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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
more tweaks to GTU-Famicom
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parent
c53288bb40
commit
9c99a6083c
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@ -1,27 +1,27 @@
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shaders = 5
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shader0 = shaders/gtu-famicom/DAC.slang
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shader0 = shaders/gtu-famicom/DAC_LUT.slang
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scale_type_x0 = source
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scale_x0 = 8.0
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scale_type_y0 = source
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scale_y0 = 1.0
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float_framebuffer0 = true
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filter_linear0 = false
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frame_count_mod0 = 2
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float_framebuffer0 = true
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shader1 = shaders/gtu-famicom/lowPass.slang
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scale_type_1 = source
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scale_1 = 1.0
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float_framebuffer1 = true
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filter_linear1 = false
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frame_count_mod1 = 32
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float_framebuffer1 = true
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shader2 = shaders/gtu-famicom/combFilter.slang
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scale_type_2 = source
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scale_2 = 1.0
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float_framebuffer2 = true
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filter_linear2 = false
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frame_count_mod2 = 2
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float_framebuffer2 = true
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shader3 = shaders/gtu-famicom/scaleX.slang
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scale_type_x3 = viewport
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@ -36,5 +36,11 @@ scale_type_x4 = source
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scale_x4 = 1.0
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scale_type_y4 = viewport
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scale_y4 = 1.0
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float_framebuffer4 = true
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filter_linear4 = false
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float_framebuffer4 = true
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textures = nestable
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nestable = shaders/gtu-famicom/NesTable.png
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nestable_linear = false
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nestable_mipmap = false
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nestable_wrap_mode = clamp_to_border
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50
test/nonfunctional/shaders/gtu-famicom/DAC_LUT.slang
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50
test/nonfunctional/shaders/gtu-famicom/DAC_LUT.slang
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@ -0,0 +1,50 @@
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#version 450
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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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uint FrameCount;
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} global;
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////////////////////////////////////////////////////////
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// GTU-famicom version 0.50
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// Author: aliaspider - aliaspider@gmail.com
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// License: GPLv3
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////////////////////////////////////////////////////////
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#define GET_LEVEL(X) ((X)*(255.0f / (128.0f*(1.962f-.518f)))-(.518f / (1.962f-.518f)))
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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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layout(location = 1) out float colorPhase;
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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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vec2 pos = (vTexCoord.xy*global.OutputSize.xy)-0.5;
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colorPhase = 8.0001 + pos.x + pos.y * 4.0001 + global.FrameCount * 4.0001;
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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 = 1) in float colorPhase;
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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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layout(set = 0, binding = 3) uniform sampler2D nestable;
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void main()
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{
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vec4 c = texture(Source, vTexCoord.xy);
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vec2 pixmapCoord;
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pixmapCoord.x = c.x * (15.0 / (16.0 * 4.0)) + c.y * (3.0 / 4.0) +(0.5 / (16.0 * 4.0));
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pixmapCoord.y = 1.0 - (floor(mod(colorPhase + 0.5, 12.0)) / (12.0 * 8.0) + c.z * (7.0 / 8.0) + (0.5 / (12.0 * 8.0)));
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FragColor = vec4(GET_LEVEL(texture(nestable, pixmapCoord.xy).r));//vec4(signal);
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}
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BIN
test/nonfunctional/shaders/gtu-famicom/NesTable.png
Normal file
BIN
test/nonfunctional/shaders/gtu-famicom/NesTable.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 849 B |
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@ -24,8 +24,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// License: GPLv3
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////////////////////////////////////////////////////////
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//#include "config.h"
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#define pi 3.14159265358
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#pragma stage vertex
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@ -38,8 +36,8 @@ 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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vec2 pos = (vTexCoord.xy*params.OutputSize.xy)-0.5;
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colorPhase = 8.0001 + pos.x + pos.y * 4.0001 + params.FrameCount * 4.0001 + 4.0001 + params.phaseOffset * 12.0001;
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vec2 pos = (vTexCoord.xy * params.OutputSize.xy * params.SourceSize.xy * params.SourceSize.zw) - 0.5;
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colorPhase = 8.0 + pos.x + pos.y * 4.0 + params.FrameCount * 4.0 + 4.0 + params.phaseOffset * 12.0;
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}
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#pragma stage fragment
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@ -56,18 +54,19 @@ void main()
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if (params.combFilter > 0.0)
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{
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float prev6 = texture(Source, vTexCoord.xy - vec2(5.9999 * (params.OutputSize.z), 0.0)).r;
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signal = (current + prev6) / 2.0001;
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float prev6 = texture(Source, vTexCoord.xy - vec2(6.0 * (params.OutputSize.x * params.SourceSize.x * params.SourceSize.z), 0.0)).r;
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signal = (current + prev6) / 2.0;
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float chromaSignal = current - signal;
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I = chromaSignal * cos (colorPhase * (2.0001 * pi / 12.0001))*2.0001;
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Q = chromaSignal * sin (colorPhase * (2.0001 * pi / 12.0001))*2.0001;
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I = chromaSignal * cos (colorPhase * (2.0 * pi / 12.0)) * 2.0;
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Q = chromaSignal * sin (colorPhase * (2.0 * pi / 12.0)) * 2.0;
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}
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else
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{
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signal = current;
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I = signal * cos (colorPhase * (2.0001 * pi / 12.0001))*2.0001;
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Q = signal * sin (colorPhase * (2.0001 * pi / 12.0001))*2.0001;
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I = signal * cos (colorPhase * (2.0 * pi / 12.0))*2.0;
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Q = signal * sin (colorPhase * (2.0 * pi / 12.0))*2.0;
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}
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FragColor = vec4(signal, I, Q, 1.0);
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}
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}
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@ -37,7 +37,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define S(i) (texture(Source, vec2(vTexCoord.x - X(i)/params.SourceSize.x,vTexCoord.y)).x)
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#define VAL(i) (S(i)*STU(X(i),(params.signalResolution * params.SourceSize.z)))
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float rand(vec2 co)
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float rand2(vec2 co)
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{
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float c = 43758.5453;
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float dt= dot(co.xy ,vec2(12.9898,78.233));
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@ -45,6 +45,9 @@ float rand(vec2 co)
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return fract(sin(sn) * c);
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}
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float rand(vec2 co){
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return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -28,7 +28,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// License: GPLv3
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////////////////////////////////////////////////////////
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#define YIQ_to_RGB mat3x3( 1.0 , 1.0 , 1.0 , 0.9563 , -0.2721 , -1.1070 , 0.6210 , -0.6474 , 1.7046 )
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#define pi 3.14159265358
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float d(float x, float b){
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@ -60,7 +59,8 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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float offset = fract((vTexCoord.x * params.SourceSize.x) - 0.5);
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vec3 tempColor = vec3(0.0);
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vec3 YIQ = vec3(0.0);
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vec3 RGB = vec3(0.0);
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float X;
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vec3 c;
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float Y = params.signalResolutionY * params.SourceSize.z;
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@ -77,10 +77,12 @@ void main()
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c.x *= ((d(X,Y) + sin(d(X,Y)) - e(X,Y) - sin(e(X,Y))) / (2.0 * pi));
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c.y *= ((d(X,I) + sin(d(X,I)) - e(X,I) - sin(e(X,I))) / (2.0 * pi));
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c.z *= ((d(X,Q) + sin(d(X,Q)) - e(X,Q) - sin(e(X,Q))) / (2.0 * pi));
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tempColor+=c;
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YIQ+=c;
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}
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tempColor=clamp(YIQ_to_RGB * tempColor,0.0,1.0);
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FragColor = vec4(tempColor, 1.0);
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RGB.r = YIQ.r + 0.956 * YIQ.g + 0.621 * YIQ.b;
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RGB.g = YIQ.r - 0.272 * YIQ.g - 0.647 * YIQ.b;
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RGB.b = YIQ.r - 1.106 * YIQ.g + 1.703 * YIQ.b;
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FragColor = vec4(clamp(RGB, 0.0, 1.0), 1.0);
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}
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