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https://github.com/italicsjenga/slang-shaders.git
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Add LCD shader ported from SameBoy
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15
handheld/sameboy-lcd-gbc-color-motionblur.slangp
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handheld/sameboy-lcd-gbc-color-motionblur.slangp
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shaders = 3
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shader0 = ../motionblur/shaders/response-time.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/sameboy-lcd.slang
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filter_linear1 = false
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scale_type1 = viewport
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scale1 = "1.0"
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shader2 = shaders/color/gbc-color.slang
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filter_linear2 = false
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scale_type2 = viewport
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6
handheld/sameboy-lcd.slangp
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handheld/sameboy-lcd.slangp
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shaders = 1
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shader0 = shaders/sameboy-lcd.slang
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filter_linear0 = false
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scale_type0 = "viewport"
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scale0 = "1.0"
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120
handheld/shaders/sameboy-lcd.slang
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handheld/shaders/sameboy-lcd.slang
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#version 450
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/*
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SameBoy LCD shader
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Author: LIJI32
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License: MIT
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Copyright (c) 2015-2016 Lior Halphon
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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layout(std140, set = 0, binding = 0) uniform UBO
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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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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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#define COLOR_LOW 0.8
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#define COLOR_HIGH 1.0
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#define SCANLINE_DEPTH 0.1
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void main()
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{
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vec2 pos = fract(vTexCoord * global.SourceSize.xy);
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vec2 sub_pos = fract(vTexCoord * global.SourceSize.xy * 6);
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vec4 center = texture(Source, vTexCoord);
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vec4 left = texture(Source, vTexCoord - vec2(1.0 / global.SourceSize.x, 0));
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vec4 right = texture(Source, vTexCoord + vec2(1.0 / global.SourceSize.x, 0));
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if (pos.y < 1.0 / 6.0) {
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center = mix(center, texture(Source, vTexCoord + vec2(0, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0);
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left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0);
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right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0);
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center *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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else if (pos.y > 5.0 / 6.0) {
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center = mix(center, texture(Source, vTexCoord + vec2(0, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0);
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left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0);
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right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0);
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center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH);
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}
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vec4 midleft = mix(left, center, 0.5);
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vec4 midright = mix(right, center, 0.5);
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vec4 ret;
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if (pos.x < 1.0 / 6.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 2.0 / 6.0) {
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ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1),
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vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 3.0 / 6.0) {
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ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1),
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vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 4.0 / 6.0) {
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ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1),
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vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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}
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else if (pos.x < 5.0 / 6.0) {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1),
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vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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sub_pos.x);
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}
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else {
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ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1),
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vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1),
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sub_pos.x);
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}
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FragColor = ret;
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}
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