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Merge pull request #210 from hunterk/master
add zfast_lcd shader by popular demand
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commit
831adec8cf
88
handheld/shaders/zfast_lcd.slang
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88
handheld/shaders/zfast_lcd.slang
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#version 450
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/*
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zfast_lcd_standard - A very simple LCD shader meant to be used at 1080p
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on the raspberry pi 3.
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Copyright (C) 2017 Greg Hogan (SoltanGris42)
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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Notes: This shader just does nearest neighbor scaling of the game and then
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darkens the border pixels to imitate an LCD screen. You can change the
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amount of darkening and the thickness of the borders. You can also
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do basic gamma adjustment.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float BORDERMULT, GBAGAMMA;
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} params;
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#pragma parameter BORDERMULT "Border Multiplier" 14.0 -40.0 40.0 1.0
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#pragma parameter GBAGAMMA "GBA Gamma Hack" 1.0 0.0 1.0 1.0
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//For testing compilation
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//#define FRAGMENT
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//#define VERTEX
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//#define GBAGAMMA
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//Some drivers don't return black with texture coordinates out of bounds
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//SNES Classic is too slow to black these areas out when using fullscreen
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//overlays. But you can uncomment the below to black them out if necessary
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#define BLACK_OUT_BORDER
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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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} global;
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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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vec2 texcoordInPixels = vTexCoord.xy * params.SourceSize.xy;
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vec2 centerCoord = floor(texcoordInPixels.xy)+vec2(0.5,0.5);
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vec2 distFromCenter = abs(centerCoord - texcoordInPixels);
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float Y = max(distFromCenter.x,(distFromCenter.y));
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Y=Y*Y;
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float YY = Y*Y;
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float YYY = YY*Y;
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float LineWeight = YY - 2.7*YYY;
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LineWeight = 1.0 - params.BORDERMULT*LineWeight;
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vec3 colour = texture(Source, params.SourceSize.zw*centerCoord).rgb*LineWeight;
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//#if defined(GBAGAMMA)
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// //colour.rgb = pow(colour.rgb, vec3(1.35));
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// colour.rgb*=0.6+0.4*(colour.rgb); //fake gamma because the pi is too slow!
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//#endif
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if (params.GBAGAMMA > 0.5)
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colour.rgb*=0.6+0.4*(colour.rgb); //fake gamma because the pi is too slow!
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FragColor = vec4(colour.rgb , 1.0);
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}
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4
handheld/zfast-crt.slangp
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4
handheld/zfast-crt.slangp
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shaders = 1
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shader0 = shaders/zfast_lcd.slang
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filter_linear0 = true
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