From e1dddbc3e081d00c16ce17c83cd63ab455af2508 Mon Sep 17 00:00:00 2001 From: Arzed Five Date: Fri, 5 Aug 2016 22:25:21 +0100 Subject: [PATCH] (console-border) The presets had wrong paths, they're all fixed now. Deleted the gb-pass#.slang files from the shader-files folder; we'll just use what's in ../gameboy/shader-files instead. --- handheld/console-border/dmg-2x.slangp | 12 +- handheld/console-border/dmg-3x.slangp | 12 +- handheld/console-border/dmg-4x.slangp | 12 +- handheld/console-border/dmg-5x.slangp | 12 +- handheld/console-border/dmg-6x.slangp | 12 +- handheld/console-border/gb-pocket-2x.slangp | 12 +- handheld/console-border/gb-pocket-3x.slangp | 12 +- handheld/console-border/gb-pocket-4x.slangp | 12 +- handheld/console-border/gb-pocket-5x.slangp | 12 +- handheld/console-border/gb-pocket-6x.slangp | 12 +- handheld/console-border/gba-2x.slangp | 4 +- handheld/console-border/gba-3x.slangp | 4 +- handheld/console-border/gba-4x.slangp | 4 +- handheld/console-border/gba-5x.slangp | 4 +- handheld/console-border/gba-6x.slangp | 4 +- handheld/console-border/gbc-2x.slangp | 4 +- handheld/console-border/gbc-3x.slangp | 4 +- handheld/console-border/gbc-4x.slangp | 4 +- handheld/console-border/gbc-5x.slangp | 4 +- handheld/console-border/gbc-6x.slangp | 4 +- handheld/console-border/gg-2x.slangp | 4 +- handheld/console-border/gg-3x.slangp | 4 +- handheld/console-border/gg-4x.slangp | 4 +- handheld/console-border/gg-5x.slangp | 4 +- handheld/console-border/gg-6x.slangp | 4 +- handheld/console-border/ngpc-2x.slangp | 4 +- handheld/console-border/ngpc-3x.slangp | 4 +- handheld/console-border/ngpc-4x.slangp | 4 +- handheld/console-border/ngpc-5x.slangp | 4 +- handheld/console-border/ngpc-6x.slangp | 4 +- .../shader-files/gb-pass0.slang | 154 ---------------- .../shader-files/gb-pass1.slang | 135 -------------- .../shader-files/gb-pass2.slang | 117 ------------- .../shader-files/gb-pass3.slang | 117 ------------- .../shader-files/gb-pass4.slang | 164 ------------------ 35 files changed, 100 insertions(+), 787 deletions(-) delete mode 100644 handheld/console-border/shader-files/gb-pass0.slang delete mode 100644 handheld/console-border/shader-files/gb-pass1.slang delete mode 100644 handheld/console-border/shader-files/gb-pass2.slang delete mode 100644 handheld/console-border/shader-files/gb-pass3.slang delete mode 100644 handheld/console-border/shader-files/gb-pass4.slang diff --git a/handheld/console-border/dmg-2x.slangp b/handheld/console-border/dmg-2x.slangp index 596e87d..ce56bbf 100644 --- a/handheld/console-border/dmg-2x.slangp +++ b/handheld/console-border/dmg-2x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/dmg-background.png BACKGROUND_linear = true BORDER = resources/dmg-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/dmg-3x.slangp b/handheld/console-border/dmg-3x.slangp index ce8f7fc..65fee2f 100644 --- a/handheld/console-border/dmg-3x.slangp +++ b/handheld/console-border/dmg-3x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/dmg-background.png BACKGROUND_linear = true BORDER = resources/dmg-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/dmg-4x.slangp b/handheld/console-border/dmg-4x.slangp index 281819e..095a924 100644 --- a/handheld/console-border/dmg-4x.slangp +++ b/handheld/console-border/dmg-4x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/dmg-background.png BACKGROUND_linear = true BORDER = resources/dmg-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/dmg-5x.slangp b/handheld/console-border/dmg-5x.slangp index 51294a9..7f9205c 100644 --- a/handheld/console-border/dmg-5x.slangp +++ b/handheld/console-border/dmg-5x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/dmg-background.png BACKGROUND_linear = true BORDER = resources/dmg-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/dmg-6x.slangp b/handheld/console-border/dmg-6x.slangp index 2ec795f..4f7e87b 100644 --- a/handheld/console-border/dmg-6x.slangp +++ b/handheld/console-border/dmg-6x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/dmg-background.png BACKGROUND_linear = true BORDER = resources/dmg-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/gb-pocket-2x.slangp b/handheld/console-border/gb-pocket-2x.slangp index e78c81a..f2b2c2a 100644 --- a/handheld/console-border/gb-pocket-2x.slangp +++ b/handheld/console-border/gb-pocket-2x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/pocket-background.png BACKGROUND_linear = true BORDER = resources/pocket-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/gb-pocket-3x.slangp b/handheld/console-border/gb-pocket-3x.slangp index 120c0c0..ff04e2f 100644 --- a/handheld/console-border/gb-pocket-3x.slangp +++ b/handheld/console-border/gb-pocket-3x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/pocket-background.png BACKGROUND_linear = true BORDER = resources/pocket-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/gb-pocket-4x.slangp b/handheld/console-border/gb-pocket-4x.slangp index a108754..40b623f 100644 --- a/handheld/console-border/gb-pocket-4x.slangp +++ b/handheld/console-border/gb-pocket-4x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/pocket-background.png BACKGROUND_linear = true BORDER = resources/pocket-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/gb-pocket-5x.slangp b/handheld/console-border/gb-pocket-5x.slangp index 9a97f44..766eadb 100644 --- a/handheld/console-border/gb-pocket-5x.slangp +++ b/handheld/console-border/gb-pocket-5x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/pocket-background.png BACKGROUND_linear = true BORDER = resources/pocket-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/gb-pocket-6x.slangp b/handheld/console-border/gb-pocket-6x.slangp index be55565..d367ba1 100644 --- a/handheld/console-border/gb-pocket-6x.slangp +++ b/handheld/console-border/gb-pocket-6x.slangp @@ -1,30 +1,30 @@ shaders = 6 -shader0 = shader-files/gb-pass0.slang +shader0 = ../gameboy/shader-files/gb-pass0.slang filter_linear0 = false scale_type0 = viewport scale0 = 1.0 alias0 = "PASS0" -shader1 = shader-files/gb-pass1.slang +shader1 = ../gameboy/shader-files/gb-pass1.slang filter_linear1 = false scale_type1 = source scale1 = 1.0 alias1 = "PASS1" -shader2 = shader-files/gb-pass2.slang +shader2 = ../gameboy/shader-files/gb-pass2.slang filter_linear2 = false scale_type2 = source scale2 = 1.0 alias2 = "PASS2" -shader3 = shader-files/gb-pass3.slang +shader3 = ../gameboy/shader-files/gb-pass3.slang filter_linear3 = false scale_type3 = source scale3 = 1.0 alias3 = "PASS3" -shader4 = shader-files/gb-pass4.slang +shader4 = ../gameboy/shader-files/gb-pass4.slang filter_linear4 = false scale_type4 = source scale4 = 1.0 @@ -49,4 +49,4 @@ COLOR_PALETTE_linear = false BACKGROUND = resources/pocket-background.png BACKGROUND_linear = true BORDER = resources/pocket-border-square-4x.png -BORDER_linear = true \ No newline at end of file +BORDER_linear = true diff --git a/handheld/console-border/gba-2x.slangp b/handheld/console-border/gba-2x.slangp index 3cd26cf..a6c09cd 100644 --- a/handheld/console-border/gba-2x.slangp +++ b/handheld/console-border/gba-2x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gba-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gba-3x.slangp b/handheld/console-border/gba-3x.slangp index be70db6..eb25b9d 100644 --- a/handheld/console-border/gba-3x.slangp +++ b/handheld/console-border/gba-3x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gba-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gba-4x.slangp b/handheld/console-border/gba-4x.slangp index 66f430e..afe0740 100644 --- a/handheld/console-border/gba-4x.slangp +++ b/handheld/console-border/gba-4x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gba-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gba-5x.slangp b/handheld/console-border/gba-5x.slangp index 4abffd0..51c1433 100644 --- a/handheld/console-border/gba-5x.slangp +++ b/handheld/console-border/gba-5x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gba-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gba-6x.slangp b/handheld/console-border/gba-6x.slangp index 47c01bf..d169cc3 100644 --- a/handheld/console-border/gba-6x.slangp +++ b/handheld/console-border/gba-6x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gba-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gbc-2x.slangp b/handheld/console-border/gbc-2x.slangp index a5becb3..1e47430 100644 --- a/handheld/console-border/gbc-2x.slangp +++ b/handheld/console-border/gbc-2x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/color-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gbc-3x.slangp b/handheld/console-border/gbc-3x.slangp index 4099374..1686082 100644 --- a/handheld/console-border/gbc-3x.slangp +++ b/handheld/console-border/gbc-3x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/color-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gbc-4x.slangp b/handheld/console-border/gbc-4x.slangp index a4cf53a..2f28a96 100644 --- a/handheld/console-border/gbc-4x.slangp +++ b/handheld/console-border/gbc-4x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/color-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gbc-5x.slangp b/handheld/console-border/gbc-5x.slangp index bc1009e..083cfc1 100644 --- a/handheld/console-border/gbc-5x.slangp +++ b/handheld/console-border/gbc-5x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/color-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gbc-6x.slangp b/handheld/console-border/gbc-6x.slangp index b8d2dc9..0ad3b1a 100644 --- a/handheld/console-border/gbc-6x.slangp +++ b/handheld/console-border/gbc-6x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/color-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gg-2x.slangp b/handheld/console-border/gg-2x.slangp index 53788c5..a98eae6 100644 --- a/handheld/console-border/gg-2x.slangp +++ b/handheld/console-border/gg-2x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gg-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gg-3x.slangp b/handheld/console-border/gg-3x.slangp index 023da73..6556f3b 100644 --- a/handheld/console-border/gg-3x.slangp +++ b/handheld/console-border/gg-3x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gg-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gg-4x.slangp b/handheld/console-border/gg-4x.slangp index d2f724d..189a609 100644 --- a/handheld/console-border/gg-4x.slangp +++ b/handheld/console-border/gg-4x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gg-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gg-5x.slangp b/handheld/console-border/gg-5x.slangp index 98a5ea5..81a3cff 100644 --- a/handheld/console-border/gg-5x.slangp +++ b/handheld/console-border/gg-5x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gg-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/gg-6x.slangp b/handheld/console-border/gg-6x.slangp index 9bb596e..8e75f4b 100644 --- a/handheld/console-border/gg-6x.slangp +++ b/handheld/console-border/gg-6x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/gg-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/ngpc-2x.slangp b/handheld/console-border/ngpc-2x.slangp index c99fbcc..fc2fdf0 100644 --- a/handheld/console-border/ngpc-2x.slangp +++ b/handheld/console-border/ngpc-2x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/ngpc-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/ngpc-3x.slangp b/handheld/console-border/ngpc-3x.slangp index 4934fab..03d0531 100644 --- a/handheld/console-border/ngpc-3x.slangp +++ b/handheld/console-border/ngpc-3x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/ngpc-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/ngpc-4x.slangp b/handheld/console-border/ngpc-4x.slangp index 597b951..a5c53f9 100644 --- a/handheld/console-border/ngpc-4x.slangp +++ b/handheld/console-border/ngpc-4x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/ngpc-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/ngpc-5x.slangp b/handheld/console-border/ngpc-5x.slangp index ddf9bba..b7ae342 100644 --- a/handheld/console-border/ngpc-5x.slangp +++ b/handheld/console-border/ngpc-5x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/ngpc-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/ngpc-6x.slangp b/handheld/console-border/ngpc-6x.slangp index 84a0eee..7fe7be3 100644 --- a/handheld/console-border/ngpc-6x.slangp +++ b/handheld/console-border/ngpc-6x.slangp @@ -1,6 +1,6 @@ shaders = "2" -shader0 = "../shaders/lcd-cgwg/lcd-grid.slang" +shader0 = "../lcd-cgwg/lcd-grid.slang" filter_linear0 = "false" wrap_mode0 = "clamp_to_border" scale_type_x0 = "source" @@ -24,4 +24,4 @@ textures = "BORDER" BORDER = "resources/ngpc-border-square-4x.png" BORDER_linear = "true" BORDER_wrap_mode = "clamp_to_border" -BORDER_mipmap = "false" \ No newline at end of file +BORDER_mipmap = "false" diff --git a/handheld/console-border/shader-files/gb-pass0.slang b/handheld/console-border/shader-files/gb-pass0.slang deleted file mode 100644 index aadc7fe..0000000 --- a/handheld/console-border/shader-files/gb-pass0.slang +++ /dev/null @@ -1,154 +0,0 @@ -#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; -} global; - -//////////////////////////////////////////////////////////////////////////////// -// Config // -//////////////////////////////////////////////////////////////////////////////// - -// The alpha value of dots in their "off" state -// Does not affect the border region of the screen - [0, 1] -#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] -#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111 - -/////////////////////////////////////////////////////////////////////////// -// // -// Gameboy Classic Shader v0.2.2 // -// // -// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // -// // -// This program is free software: you can redistribute it and/or modify // -// it under the terms of the GNU General Public License as published by // -// the Free Software Foundation, either version 3 of the License, or // -// (at your option) any later version. // -// // -// This program is distributed in the hope that it will be useful, // -// but WITHOUT ANY WARRANTY; without even the implied warranty of // -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // -// GNU General Public License for more details. // -// // -// You should have received a copy of the GNU General Public License // -// along with this program. If not, see . // -// // -/////////////////////////////////////////////////////////////////////////// - -//////////////////////////////////////////////////////////////////////////////// -// Vertex shader // -//////////////////////////////////////////////////////////////////////////////// - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; -layout(location = 2) out vec2 dot_size; -layout(location = 3) out vec2 one_texel; - -//////////////////////////////////////////////////////////////////////////////// -// Vertex definitions // -//////////////////////////////////////////////////////////////////////////////// - - -// 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(registers.OutputSize.y * registers.SourceSize.w) - -// Size of the scaled video -#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale)) - -//it's... half a pixel -#define half_pixel (vec2(0.5) * registers.OutputSize.zw) - -void main() -{ - // Remaps position to integer scaled output - gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); - vTexCoord = TexCoord + half_pixel; - dot_size = registers.SourceSize.zw; - one_texel = 1.0 / (registers.SourceSize.xy * video_scale); -} - -//////////////////////////////////////////////////////////////////////////////// -// Fragment shader // -//////////////////////////////////////////////////////////////////////////////// - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 2) in vec2 dot_size; -layout(location = 3) in vec2 one_texel; -layout(location = 4) in vec2 HistCoord; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; -layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1; -layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; -layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; -layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; -layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; -layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; -layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7; -layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE; - -//////////////////////////////////////////////////////////////////////////////// -//fragment definitions // -//////////////////////////////////////////////////////////////////////////////// - -#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(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha - - -// Frame sampling definitions -#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb) -#define prev0_rgb abs(1.0 - texture(OriginalHistory1, vTexCoord).rgb) -#define prev1_rgb abs(1.0 - texture(OriginalHistory2, vTexCoord).rgb) -#define prev2_rgb abs(1.0 - texture(OriginalHistory3, vTexCoord).rgb) -#define prev3_rgb abs(1.0 - texture(OriginalHistory4, vTexCoord).rgb) -#define prev4_rgb abs(1.0 - texture(OriginalHistory5, vTexCoord).rgb) -#define prev5_rgb abs(1.0 - texture(OriginalHistory6, vTexCoord).rgb) -#define prev6_rgb abs(1.0 - texture(OriginalHistory7, vTexCoord).rgb) - -void main() -{ - // Determine if the corrent texel lies on a dot or in the space between dots - float is_on_dot = 0.0; - if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y * 1.0001) > one_texel.y ) - is_on_dot = 1.0; - - // 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) * 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 * registers.baseline_alpha); - - // Apply foreground color and assign alpha value - // Apply the foreground color to all texels - - // the color will be modified by alpha later - and assign alpha based on rgb input - vec4 out_color = vec4(foreground_color, rgb_to_alpha); - - // Overlay the matrix - // If the fragment is not on a dot, set its alpha value to 0 - out_color.a *= is_on_dot; - - FragColor = out_color; -} diff --git a/handheld/console-border/shader-files/gb-pass1.slang b/handheld/console-border/shader-files/gb-pass1.slang deleted file mode 100644 index 2ca3474..0000000 --- a/handheld/console-border/shader-files/gb-pass1.slang +++ /dev/null @@ -1,135 +0,0 @@ -#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; -} global; - -//////////////////////////////////////////////////////////////////////////////// -// Config // -//////////////////////////////////////////////////////////////////////////////// - -// 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 */ -#pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0 - -// The amount of alpha swapped between neighboring texels -#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05 - -/////////////////////////////////////////////////////////////////////////// -// // -// Gameboy Classic Shader v0.2.2 // -// // -// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // -// // -// This program is free software: you can redistribute it and/or modify // -// it under the terms of the GNU General Public License as published by // -// the Free Software Foundation, either version 3 of the License, or // -// (at your option) any later version. // -// // -// This program is distributed in the hope that it will be useful, // -// but WITHOUT ANY WARRANTY; without even the implied warranty of // -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // -// GNU General Public License for more details. // -// // -// You should have received a copy of the GNU General Public License // -// along with this program. If not, see . // -// // -/////////////////////////////////////////////////////////////////////////// - -//////////////////////////////////////////////////////////////////////////////// -// Vertex shader // -//////////////////////////////////////////////////////////////////////////////// - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out vec2 texel; -layout(location = 2) out vec2 blur_coords_up; -layout(location = 3) out vec2 blur_coords_down; -layout(location = 4) out vec2 blur_coords_right; -layout(location = 5) out vec2 blur_coords_left; -layout(location = 6) out vec2 blur_coords_lower_bound; -layout(location = 7) out vec2 blur_coords_upper_bound; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; - - 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 * (registers.OutputSize.xy - vec2(2.0)); -} - -//////////////////////////////////////////////////////////////////////////////// -// Fragment shader // -//////////////////////////////////////////////////////////////////////////////// - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 texel; -layout(location = 2) in vec2 blur_coords_up; -layout(location = 3) in vec2 blur_coords_down; -layout(location = 4) in vec2 blur_coords_right; -layout(location = 5) in vec2 blur_coords_left; -layout(location = 6) in vec2 blur_coords_lower_bound; -layout(location = 7) in vec2 blur_coords_upper_bound; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; - -//////////////////////////////////////////////////////////////////////////////// -// Fragment definitions // -//////////////////////////////////////////////////////////////////////////////// - -//#define blending_modifier(color) clamp((color.a == 0) + registers.blending_mode, 0.0, 1.0) - -void main() -{ - // A simple blur technique that softens harsh color transitions - // Specialized to only blur alpha values and limited to only blurring texels - // lying in the spaces between two or more texels - - // Sample the input textures - vec4 out_color = texture(Source, vTexCoord).rgba; - - // Clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve float4(0.0) and darken the edges otherwise) - vec2 blur_coords_up_clamped = clamp(blur_coords_up, blur_coords_lower_bound, blur_coords_upper_bound); - vec2 blur_coords_down_clamped = clamp(blur_coords_down, blur_coords_lower_bound, blur_coords_upper_bound); - vec2 blur_coords_right_clamped = clamp(blur_coords_right, blur_coords_lower_bound, blur_coords_upper_bound); - vec2 blur_coords_left_clamped = clamp(blur_coords_left, blur_coords_lower_bound, blur_coords_upper_bound); - - //Sample adjacent texels based on the coordinates above - vec4 adjacent_texel_1 = texture(Source, blur_coords_up_clamped).rgba; - vec4 adjacent_texel_2 = texture(Source, blur_coords_down_clamped).rgba; - vec4 adjacent_texel_3 = texture(Source, blur_coords_right_clamped).rgba; - vec4 adjacent_texel_4 = texture(Source, blur_coords_left_clamped).rgba; - - // Sum the alpha differences between neighboring texels, apply modifiers, then subtract the result from the current fragment alpha value - out_color.a -= - ( - (out_color.a - adjacent_texel_1.a) + - (out_color.a - adjacent_texel_2.a) + - (out_color.a - adjacent_texel_3.a) + - (out_color.a - adjacent_texel_4.a) - ) * registers.adjacent_texel_alpha_blending; - - out_color.a *= clamp((0.0) + registers.blending_mode, 0.0, 1.0); - - FragColor = out_color; -} diff --git a/handheld/console-border/shader-files/gb-pass2.slang b/handheld/console-border/shader-files/gb-pass2.slang deleted file mode 100644 index 3e2f17b..0000000 --- a/handheld/console-border/shader-files/gb-pass2.slang +++ /dev/null @@ -1,117 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; -} registers; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; - -/////////////////////////////////////////////////////////////////////////// -// // -// Gameboy Classic Shader v0.2.2 // -// // -// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // -// // -// This program is free software: you can redistribute it and/or modify // -// it under the terms of the GNU General Public License as published by // -// the Free Software Foundation, either version 3 of the License, or // -// (at your option) any later version. // -// // -// This program is distributed in the hope that it will be useful, // -// but WITHOUT ANY WARRANTY; without even the implied warranty of // -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // -// GNU General Public License for more details. // -// // -// You should have received a copy of the GNU General Public License // -// along with this program. If not, see . // -// // -/////////////////////////////////////////////////////////////////////////// - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out vec2 texel; -layout(location = 2) out vec2 lower_bound; -layout(location = 3) out vec2 upper_bound; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; - - texel = registers.SourceSize.zw; - lower_bound = vec2(0.0); - upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 texel; -layout(location = 2) in vec2 lower_bound; -layout(location = 3) in vec2 upper_bound; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; - -/* -sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset -Raw Gaussian weights: Raw Gaussian weights: -0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 -0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 -0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 -0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 -0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 -0.04566231462789672460813692086928 @position5 - -sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: -0.83198140032054115459545312766674 0.74065677106474770537917928592818 - -Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: -1.2019499469756482251051310195171 1.350153052084338115052273748029 - -Normalized Gaussian weights: Normalized Gaussian weights: -0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 -0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 -0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 -0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 -0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 -0.05488381664578583445722654373702 @position5 -*/ -void main() -{ - // Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled - float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); - - /* - Precalculated using the Gaussian function: - G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) - - Where sigma = 4.0 and x = offset in range [0, 5] - Normalized to 1 to prevent image darkening by multiplying each weight by: - 1 / sum(all weights) - */ - float weights[5] = float[]( 0.13465834124289953661305802732548, - 0.13051534237555914090930704141833, - 0.11883557904592230273554609080014, - 0.10164546793794160274995705611009, - 0.08167444001912718529866079800870 ); - - // Sample the current fragment and apply its weight - vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0]; - - // Iterate across the offsets in both directions sampling texels - // and adding their weighted alpha values to the total - for (int i = 1; i < 5; i++) - { - out_color.a += texture(Source, clamp(vTexCoord + vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i]; - out_color.a += texture(Source, clamp(vTexCoord - vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i]; - } - - FragColor = out_color; -} diff --git a/handheld/console-border/shader-files/gb-pass3.slang b/handheld/console-border/shader-files/gb-pass3.slang deleted file mode 100644 index 29b8d19..0000000 --- a/handheld/console-border/shader-files/gb-pass3.slang +++ /dev/null @@ -1,117 +0,0 @@ -#version 450 - -layout(push_constant) uniform Push -{ - vec4 OutputSize; - vec4 OriginalSize; - vec4 SourceSize; -} registers; - -layout(std140, set = 0, binding = 0) uniform UBO -{ - mat4 MVP; -} global; - -/////////////////////////////////////////////////////////////////////////// -// // -// Gameboy Classic Shader v0.2.2 // -// // -// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // -// // -// This program is free software: you can redistribute it and/or modify // -// it under the terms of the GNU General Public License as published by // -// the Free Software Foundation, either version 3 of the License, or // -// (at your option) any later version. // -// // -// This program is distributed in the hope that it will be useful, // -// but WITHOUT ANY WARRANTY; without even the implied warranty of // -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // -// GNU General Public License for more details. // -// // -// You should have received a copy of the GNU General Public License // -// along with this program. If not, see . // -// // -/////////////////////////////////////////////////////////////////////////// - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out vec2 texel; -layout(location = 2) out vec2 lower_bound; -layout(location = 3) out vec2 upper_bound; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; - - texel = registers.SourceSize.zw; - lower_bound = vec2(0.0); - upper_bound = vec2(texel * (registers.OutputSize.xy - 1.0)); -} - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 texel; -layout(location = 2) in vec2 lower_bound; -layout(location = 3) in vec2 upper_bound; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 2) uniform sampler2D Source; - -/* -sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset -Raw Gaussian weights: Raw Gaussian weights: -0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 -0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 -0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 -0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 -0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 -0.04566231462789672460813692086928 @position5 - -sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: -0.83198140032054115459545312766674 0.74065677106474770537917928592818 - -Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: -1.2019499469756482251051310195171 1.350153052084338115052273748029 - -Normalized Gaussian weights: Normalized Gaussian weights: -0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 -0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 -0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 -0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 -0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 -0.05488381664578583445722654373702 @position5 -*/ -void main() -{ - // Define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled - float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); - - /* - Precalculated using the Gaussian function: - G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) - - Where sigma = 4.0 and x = offset in range [0, 5] - Normalized to 1 to prevent image darkening by multiplying each weight by: - 1 / sum(all weights) - */ - float weights[5] = float[]( 0.13465834124289953661305802732548, - 0.13051534237555914090930704141833, - 0.11883557904592230273554609080014, - 0.10164546793794160274995705611009, - 0.08167444001912718529866079800870 ); - - // Sample the current fragment and apply its weight - vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0]; - - // Iterate across the offsets in both directions sampling texels - // and adding their weighted alpha values to the total - for (int i = 1; i < 5; i++) - { - out_color.a += texture(Source, clamp(vTexCoord + vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; - out_color.a += texture(Source, clamp(vTexCoord - vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; - } - - FragColor = out_color; -} diff --git a/handheld/console-border/shader-files/gb-pass4.slang b/handheld/console-border/shader-files/gb-pass4.slang deleted file mode 100644 index a24502a..0000000 --- a/handheld/console-border/shader-files/gb-pass4.slang +++ /dev/null @@ -1,164 +0,0 @@ -#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; -} global; - -//////////////////////////////////////////////////////////////////////////////// -// Config // -//////////////////////////////////////////////////////////////////////////////// - -// Useful to fine-tune the colors. -// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 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] -#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] -#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] -#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] -#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] -#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] -#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.0 -5.0 5.0 0.5 - -// Screen offset - [-infinity, infinity] [DEFAULT: 0] -#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5 - -// Screen offset - [-infinity, infinity] [DEFAULT: 0] -#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5 - -/////////////////////////////////////////////////////////////////////////// -// // -// Gameboy Classic Shader v0.2.2 // -// // -// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // -// // -// This program is free software: you can redistribute it and/or modify // -// it under the terms of the GNU General Public License as published by // -// the Free Software Foundation, either version 3 of the License, or // -// (at your option) any later version. // -// // -// This program is distributed in the hope that it will be useful, // -// but WITHOUT ANY WARRANTY; without even the implied warranty of // -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // -// GNU General Public License for more details. // -// // -// You should have received a copy of the GNU General Public License // -// along with this program. If not, see . // -// // -/////////////////////////////////////////////////////////////////////////// - -#pragma stage vertex -layout(location = 0) in vec4 Position; -layout(location = 1) in vec2 TexCoord; -layout(location = 0) out vec2 vTexCoord; -layout(location = 1) out vec2 texel; - -void main() -{ - gl_Position = global.MVP * Position; - vTexCoord = TexCoord; - - texel = registers.SourceSize.zw; -} - -//////////////////////////////////////////////////////////////////////////////// -// Fragment definitions // -//////////////////////////////////////////////////////////////////////////////// - -#pragma stage fragment -layout(location = 0) in vec2 vTexCoord; -layout(location = 1) in vec2 texel; -layout(location = 0) out vec4 FragColor; -layout(set = 0, binding = 1) uniform sampler2D Source; -layout(set = 0, binding = 2) uniform sampler2D PassOutput1; -layout(set = 0, binding = 3) uniform sampler2D BACKGROUND; -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 (registers.contrast * registers.shadow_opacity) - -// Offset for the shadow -#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(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y) - -//////////////////////////////////////////////////////////////////////////////// -// Fragment shader // -//////////////////////////////////////////////////////////////////////////////// - -void main() -{ - 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); - vec4 background = texture(BACKGROUND, vTexCoord); - vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset)); - vec4 background_color = bg_color; - - // Foreground and background are blended with the background color - foreground *= bg_color; - - float bg_test = 0.0; - if ( foreground.a > 0.0 ) - bg_test = 1.0; - - background -= (background - 0.5) * registers.bg_smoothing * bg_test; - - // Allows for highlights, - // background = bg_color when the background color is 0.5 gray - background.rgb = clamp( - vec3( - bg_color.r + mix(-1.0, 1.0, background.r), - bg_color.g + mix(-1.0, 1.0, background.g), - bg_color.b + mix(-1.0, 1.0, background.b) - ), - 0.0, 1.0 - ); - - // Shadows are alpha blended with the background - 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 * registers.contrast) + (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity)); - - FragColor = out_color; -}