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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
update gameboy with parameters and push constants
This commit is contained in:
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e3767d39bc
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ae4d9317c9
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@ -1,12 +1,18 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 OriginalHistorySize1;
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float baseline_alpha;
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float response_time;
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} registers;
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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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vec4 OriginalHistorySize1;
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} global;
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////////////////////////////////////////////////////////////////////////////////
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@ -15,11 +21,11 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// The alpha value of dots in their "off" state
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// Does not affect the border region of the screen - [0, 1]
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#define baseline_alpha 0.10
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#pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01
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// Simulate response time
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// Higher values result in longer color transition periods - [0, 1]
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#define response_time 0.333
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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///////////////////////////////////////////////////////////////////////////
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// //
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@ -60,23 +66,23 @@ layout(location = 4) out vec2 HistCoord;
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// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
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#define video_scale floor(global.OutputSize.y * global.SourceSize.w)
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#define video_scale floor(registers.OutputSize.y * registers.SourceSize.w)
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// Size of the scaled video
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#define scaled_video_out (global.SourceSize.xy * vec2(video_scale))
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#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale))
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//it's... half a pixel
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#define half_pixel (vec2(0.5) * global.OutputSize.zw)
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#define half_pixel (vec2(0.5) * registers.OutputSize.zw)
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void main()
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{
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// Remaps position to integer scaled output
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gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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vTexCoord = TexCoord + half_pixel;
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HistCoord = floor(global.OriginalHistorySize1.xy * vTexCoord);
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HistCoord = (HistCoord + 0.5) * global.OriginalHistorySize1.zw;
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dot_size = global.SourceSize.zw;
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one_texel = 1.0 / (global.SourceSize.xy * video_scale);
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HistCoord = floor(registers.OriginalHistorySize1.xy * vTexCoord);
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HistCoord = (HistCoord + 0.5) * registers.OriginalHistorySize1.zw;
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dot_size = registers.SourceSize.zw;
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one_texel = 1.0 / (registers.SourceSize.xy * video_scale);
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -104,7 +110,7 @@ layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE;
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////////////////////////////////////////////////////////////////////////////////
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#define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image
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//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha
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//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha
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// Frame sampling definitions
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@ -127,16 +133,16 @@ void main()
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// Sample color from the current and previous frames, apply response time modifier
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// Response time effect implmented through an exponential dropoff algorithm
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vec3 input_rgb = curr_rgb;
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input_rgb += (prev0_rgb - input_rgb) * response_time;
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input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0);
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input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0);
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input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0);
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input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0);
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input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0);
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input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0);
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input_rgb += (prev0_rgb - input_rgb) * registers.response_time;
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input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0);
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input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0);
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input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0);
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input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0);
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input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0);
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input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0);
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float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) * 0.333333333
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+ (is_on_dot * baseline_alpha);
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+ (is_on_dot * registers.baseline_alpha);
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// Apply foreground color and assign alpha value
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// Apply the foreground color to all texels -
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@ -1,11 +1,17 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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float blending_mode;
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float adjacent_texel_alpha_blending;
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} registers;
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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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@ -15,10 +21,10 @@ layout(std140, set = 0, binding = 0) uniform UBO
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// 0 - only the space between dots is blending
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// 1 - all texels are blended
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/* TODO/FIXME - When set to zero, frame will be a solid green color */
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#define blending_mode 1
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#pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0
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// The amount of alpha swapped between neighboring texels
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#define adjacent_texel_alpha_blending 0.1755
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#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05
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///////////////////////////////////////////////////////////////////////////
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// //
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@ -62,13 +68,13 @@ void main()
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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texel = global.SourceSize.zw;
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texel = registers.SourceSize.zw;
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blur_coords_down = vTexCoord + vec2(0.0, texel.y);
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blur_coords_up = vTexCoord + vec2(0.0, -texel.y);
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blur_coords_right = vTexCoord + vec2(texel.x, 0.0);
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blur_coords_left = vTexCoord + vec2(-texel.x, 0.0);
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_upper_bound = texel * (global.OutputSize.xy - vec2(2.0));
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blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
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}
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////////////////////////////////////////////////////////////////////////////////
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@ -91,7 +97,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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// Fragment definitions //
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////////////////////////////////////////////////////////////////////////////////
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//#define blending_modifier(color) clamp((color.a == 0) + blending_mode, 0.0, 1.0)
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//#define blending_modifier(color) clamp((color.a == 0) + registers.blending_mode, 0.0, 1.0)
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void main()
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{
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@ -121,9 +127,9 @@ void main()
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(out_color.a - adjacent_texel_2.a) +
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(out_color.a - adjacent_texel_3.a) +
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(out_color.a - adjacent_texel_4.a)
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) * adjacent_texel_alpha_blending;
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) * registers.adjacent_texel_alpha_blending;
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out_color.a *= clamp((0.0) + blending_mode, 0.0, 1.0);
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out_color.a *= clamp((0.0) + registers.blending_mode, 0.0, 1.0);
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FragColor = out_color;
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}
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@ -1,11 +1,15 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} registers;
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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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@ -42,9 +46,9 @@ void main()
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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texel = global.SourceSize.zw;
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texel = registers.SourceSize.zw;
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lower_bound = vec2(0.0);
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upper_bound = vec2(texel * (global.OutputSize.xy - 1.0));
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upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
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}
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#pragma stage fragment
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@ -1,11 +1,15 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} registers;
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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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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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texel = global.SourceSize.zw;
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texel = registers.SourceSize.zw;
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lower_bound = vec2(0.0);
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upper_bound = vec2(texel * (global.OutputSize.xy - 1.0));
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upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0));
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}
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#pragma stage fragment
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@ -1,52 +1,64 @@
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 PassOutputSize1;
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float contrast;
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float screen_light;
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float pixel_opacity;
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float bg_smoothing;
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float shadow_opacity;
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float shadow_offset_x;
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float shadow_offset_y;
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float screen_offset_x;
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float screen_offset_y;
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} registers;
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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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vec4 PassOutputSize1;
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} global;
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////////////////////////////////////////////////////////////////////////////////
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// Config //
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////////////////////////////////////////////////////////////////////////////////
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// Useful to fine-tune the colors.
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// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95]
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#define contrast 0.95
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#pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05
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// Controls the ambient light of the screen.
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// Lower values darken the screen - [0, 2] [DEFAULT: 1.00]
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#define screen_light 1.00
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#pragma parameter screen_light "Ambient Screen Light" 1.0 0.0 2.0 0.05
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// Controls the opacity of the dot-matrix pixels.
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// Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00]
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#define pixel_opacity 1.00
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#pragma parameter pixel_opacity "Pixel Opacity" 1.0 0.01 1.0 0.01
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// Higher values suppress changes in background color directly beneath
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// the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75]
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#define bg_smoothing 0.75
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#pragma parameter bg_smoothing "Background Smooth" 0.75 0.0 1.0 0.05
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// How strongly shadows affect the background
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// Higher values darken the shadows - [0, 1] [DEFAULT: 0.55]
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#define shadow_opacity 0.55
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#pragma parameter shadow_opacity "Shadow Opacity" 0.55 0.01 1.0 0.01
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// How far the shadow should be shifted to the
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// right in pixels - [-infinity, infinity] [DEFAULT: 1.0]
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#define shadow_offset_x 1.0
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#pragma parameter shadow_offset_x "Shadow Offset Horiz" 1.0 -5.0 5.0 0.5
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// How far the shadow should be shifted
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// down in pixels - [-infinity, infinity] [DEFAULT: 1.5]
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#define shadow_offset_y 1.5
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#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5
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// Screen offset - [-infinity, infinity] [DEFAULT: 0]
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#define screen_offset_x 0
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#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5
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// Screen offset - [-infinity, infinity] [DEFAULT: 0]
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#define screen_offset_y 0
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#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5
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///////////////////////////////////////////////////////////////////////////
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// //
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@ -80,7 +92,7 @@ void main()
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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texel = global.SourceSize.zw;
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texel = registers.SourceSize.zw;
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}
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////////////////////////////////////////////////////////////////////////////////
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#define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5))
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// Sample the background color from the palette
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#define shadow_alpha (contrast * shadow_opacity)
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#define shadow_alpha (registers.contrast * registers.shadow_opacity)
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// Offset for the shadow
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#define shadow_offset vec2(shadow_offset_x * texel.x, shadow_offset_y * texel.y)
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#define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y)
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// Offset for the entire screen
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#define screen_offset vec2(screen_offset_x * texel.x, screen_offset_y * texel.y)
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#define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y)
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////////////////////////////////////////////////////////////////////////////////
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// Fragment shader //
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@ -113,8 +125,8 @@ layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
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void main()
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{
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vec2 tex = floor(global.PassOutputSize1.xy * vTexCoord);
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tex = (tex + 0.5) * global.PassOutputSize1.zw;
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vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord);
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tex = (tex + 0.5) * registers.PassOutputSize1.zw;
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// Sample all the relevant textures
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vec4 foreground = texture(PassOutput1, tex - screen_offset);
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if ( foreground.a > 0.0 )
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bg_test = 1.0;
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background -= (background - 0.5) * bg_smoothing * bg_test;
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background -= (background - 0.5) * registers.bg_smoothing * bg_test;
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// Allows for highlights,
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// background = bg_color when the background color is 0.5 gray
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vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1 - shadows.a * shadow_alpha));
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// Foreground is alpha blended with the shadowed background
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out_color = (foreground * foreground.a * contrast) + (out_color * (screen_light - foreground.a * contrast * pixel_opacity));
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out_color = (foreground * foreground.a * registers.contrast) + (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity));
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FragColor = out_color;
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}
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