Add Pokefan531's newest color shaders. Keep original gba-color around as gba-color-old.

This commit is contained in:
Monroe88 2016-08-13 11:08:45 -05:00
parent de93a3b37c
commit a363633558
9 changed files with 409 additions and 77 deletions

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shaders = 1
shader0 = shaders/color/gba-color.slang
filter_linear0 = false
scale_type_0 = source

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shaders = 1
shader0 = shaders/color/nds-color.slang
filter_linear0 = false
scale_type_0 = source

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shaders = 1
shader0 = shaders/color/psp-color.slang
filter_linear0 = false
scale_type_0 = source

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#version 450
/*
Author: Pokefan531
License: Public domain
*/
// Shader that replicates the LCD dynamics from a GameBoy Advance
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 = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
vec3 grayscale(vec3 col)
{
// Non-conventional way to do grayscale,
// but bSNES uses this as grayscale value.
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
}
void main()
{
//part 1
float saturation = 1.0;
float Display_gamma = 1.02;
float CRT_gamma = 2.4;
float luminance = 1.0;
vec3 gamma = vec3(CRT_gamma / Display_gamma);
vec3 res = texture(Source, vTexCoord).xyz;
res = mix(grayscale(res), res, saturation); // Apply saturation
res = pow(res, gamma.rgb); // Apply gamma
vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
//part 2
float r = c.x;
float g = c.y;
float b = c.z;
float a = c.w;
float w = r * 0.714 + g * 0.251 + b * 0.000;
float q = r * 0.071 + g * 0.643 + b * 0.216;
float e = r * 0.071 + g * 0.216 + b * 0.643;
//part 3
saturation = 1.0;
Display_gamma = 3.6;
CRT_gamma = 2.4;
luminance = 1.01;
res = vec3(w, q, e);
gamma = gamma = vec3(CRT_gamma / Display_gamma);
res = mix(grayscale(res), res, saturation); // Apply saturation
res = pow(res, gamma.rgb); // Apply gamma
FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
}

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#version 450 #version 450
/*
Author: Pokefan531 layout(push_constant) uniform Push
License: Public domain {
*/ float display_gamma;
} params;
// Shader that replicates the LCD dynamics from a GameBoy Advance
layout(std140, set = 0, binding = 0) uniform UBO
layout(std140, set = 0, binding = 0) uniform UBO {
{ mat4 MVP;
mat4 MVP; vec4 OutputSize;
vec4 OutputSize; vec4 OriginalSize;
vec4 OriginalSize; vec4 SourceSize;
vec4 SourceSize; } global;
} global;
/*
#pragma stage vertex Shader Modified: Pokefan531
layout(location = 0) in vec4 Position; Color Mangler
layout(location = 1) in vec2 TexCoord; Author: hunterk
layout(location = 0) out vec2 vTexCoord; License: Public domain
*/
void main() // Shader that replicates the LCD dynamics from a GameBoy Advance
{
gl_Position = global.MVP * Position; #pragma parameter display_gamma "Light Intensity" 1.8 1.0 2.5 0.05
vTexCoord = TexCoord;
} #define target_gamma 2.2
#define sat 1.0
#pragma stage fragment #define lum 1.0
layout(location = 0) in vec2 vTexCoord; #define contrast 1.0
layout(location = 1) in vec2 FragCoord; #define blr 0.0
layout(location = 0) out vec4 FragColor; #define blg 0.0
layout(set = 0, binding = 2) uniform sampler2D Source; #define blb 0.0
#define r 0.84
#define g 0.67
vec3 grayscale(vec3 col) #define b 0.74
{ #define rg 0.08
// Non-conventional way to do grayscale, #define rb 0.17
// but bSNES uses this as grayscale value. #define gr 0.16
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722))); #define gb 0.09
} #define br 0.0
#define bg 0.26
void main() #define overscan_percent_x 0.0
{ #define overscan_percent_y 0.0
//part 1
float saturation = 1.0; #pragma stage vertex
float Display_gamma = 1.02; layout(location = 0) in vec4 Position;
float CRT_gamma = 2.4; layout(location = 1) in vec2 TexCoord;
float luminance = 1.0; layout(location = 0) out vec2 vTexCoord;
vec3 gamma = vec3(CRT_gamma / Display_gamma); void main()
vec3 res = texture(Source, vTexCoord).xyz; {
res = mix(grayscale(res), res, saturation); // Apply saturation gl_Position = global.MVP * Position;
res = pow(res, gamma.rgb); // Apply gamma vTexCoord = TexCoord;
vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0); }
//part 2 #pragma stage fragment
float r = c.x; layout(location = 0) in vec2 vTexCoord;
float g = c.y; layout(location = 0) out vec4 FragColor;
float b = c.z; layout(set = 0, binding = 2) uniform sampler2D Source;
float a = c.w;
float w = r * 0.714 + g * 0.251 + b * 0.000; void main()
float q = r * 0.071 + g * 0.643 + b * 0.216; {
float e = r * 0.071 + g * 0.216 + b * 0.643; vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
vec4 avglum = vec4(0.5);
//part 3 screen = mix(screen, avglum, (1.0 - contrast));
saturation = 1.0;
Display_gamma = 3.6; // r g b black
CRT_gamma = 2.4; mat4 color = mat4(r, rg, rb, 0.0, //red channel
luminance = 1.01; gr, g, gb, 0.0, //green channel
br, bg, b, 0.0, //blue channel
res = vec3(w, q, e); blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
gamma = gamma = vec3(CRT_gamma / Display_gamma);
res = mix(grayscale(res), res, saturation); // Apply saturation mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
res = pow(res, gamma.rgb); // Apply gamma (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,
FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 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 / params.display_gamma));
}

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#version 450
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 an Original Nintendo DS
#define display_gamma 2.25
#define target_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 0.77
#define g 0.65
#define b 0.74
#define rg 0.09
#define rb 0.09
#define gr 0.23
#define gb 0.11
#define br 0.0
#define bg 0.26
#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)).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));
}

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#version 450
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 PSP 1000 and PSP 2000
#define display_gamma 2.2
#define target_gamma 2.21
#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 0.97
#define g 0.75
#define b 0.995
#define rg 0.01
#define rb 0.0025
#define gr 0.005
#define gb 0.0025
#define br 0.0
#define bg 0.24
#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)).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));
}

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#version 450
layout(push_constant) uniform Push
{
float target_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 a GameBoy Advance
#pragma parameter target_gamma "Darken Intensity" 2.9 1.0 2.9 0.05
#define display_gamma 1.45
#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 0.68
#define b 0.68
#define rg 0.08
#define rb 0.08
#define gr 0.26
#define gb 0.24
#define br 0.0
#define bg 0.24
#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(params.target_gamma)).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));
}

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shaders = 1
shader0 = shaders/color/vba-color.slang
filter_linear0 = false
scale_type_0 = source