Merge pull request #73 from Monroe88/handheld-color

Handheld color shader updates
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hizzlekizzle 2018-02-11 08:41:05 -06:00 committed by GitHub
commit b17e116f35
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10 changed files with 152 additions and 34 deletions

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@ -0,0 +1,6 @@
shaders = 1
shader0 = shaders/color/gbc-gambatte-color.slang
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0

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@ -29,4 +29,4 @@ gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"
BGR = "0.0"

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@ -24,4 +24,4 @@ gain = "1.500000"
gamma = "2.200000"
blacklevel = "0.000000"
ambient = "0.000000"
BGR = "1.000000"
BGR = "0.0"

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@ -21,7 +21,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
*/
// Shader that replicates the LCD dynamics from a GameBoy Advance
#pragma parameter darken_screen "Darken Screen" 0.5 0.0 2.0 0.05
#pragma parameter darken_screen "Darken Screen" 0.5 -0.25 2.0 0.05
#define target_gamma 2.2
#define display_gamma 2.2
@ -31,15 +31,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.81
#define g 0.67
#define b 0.73
#define r 0.845
#define g 0.68
#define b 0.755
#define rg 0.09
#define rb 0.15
#define gr 0.23
#define gb 0.12
#define br -0.04
#define bg 0.24
#define rb 0.16
#define gr 0.17
#define gb 0.085
#define br -0.015
#define bg 0.23
#define overscan_percent_x 0.0
#define overscan_percent_y 0.0

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@ -3,13 +3,18 @@
/*
GBC Color Correction Shader
A shader that replicates the LCD dynamics from a Game Boy Color
Color values are derived from Gambatte's color correction implementation.
Color values are derived from Gambatte's color correction implementation, with some tweaks.
Based on Color Mangler
Author: hunterk
License: Public domain
*/
layout(push_constant) uniform Push
{
float darken_screen;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
@ -18,18 +23,22 @@ layout(std140, set = 0, binding = 0) uniform UBO
vec4 SourceSize;
} global;
#pragma parameter darken_screen "Darken Screen" 0.0 -0.25 2.0 0.05
#define target_gamma 2.2
#define display_gamma 2.2
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.78824
#define g 0.72941
#define b 0.66667
#define rg 0.00
#define rb 0.18039
#define b 0.82
#define rg 0.025
#define rb 0.12039
#define gr 0.12157
#define gb 0.12157
#define br 0.05882
#define bg 0.24314
#define br 0.0
#define bg 0.275000
#pragma stage vertex
layout(location = 0) in vec4 Position;
@ -49,14 +58,14 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 screen = texture(Source, vTexCoord);
vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + params.darken_screen)).rgba;
// r g b black
mat4 color = mat4(r, rg, rb, 0.0, //red channel
gr, g, gb, 0.0, //green channel
br, bg, b, 0.0, //blue channel
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes.
// red green blue alpha ; alpha does nothing for our purposes
mat4 color = mat4(r, rg, rb, 0.0, //red
gr, g, gb, 0.0, //green
br, bg, b, 0.0, //blue
blr, blg, blb, 0.0); //black
screen = color * screen;
FragColor = screen;
}
FragColor = pow(screen, vec4(1.0 / display_gamma));
}

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@ -0,0 +1,103 @@
#version 450
/*
Gambatte Color
A Slang/GLSL port of the color correction option on Gambatte emulator
Ported by: RiskyJumps
License: Public domain
*/
/*
OPTIONS:
INT_OPS (default: Disabled)
It's supposed to be more "accurate" but it's a waste. Not recommended
*/
//#define INT_OPS
/*
SIMULATE_INT (default: Disabled)
Only meaningful if INT_OPS is disabled. It truncates floats. Then
again, it's supposed to be more "accurate" but it looks just
too similar. It's still a waste. Not recommended.
*/
//#define SIMULATE_INT
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 color = texture(Source, vTexCoord);
#ifdef INT_OPS
color.rgb *= 255.0;
int r = (int)color.r;
int g = (int)color.g;
int b = (int)color.b;
int R = (r * 13 + g * 2 + b) >> 4;
int G = (g * 3 + b) >> 2;
int B = (r * 3 + g * 2 + b * 11) >> 4;
color.rgb = vec3((float)R, (float)G, (float)B);
color.rgb /= 255.0;
FragColor = color;
return;
#else
mat3 color_correction = mat3(
13.0, 2.0, 1.0,
0.0, 3.0, 1.0,
3.0, 2.0, 11.0
);
mat3 scale = mat3(
1.0/16.0, 0.0, 0.0,
0.0, 1.0/4.0, 0.0,
0.0, 0.0, 1.0/16.0
);
color_correction *= scale;
#ifdef SIMULATE_INT
color.rgb *= 255.0;
color.rgb = floor(color.rgb);
color.rgb *= color_correction;
color.rgb = floor(color.rgb);
color.rgb /= 255.0;
FragColor = color;
return;
#else
color.rgb *= color_correction;
FragColor = color;
return;
#endif
#endif
}

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@ -24,15 +24,15 @@ layout(std140, set = 0, binding = 0) uniform UBO
#define blr 0.0
#define blg 0.0
#define blb 0.0
#define r 0.82
#define g 0.66
#define b 0.81
#define rg 0.085
#define rb 0.085
#define gr 0.25
#define gb 0.105
#define br -0.07
#define bg 0.255
#define r 0.83
#define g 0.65
#define b 0.765
#define rg 0.105
#define rb 0.105
#define gr 0.20
#define gb 0.13
#define br -0.03
#define bg 0.245
#define overscan_percent_x 0.0
#define overscan_percent_y 0.0

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