mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Merge pull request #28 from rz5/master
(console-border) The presets had wrong paths, they're all fixed now.
This commit is contained in:
commit
b1258aacb2
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@ -1,30 +1,30 @@
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shaders = 6
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|
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shader0 = shader-files/gb-pass0.slang
|
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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
|
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scale1 = 1.0
|
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alias1 = "PASS1"
|
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|
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shader2 = shader-files/gb-pass2.slang
|
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shader2 = ../gameboy/shader-files/gb-pass2.slang
|
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filter_linear2 = false
|
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scale_type2 = source
|
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scale2 = 1.0
|
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alias2 = "PASS2"
|
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|
||||
shader3 = shader-files/gb-pass3.slang
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shader3 = ../gameboy/shader-files/gb-pass3.slang
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filter_linear3 = false
|
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scale_type3 = source
|
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scale3 = 1.0
|
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alias3 = "PASS3"
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|
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shader4 = shader-files/gb-pass4.slang
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shader4 = ../gameboy/shader-files/gb-pass4.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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|
|
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@ -1,30 +1,30 @@
|
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shaders = 6
|
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|
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shader0 = shader-files/gb-pass0.slang
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shader0 = ../gameboy/shader-files/gb-pass0.slang
|
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filter_linear0 = false
|
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scale_type0 = viewport
|
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scale0 = 1.0
|
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alias0 = "PASS0"
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|
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shader1 = shader-files/gb-pass1.slang
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shader1 = ../gameboy/shader-files/gb-pass1.slang
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filter_linear1 = false
|
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scale_type1 = source
|
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scale1 = 1.0
|
||||
alias1 = "PASS1"
|
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|
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shader2 = shader-files/gb-pass2.slang
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shader2 = ../gameboy/shader-files/gb-pass2.slang
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filter_linear2 = false
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scale_type2 = source
|
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scale2 = 1.0
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alias2 = "PASS2"
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|
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shader3 = shader-files/gb-pass3.slang
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shader3 = ../gameboy/shader-files/gb-pass3.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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alias3 = "PASS3"
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|
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shader4 = shader-files/gb-pass4.slang
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shader4 = ../gameboy/shader-files/gb-pass4.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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|
|
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@ -1,30 +1,30 @@
|
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shaders = 6
|
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|
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shader0 = shader-files/gb-pass0.slang
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shader0 = ../gameboy/shader-files/gb-pass0.slang
|
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filter_linear0 = false
|
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scale_type0 = viewport
|
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scale0 = 1.0
|
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alias0 = "PASS0"
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|
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shader1 = shader-files/gb-pass1.slang
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shader1 = ../gameboy/shader-files/gb-pass1.slang
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filter_linear1 = false
|
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scale_type1 = source
|
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scale1 = 1.0
|
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alias1 = "PASS1"
|
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|
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shader2 = shader-files/gb-pass2.slang
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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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||
// //
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
}
|
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||
// //
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
}
|
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||
// //
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#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;
|
||||
}
|
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||
// //
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#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;
|
||||
}
|
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||
// //
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#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;
|
||||
}
|
Loading…
Reference in a new issue