diff --git a/handheld/gameboy/shader-files/gb-pass0.slang b/handheld/gameboy/shader-files/gb-pass0.slang index d42aa7b..cc8244c 100644 --- a/handheld/gameboy/shader-files/gb-pass0.slang +++ b/handheld/gameboy/shader-files/gb-pass0.slang @@ -1,12 +1,18 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + vec4 OriginalHistorySize1; + float baseline_alpha; + float response_time; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; - vec4 OriginalHistorySize1; } global; //////////////////////////////////////////////////////////////////////////////// @@ -15,11 +21,11 @@ layout(std140, set = 0, binding = 0) uniform UBO // The alpha value of dots in their "off" state // Does not affect the border region of the screen - [0, 1] -#define baseline_alpha 0.10 +#pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01 // Simulate response time // Higher values result in longer color transition periods - [0, 1] -#define response_time 0.333 +#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111 /////////////////////////////////////////////////////////////////////////// // // @@ -60,23 +66,23 @@ layout(location = 4) out vec2 HistCoord; // Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) -#define video_scale floor(global.OutputSize.y * global.SourceSize.w) +#define video_scale floor(registers.OutputSize.y * registers.SourceSize.w) // Size of the scaled video -#define scaled_video_out (global.SourceSize.xy * vec2(video_scale)) +#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale)) //it's... half a pixel -#define half_pixel (vec2(0.5) * global.OutputSize.zw) +#define half_pixel (vec2(0.5) * registers.OutputSize.zw) void main() { // Remaps position to integer scaled output - gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); + gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); vTexCoord = TexCoord + half_pixel; - HistCoord = floor(global.OriginalHistorySize1.xy * vTexCoord); - HistCoord = (HistCoord + 0.5) * global.OriginalHistorySize1.zw; - dot_size = global.SourceSize.zw; - one_texel = 1.0 / (global.SourceSize.xy * video_scale); + HistCoord = floor(registers.OriginalHistorySize1.xy * vTexCoord); + HistCoord = (HistCoord + 0.5) * registers.OriginalHistorySize1.zw; + dot_size = registers.SourceSize.zw; + one_texel = 1.0 / (registers.SourceSize.xy * video_scale); } //////////////////////////////////////////////////////////////////////////////// @@ -104,7 +110,7 @@ layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE; //////////////////////////////////////////////////////////////////////////////// #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 -//#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 +//#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 // Frame sampling definitions @@ -127,16 +133,16 @@ void main() // Sample color from the current and previous frames, apply response time modifier // Response time effect implmented through an exponential dropoff algorithm vec3 input_rgb = curr_rgb; - input_rgb += (prev0_rgb - input_rgb) * response_time; - input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0); - input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0); - input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0); - input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0); - input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0); - input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0); + input_rgb += (prev0_rgb - input_rgb) * registers.response_time; + input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0); + input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0); + input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0); + input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0); + input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0); + input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0); float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) * 0.333333333 - + (is_on_dot * baseline_alpha); + + (is_on_dot * registers.baseline_alpha); // Apply foreground color and assign alpha value // Apply the foreground color to all texels - diff --git a/handheld/gameboy/shader-files/gb-pass1.slang b/handheld/gameboy/shader-files/gb-pass1.slang index d2fdfdf..2ca3474 100644 --- a/handheld/gameboy/shader-files/gb-pass1.slang +++ b/handheld/gameboy/shader-files/gb-pass1.slang @@ -1,11 +1,17 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + float blending_mode; + float adjacent_texel_alpha_blending; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; } global; //////////////////////////////////////////////////////////////////////////////// @@ -15,10 +21,10 @@ layout(std140, set = 0, binding = 0) uniform UBO // 0 - only the space between dots is blending // 1 - all texels are blended /* TODO/FIXME - When set to zero, frame will be a solid green color */ -#define blending_mode 1 +#pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0 // The amount of alpha swapped between neighboring texels -#define adjacent_texel_alpha_blending 0.1755 +#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05 /////////////////////////////////////////////////////////////////////////// // // @@ -62,13 +68,13 @@ void main() gl_Position = global.MVP * Position; vTexCoord = TexCoord; - texel = global.SourceSize.zw; + texel = registers.SourceSize.zw; blur_coords_down = vTexCoord + vec2(0.0, texel.y); blur_coords_up = vTexCoord + vec2(0.0, -texel.y); blur_coords_right = vTexCoord + vec2(texel.x, 0.0); blur_coords_left = vTexCoord + vec2(-texel.x, 0.0); blur_coords_lower_bound = vec2(0.0); - blur_coords_upper_bound = texel * (global.OutputSize.xy - vec2(2.0)); + blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0)); } //////////////////////////////////////////////////////////////////////////////// @@ -91,7 +97,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source; // Fragment definitions // //////////////////////////////////////////////////////////////////////////////// -//#define blending_modifier(color) clamp((color.a == 0) + blending_mode, 0.0, 1.0) +//#define blending_modifier(color) clamp((color.a == 0) + registers.blending_mode, 0.0, 1.0) void main() { @@ -121,9 +127,9 @@ void main() (out_color.a - adjacent_texel_2.a) + (out_color.a - adjacent_texel_3.a) + (out_color.a - adjacent_texel_4.a) - ) * adjacent_texel_alpha_blending; + ) * registers.adjacent_texel_alpha_blending; - out_color.a *= clamp((0.0) + blending_mode, 0.0, 1.0); + out_color.a *= clamp((0.0) + registers.blending_mode, 0.0, 1.0); FragColor = out_color; } diff --git a/handheld/gameboy/shader-files/gb-pass2.slang b/handheld/gameboy/shader-files/gb-pass2.slang index 8c22a60..3e2f17b 100644 --- a/handheld/gameboy/shader-files/gb-pass2.slang +++ b/handheld/gameboy/shader-files/gb-pass2.slang @@ -1,11 +1,15 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; } global; /////////////////////////////////////////////////////////////////////////// @@ -42,9 +46,9 @@ void main() gl_Position = global.MVP * Position; vTexCoord = TexCoord; - texel = global.SourceSize.zw; + texel = registers.SourceSize.zw; lower_bound = vec2(0.0); - upper_bound = vec2(texel * (global.OutputSize.xy - 1.0)); + upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); } #pragma stage fragment diff --git a/handheld/gameboy/shader-files/gb-pass3.slang b/handheld/gameboy/shader-files/gb-pass3.slang index 3f2b1a1..29b8d19 100644 --- a/handheld/gameboy/shader-files/gb-pass3.slang +++ b/handheld/gameboy/shader-files/gb-pass3.slang @@ -1,11 +1,15 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; } global; /////////////////////////////////////////////////////////////////////////// @@ -42,9 +46,9 @@ void main() gl_Position = global.MVP * Position; vTexCoord = TexCoord; - texel = global.SourceSize.zw; + texel = registers.SourceSize.zw; lower_bound = vec2(0.0); - upper_bound = vec2(texel * (global.OutputSize.xy - 1.0)); + upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); } #pragma stage fragment diff --git a/handheld/gameboy/shader-files/gb-pass4.slang b/handheld/gameboy/shader-files/gb-pass4.slang index 24a4fd6..a24502a 100644 --- a/handheld/gameboy/shader-files/gb-pass4.slang +++ b/handheld/gameboy/shader-files/gb-pass4.slang @@ -1,52 +1,64 @@ #version 450 +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + vec4 PassOutputSize1; + float contrast; + float screen_light; + float pixel_opacity; + float bg_smoothing; + float shadow_opacity; + float shadow_offset_x; + float shadow_offset_y; + float screen_offset_x; + float screen_offset_y; +} registers; + layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; - vec4 PassOutputSize1; } global; //////////////////////////////////////////////////////////////////////////////// // Config // //////////////////////////////////////////////////////////////////////////////// - // Useful to fine-tune the colors. // Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95] -#define contrast 0.95 +#pragma parameter contrast "Contrast" 0.95 0.0 1.0 0.05 // Controls the ambient light of the screen. // Lower values darken the screen - [0, 2] [DEFAULT: 1.00] -#define screen_light 1.00 +#pragma parameter screen_light "Ambient Screen Light" 1.0 0.0 2.0 0.05 // Controls the opacity of the dot-matrix pixels. // Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00] -#define pixel_opacity 1.00 +#pragma parameter pixel_opacity "Pixel Opacity" 1.0 0.01 1.0 0.01 // Higher values suppress changes in background color directly beneath // the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75] -#define bg_smoothing 0.75 +#pragma parameter bg_smoothing "Background Smooth" 0.75 0.0 1.0 0.05 // How strongly shadows affect the background // Higher values darken the shadows - [0, 1] [DEFAULT: 0.55] -#define shadow_opacity 0.55 +#pragma parameter shadow_opacity "Shadow Opacity" 0.55 0.01 1.0 0.01 // How far the shadow should be shifted to the // right in pixels - [-infinity, infinity] [DEFAULT: 1.0] -#define shadow_offset_x 1.0 +#pragma parameter shadow_offset_x "Shadow Offset Horiz" 1.0 -5.0 5.0 0.5 // How far the shadow should be shifted // down in pixels - [-infinity, infinity] [DEFAULT: 1.5] -#define shadow_offset_y 1.5 +#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5 // Screen offset - [-infinity, infinity] [DEFAULT: 0] -#define screen_offset_x 0 +#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5 // Screen offset - [-infinity, infinity] [DEFAULT: 0] -#define screen_offset_y 0 +#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5 /////////////////////////////////////////////////////////////////////////// // // @@ -80,7 +92,7 @@ void main() gl_Position = global.MVP * Position; vTexCoord = TexCoord; - texel = global.SourceSize.zw; + texel = registers.SourceSize.zw; } //////////////////////////////////////////////////////////////////////////////// @@ -99,13 +111,13 @@ layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE; #define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5)) // Sample the background color from the palette -#define shadow_alpha (contrast * shadow_opacity) +#define shadow_alpha (registers.contrast * registers.shadow_opacity) // Offset for the shadow -#define shadow_offset vec2(shadow_offset_x * texel.x, shadow_offset_y * texel.y) +#define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y) // Offset for the entire screen -#define screen_offset vec2(screen_offset_x * texel.x, screen_offset_y * texel.y) +#define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y) //////////////////////////////////////////////////////////////////////////////// // Fragment shader // @@ -113,8 +125,8 @@ layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE; void main() { - vec2 tex = floor(global.PassOutputSize1.xy * vTexCoord); - tex = (tex + 0.5) * global.PassOutputSize1.zw; + vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord); + tex = (tex + 0.5) * registers.PassOutputSize1.zw; // Sample all the relevant textures vec4 foreground = texture(PassOutput1, tex - screen_offset); @@ -129,7 +141,7 @@ void main() if ( foreground.a > 0.0 ) bg_test = 1.0; - background -= (background - 0.5) * bg_smoothing * bg_test; + background -= (background - 0.5) * registers.bg_smoothing * bg_test; // Allows for highlights, // background = bg_color when the background color is 0.5 gray @@ -146,7 +158,7 @@ void main() vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1 - shadows.a * shadow_alpha)); // Foreground is alpha blended with the shadowed background - out_color = (foreground * foreground.a * contrast) + (out_color * (screen_light - foreground.a * contrast * pixel_opacity)); + out_color = (foreground * foreground.a * registers.contrast) + (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity)); FragColor = out_color; }