Merge pull request #78 from Monroe88/lcd-shaders

Added LCD shaders from mGBA and SameBoy
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Andrés 2018-03-23 19:55:44 -05:00 committed by GitHub
commit a0a50f2286
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10 changed files with 384 additions and 0 deletions

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shaders = 3
shader0 = ../motionblur/shaders/response-time.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = shaders/mgba/agb001.slang
filter_linear1 = false
scale_type1 = source
scale1 = 4.0
shader2 = shaders/color/gba-color.slang
filter_linear2 = true
scale_type2 = viewport

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handheld/agb001.slangp Normal file
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shaders = 2
shader0 = shaders/mgba/agb001.slang
filter_linear0 = false
scale_type0 = source
scale0 = 4.0
shader1 = ../stock.slang
filter_linear1 = true
scale_type1 = viewport

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shaders = 4
shader0 = ../motionblur/shaders/response-time.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = shaders/mgba/ags001.slang
filter_linear1 = false
scale_type1 = source
scale1 = 4.0
shader2 = shaders/color/gba-color.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = shaders/mgba/ags001-light.slang
filter_linear3 = true
scale_type3 = viewport

10
handheld/ags001.slangp Normal file
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shaders = 2
shader0 = shaders/mgba/ags001.slang
filter_linear0 = false
scale_type0 = source
scale0 = 4.0
shader1 = shaders/mgba/ags001-light.slang
filter_linear1 = true
scale_type1 = viewport

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shaders = 3
shader0 = ../motionblur/shaders/response-time.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = shaders/sameboy-lcd.slang
filter_linear1 = false
scale_type1 = viewport
scale1 = "1.0"
shader2 = shaders/color/gbc-color.slang
filter_linear2 = false
scale_type2 = viewport

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shaders = 1
shader0 = shaders/sameboy-lcd.slang
filter_linear0 = false
scale_type0 = "viewport"
scale0 = "1.0"

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#version 450
/*
AGB-001 shader
A glorious recreation of the original Game Boy Advance
Author: endrift
License: MPL 2.0
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#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 color = texture(Source, vTexCoord);
vec3 arrayX[4];
arrayX[0] = vec3(1.0, 0.2, 0.2);
arrayX[1] = vec3(0.2, 1.0, 0.2);
arrayX[2] = vec3(0.2, 0.2, 1.0);
arrayX[3] = vec3(0.4, 0.4, 0.4);
vec3 arrayY[4];
arrayY[0] = vec3(1.0, 1.0, 1.0);
arrayY[1] = vec3(1.0, 1.0, 1.0);
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.8, 0.8, 0.8);
color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16);
color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))];
color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))];
color.a = 0.5;
FragColor = color;
}

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#version 450
/*
AGS-001 shader
A pristine recreation of the illuminated Game Boy Advance SP
Author: endrift
License: MPL 2.0
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
layout(push_constant) uniform Push
{
float reflectionBrightness;
float reflectionDistanceX;
float reflectionDistanceY;
float lightBrightness;
} params;
#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005
#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01
#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;
const float speed = 2.0;
const float decay = 2.0;
const float coeff = 2.5;
void main()
{
vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
float sp = pow(speed, params.lightBrightness);
float dc = pow(decay, -params.lightBrightness);
float s = (sp - dc) / (sp + dc);
vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
radius = pow(abs(radius), vec2(4.0));
vec3 bleed = vec3(0.12, 0.14, 0.19);
bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
vec4 color = texture(Source, vTexCoord);
color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5)));
vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
color.rgb += reflection.rgb * params.reflectionBrightness;
color.a = 1.0;
FragColor = color;
}

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#version 450
/*
AGS-001 shader
A pristine recreation of the illuminated Game Boy Advance SP
Author: endrift
License: MPL 2.0
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#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 color = texture(Source, vTexCoord);
vec3 arrayX[4];
arrayX[0] = vec3(1.0, 0.2, 0.2);
arrayX[1] = vec3(0.2, 1.0, 0.2);
arrayX[2] = vec3(0.2, 0.2, 1.0);
arrayX[3] = vec3(0.4, 0.4, 0.4);
vec3 arrayY[4];
arrayY[0] = vec3(1.0, 1.0, 1.0);
arrayY[1] = vec3(1.0, 1.0, 1.0);
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.9, 0.9, 0.9);
color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))];
color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))];
color.a = 0.8;
FragColor = color;
}

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#version 450
/*
SameBoy LCD shader
Author: LIJI32
License: MIT
Copyright (c) 2015-2016 Lior Halphon
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
mat4 MVP;
} global;
#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;
#define COLOR_LOW 0.8
#define COLOR_HIGH 1.0
#define SCANLINE_DEPTH 0.1
void main()
{
vec2 pos = fract(vTexCoord * global.SourceSize.xy);
vec2 sub_pos = fract(vTexCoord * global.SourceSize.xy * 6);
vec4 center = texture(Source, vTexCoord);
vec4 left = texture(Source, vTexCoord - vec2(1.0 / global.SourceSize.x, 0));
vec4 right = texture(Source, vTexCoord + vec2(1.0 / global.SourceSize.x, 0));
if (pos.y < 1.0 / 6.0) {
center = mix(center, texture(Source, vTexCoord + vec2(0, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0);
left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0);
right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0);
center *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
}
else if (pos.y > 5.0 / 6.0) {
center = mix(center, texture(Source, vTexCoord + vec2(0, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0);
left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0);
right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0);
center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
}
vec4 midleft = mix(left, center, 0.5);
vec4 midright = mix(right, center, 0.5);
vec4 ret;
if (pos.x < 1.0 / 6.0) {
ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
sub_pos.x);
}
else if (pos.x < 2.0 / 6.0) {
ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
sub_pos.x);
}
else if (pos.x < 3.0 / 6.0) {
ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
sub_pos.x);
}
else if (pos.x < 4.0 / 6.0) {
ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
sub_pos.x);
}
else if (pos.x < 5.0 / 6.0) {
ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
sub_pos.x);
}
else {
ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
sub_pos.x);
}
FragColor = ret;
}