = "viewport"
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scale0 = "1.0"
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shader1 = "shaders/color/gbc-color.slang"
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filter_linear1 = "false"
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scale_type1 = "source"
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scale1 = "1.0"
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR"
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RSUBPIX_R = "0.750000"
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RSUBPIX_G = "0.000000"
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RSUBPIX_B = "0.000000"
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GSUBPIX_R = "0.000000"
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GSUBPIX_G = "0.750000"
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GSUBPIX_B = "0.000000"
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BSUBPIX_R = "0.000000"
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BSUBPIX_G = "0.000000"
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BSUBPIX_B = "0.750000"
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gain = "1.500000"
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gamma = "2.200000"
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blacklevel = "0.000000"
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ambient = "0.000000"
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BGR = "1.000000"
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62
handheld/shaders/color/gbc-color.slang
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handheld/shaders/color/gbc-color.slang
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#version 450
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/*
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GBC Color Correction Shader
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A shader that replicates the LCD dynamics from a Game Boy Color
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Color values are derived from Gambatte's color correction implementation.
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Based on Color Mangler
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Author: hunterk
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License: Public domain
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*/
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.78824
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#define g 0.72941
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#define b 0.66667
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#define rg 0.00
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#define rb 0.18039
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#define gr 0.12157
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#define gb 0.12157
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#define br 0.05882
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#define bg 0.24314
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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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vTexCoord = TexCoord;
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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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void main()
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{
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vec4 screen = texture(Source, vTexCoord);
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// r g b black
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mat4 color = mat4(r, rg, rb, 0.0, //red channel
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gr, g, gb, 0.0, //green channel
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br, bg, b, 0.0, //blue channel
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blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
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screen = color * screen;
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FragColor = screen;
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}
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14
presets/retro-v2+gbc-color.slangp
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presets/retro-v2+gbc-color.slangp
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shaders = "2"
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shader0 = "../handheld/shaders/color/gbc-color.slang"
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shader1 = "../retro/shaders/retro-v2.slang"
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filter_linear0 = "false"
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scale_type0 = "source"
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scale0 = "1.000000"
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filter_linear1 = "false"
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parameters = "darken_screen;RETRO_PIXEL_SIZE"
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darken_screen = "0.500000"
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RETRO_PIXEL_SIZE = "0.840000"
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