mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Add Pokefan531's newest color shaders. Keep original gba-color around as gba-color-old.
This commit is contained in:
parent
de93a3b37c
commit
a363633558
5
handheld/gba-color.slangp
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5
handheld/gba-color.slangp
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shaders = 1
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shader0 = shaders/color/gba-color.slang
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filter_linear0 = false
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scale_type_0 = source
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5
handheld/nds-color.slangp
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5
handheld/nds-color.slangp
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shaders = 1
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shader0 = shaders/color/nds-color.slang
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filter_linear0 = false
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scale_type_0 = source
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5
handheld/psp-color.slangp
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handheld/psp-color.slangp
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shaders = 1
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shader0 = shaders/color/psp-color.slang
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filter_linear0 = false
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scale_type_0 = source
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77
handheld/shaders/color/gba-color-old.slang
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handheld/shaders/color/gba-color-old.slang
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#version 450
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/*
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Author: Pokefan531
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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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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#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 = 1) in vec2 FragCoord;
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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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vec3 grayscale(vec3 col)
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{
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// Non-conventional way to do grayscale,
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// but bSNES uses this as grayscale value.
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return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
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}
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void main()
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{
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//part 1
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float saturation = 1.0;
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float Display_gamma = 1.02;
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float CRT_gamma = 2.4;
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float luminance = 1.0;
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vec3 gamma = vec3(CRT_gamma / Display_gamma);
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vec3 res = texture(Source, vTexCoord).xyz;
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res = mix(grayscale(res), res, saturation); // Apply saturation
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res = pow(res, gamma.rgb); // Apply gamma
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vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
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//part 2
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float r = c.x;
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float g = c.y;
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float b = c.z;
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float a = c.w;
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float w = r * 0.714 + g * 0.251 + b * 0.000;
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float q = r * 0.071 + g * 0.643 + b * 0.216;
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float e = r * 0.071 + g * 0.216 + b * 0.643;
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//part 3
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saturation = 1.0;
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Display_gamma = 3.6;
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CRT_gamma = 2.4;
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luminance = 1.01;
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res = vec3(w, q, e);
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gamma = gamma = vec3(CRT_gamma / Display_gamma);
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res = mix(grayscale(res), res, saturation); // Apply saturation
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res = pow(res, gamma.rgb); // Apply gamma
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FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
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}
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@ -1,77 +1,81 @@
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#version 450
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/*
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Author: Pokefan531
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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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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#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 = 1) in vec2 FragCoord;
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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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vec3 grayscale(vec3 col)
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{
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// Non-conventional way to do grayscale,
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// but bSNES uses this as grayscale value.
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return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
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}
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void main()
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{
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//part 1
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float saturation = 1.0;
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float Display_gamma = 1.02;
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float CRT_gamma = 2.4;
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float luminance = 1.0;
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vec3 gamma = vec3(CRT_gamma / Display_gamma);
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vec3 res = texture(Source, vTexCoord).xyz;
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res = mix(grayscale(res), res, saturation); // Apply saturation
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res = pow(res, gamma.rgb); // Apply gamma
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vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
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//part 2
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float r = c.x;
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float g = c.y;
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float b = c.z;
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float a = c.w;
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float w = r * 0.714 + g * 0.251 + b * 0.000;
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float q = r * 0.071 + g * 0.643 + b * 0.216;
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float e = r * 0.071 + g * 0.216 + b * 0.643;
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//part 3
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saturation = 1.0;
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Display_gamma = 3.6;
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CRT_gamma = 2.4;
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luminance = 1.01;
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res = vec3(w, q, e);
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gamma = gamma = vec3(CRT_gamma / Display_gamma);
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res = mix(grayscale(res), res, saturation); // Apply saturation
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res = pow(res, gamma.rgb); // Apply gamma
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FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
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}
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#version 450
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layout(push_constant) uniform Push
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{
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float display_gamma;
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} params;
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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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/*
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Shader Modified: Pokefan531
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Color Mangler
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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#pragma parameter display_gamma "Light Intensity" 1.8 1.0 2.5 0.05
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#define target_gamma 2.2
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#define sat 1.0
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#define lum 1.0
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#define contrast 1.0
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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 0.84
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#define g 0.67
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#define b 0.74
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#define rg 0.08
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#define rb 0.17
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#define gr 0.16
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#define gb 0.09
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#define br 0.0
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#define bg 0.26
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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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 = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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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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mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
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(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
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(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / params.display_gamma));
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}
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75
handheld/shaders/color/nds-color.slang
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75
handheld/shaders/color/nds-color.slang
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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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} global;
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/*
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Shader Modified: Pokefan531
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Color Mangler
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from an Original Nintendo DS
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#define display_gamma 2.25
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#define target_gamma 2.2
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#define sat 1.0
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#define lum 1.0
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#define contrast 1.0
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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 0.77
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#define g 0.65
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#define b 0.74
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#define rg 0.09
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#define rb 0.09
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#define gr 0.23
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#define gb 0.11
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#define br 0.0
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#define bg 0.26
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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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 = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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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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mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
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(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
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(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / display_gamma));
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}
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75
handheld/shaders/color/psp-color.slang
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75
handheld/shaders/color/psp-color.slang
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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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} global;
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/*
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Shader Modified: Pokefan531
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Color Mangler
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from PSP 1000 and PSP 2000
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#define display_gamma 2.2
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#define target_gamma 2.21
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#define sat 1.0
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#define lum 1.0
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#define contrast 1.0
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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 0.97
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#define g 0.75
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#define b 0.995
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#define rg 0.01
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#define rb 0.0025
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#define gr 0.005
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#define gb 0.0025
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#define br 0.0
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#define bg 0.24
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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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 = pow(texture(Source, vTexCoord), vec4(target_gamma)).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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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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mat4 adjust = mat4((1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
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(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
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(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
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0.0, 0.0, 0.0, 1.0);
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color *= adjust;
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screen = clamp(screen * lum, 0.0, 1.0);
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screen = color * screen;
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FragColor = pow(screen, vec4(1.0 / display_gamma));
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}
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81
handheld/shaders/color/vba-color.slang
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81
handheld/shaders/color/vba-color.slang
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#version 450
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layout(push_constant) uniform Push
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{
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float target_gamma;
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} params;
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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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/*
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Shader Modified: Pokefan531
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Color Mangler
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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#pragma parameter target_gamma "Darken Intensity" 2.9 1.0 2.9 0.05
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#define display_gamma 1.45
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#define sat 1.0
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#define lum 1.0
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#define contrast 1.0
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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 0.74
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#define g 0.68
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#define b 0.68
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#define rg 0.08
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#define rb 0.08
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#define gr 0.26
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#define gb 0.24
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#define br 0.0
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#define bg 0.24
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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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;
|
||||
|
||||
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));
|
||||
}
|
5
handheld/vba-color.slangp
Normal file
5
handheld/vba-color.slangp
Normal file
|
@ -0,0 +1,5 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/color/vba-color.slang
|
||||
filter_linear0 = false
|
||||
scale_type_0 = source
|
Loading…
Reference in a new issue