mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
Add LCD shader ported from SameBoy
This commit is contained in:
parent
0a823a64d0
commit
ad1db11b4a
15
handheld/sameboy-lcd-gbc-color-motionblur.slangp
Normal file
15
handheld/sameboy-lcd-gbc-color-motionblur.slangp
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
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
|
6
handheld/sameboy-lcd.slangp
Normal file
6
handheld/sameboy-lcd.slangp
Normal file
|
@ -0,0 +1,6 @@
|
||||||
|
shaders = 1
|
||||||
|
|
||||||
|
shader0 = shaders/sameboy-lcd.slang
|
||||||
|
filter_linear0 = false
|
||||||
|
scale_type0 = "viewport"
|
||||||
|
scale0 = "1.0"
|
120
handheld/shaders/sameboy-lcd.slang
Normal file
120
handheld/shaders/sameboy-lcd.slang
Normal file
|
@ -0,0 +1,120 @@
|
||||||
|
#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;
|
||||||
|
}
|
Loading…
Reference in a new issue