fixed round dots on Gameboy shaders

This commit is contained in:
Nuno Pereira 2020-07-12 01:49:51 +01:00
parent 8ee69f0a78
commit cbe3b4baf5
7 changed files with 121 additions and 50 deletions

View file

@ -35,14 +35,15 @@ filter_linear5 = true
scale_type5 = source
scale5 = 1.0
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;contrast;screen_light;pixel_opacity;shadow_offset_x"
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;shadow_offset_x"
video_scale = "3.0"
SCALE = "0.6667"
OUT_X = "1600.0"
OUT_Y = "800.0"
baseline_alpha = "0.03"
grey_balance = "3.5"
contrast = "0.8"
adjacent_texel_alpha_blending = "0.6"
contrast = "0.85"
screen_light = "0.9"
pixel_opacity = "0.95"
shadow_opacity = "0.9"

View file

@ -33,14 +33,15 @@ alias4 = "PASS4"
shader5 = shader-files/gb-pass-5.slang
filter_linear5 = true
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;contrast;screen_light;pixel_opacity;shadow_offset_x"
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;shadow_offset_x"
video_scale = "3.0"
SCALE = "1.0"
OUT_X = "2400.0"
OUT_Y = "1200.0"
baseline_alpha = "0.03"
grey_balance = "3.5"
contrast = "0.8"
adjacent_texel_alpha_blending = "0.6"
contrast = "0.85"
screen_light = "0.9"
pixel_opacity = "0.95"
shadow_opacity = "0.9"

View file

@ -33,14 +33,15 @@ alias4 = "PASS4"
shader5 = shader-files/gb-pass-5.slang
filter_linear5 = true
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;contrast;screen_light;pixel_opacity;shadow_offset_x"
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;shadow_offset_x"
video_scale = "4.0"
SCALE = "1.0"
OUT_X = "3200.0"
OUT_Y = "1600.0"
baseline_alpha = "0.03"
grey_balance = "3.5"
contrast = "0.8"
adjacent_texel_alpha_blending = "0.6"
contrast = "0.85"
screen_light = "0.9"
pixel_opacity = "0.95"
shadow_opacity = "0.9"

View file

@ -33,14 +33,15 @@ alias4 = "PASS4"
shader5 = shader-files/gb-pass-5.slang
filter_linear5 = true
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;contrast;screen_light;pixel_opacity;shadow_offset_x"
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;shadow_offset_x"
video_scale = "4.0"
SCALE = "1.25"
OUT_X = "4000.0"
OUT_Y = "2000.0"
baseline_alpha = "0.03"
grey_balance = "3.5"
contrast = "0.8"
adjacent_texel_alpha_blending = "0.6"
contrast = "0.85"
screen_light = "0.9"
pixel_opacity = "0.95"
shadow_opacity = "0.9"

View file

@ -33,14 +33,15 @@ alias4 = "PASS4"
shader5 = shader-files/gb-pass-5.slang
filter_linear5 = true
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;contrast;screen_light;pixel_opacity;shadow_offset_x"
parameters = "video_scale;SCALE;OUT_X;OUT_Y;baseline_alpha;grey_balance;adjacent_texel_alpha_blending;contrast;screen_light;pixel_opacity;shadow_offset_x"
video_scale = "4.0"
SCALE = "1.5"
OUT_X = "4800.0"
OUT_Y = "2400.0"
baseline_alpha = "0.03"
grey_balance = "3.5"
contrast = "0.8"
adjacent_texel_alpha_blending = "0.6"
contrast = "0.85"
screen_light = "0.9"
pixel_opacity = "0.95"
shadow_opacity = "0.9"

View file

@ -26,7 +26,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter baseline_alpha "Baseline Alpha" 0.05 0.0 1.0 0.01
// Fine-tune the balance between the different shades of grey
#pragma parameter grey_balance "Grey Balance" 2.6 2.0 4.0 0.1
#pragma parameter grey_balance "Grey Balance" 2.7 2.0 4.0 0.1
// Simulate response time
// Higher values result in longer color transition periods - [0, 1]

View file

@ -23,7 +23,7 @@ layout(std140, set = 0, binding = 0) uniform UBO
#pragma parameter blending_mode "Blending Mode" 0.0 0.0 1.0 1.0
// The amount of alpha swapped between neighboring texels
#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.38 0.0 1.0 0.05
#pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.76 0.0 1.0 0.01
///////////////////////////////////////////////////////////////////////////
// //
@ -59,8 +59,12 @@ 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;
layout(location = 6) out vec2 blur_coords_upright;
layout(location = 7) out vec2 blur_coords_upleft;
layout(location = 8) out vec2 blur_coords_downright;
layout(location = 9) out vec2 blur_coords_downleft;
layout(location = 10) out vec2 blur_coords_lower_bound;
layout(location = 11) out vec2 blur_coords_upper_bound;
void main()
{
@ -68,10 +72,15 @@ void main()
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_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_downright = vTexCoord + vec2(texel.x, texel.y);
blur_coords_downleft = vTexCoord + vec2(-texel.x, texel.y);
blur_coords_upright = vTexCoord + vec2(texel.x, -texel.y);
blur_coords_upleft = vTexCoord + vec2(-texel.x, -texel.y);
blur_coords_lower_bound = vec2(0.0);
blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0));
}
@ -87,8 +96,12 @@ 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 = 6) in vec2 blur_coords_upright;
layout(location = 7) in vec2 blur_coords_upleft;
layout(location = 8) in vec2 blur_coords_downright;
layout(location = 9) in vec2 blur_coords_downleft;
layout(location = 10) in vec2 blur_coords_lower_bound;
layout(location = 11) in vec2 blur_coords_upper_bound;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
@ -96,40 +109,93 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
// Fragment definitions //
////////////////////////////////////////////////////////////////////////////////
float blending_modifier(float color){
float blend_bool = (color == 0.0) ? 1 : 0;
return clamp(blend_bool + registers.blending_mode, 0.0, 1.0);
// 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)
// Then return its alpha
float clamped_coord_alpha(vec2 blur_coords)
{
vec2 clamped_coord = clamp(blur_coords, blur_coords_lower_bound, blur_coords_upper_bound);
return texture(Source, clamped_coord).a;
}
// Used for gap direction detection
bool is_gap(vec2 coords_side_1, vec2 coords_side_2)
{
float alpha_side_1 = texture(Source, coords_side_1).a;
float alpha_side_2 = texture(Source, coords_side_2).a;
return alpha_side_1 == 0.0 && alpha_side_2 == 0.0;
}
// A simple blur technique that softens harsh color transitions
// Specialized to only blur alpha values
// Blends only the texels between dots
vec4 blend_gap_mode(vec4 out_color)
{
if(out_color.a == 0.0)
{
// Check if our gap is horizontal or vertical
bool is_gap_horizontal = is_gap(blur_coords_left, blur_coords_right);
bool is_gap_vertical = is_gap(blur_coords_up, blur_coords_down);
// When in a gap interesection, average the 4 diagonal dots
if(is_gap_horizontal && is_gap_vertical)
{
// Set the current fragment alpha value to the average of alpha differences between neighboring texels
out_color.a =
(
(clamped_coord_alpha(blur_coords_upleft) - out_color.a) +
(clamped_coord_alpha(blur_coords_upright) - out_color.a) +
(clamped_coord_alpha(blur_coords_downleft) - out_color.a) +
(clamped_coord_alpha(blur_coords_downright) - out_color.a)
) / 4;
}
// When in an horizontal gap, average the above and bellow texels
else if(is_gap_horizontal)
{
out_color.a =
(
(clamped_coord_alpha(blur_coords_up) - out_color.a) +
(clamped_coord_alpha(blur_coords_down) - out_color.a)
) / 2;
}
// When in a vertical gap, average the left and right texels
else if(is_gap_vertical)
{
out_color.a =
(
(clamped_coord_alpha(blur_coords_right) - out_color.a) +
(clamped_coord_alpha(blur_coords_left) - out_color.a)
) / 2;
}
// Modify the alpha value based on how high the "Neighbor Blending" parameter is set to
out_color.a *= registers.adjacent_texel_alpha_blending;
}
return out_color;
}
// Blends all texels
vec4 blend_all_mode(vec4 out_color)
{
// Average the alpha differences between neighboring texels, apply the parameter modifier, then sum the result to the current fragment alpha value
out_color.a +=
(
(clamped_coord_alpha(blur_coords_up) - out_color.a) +
(clamped_coord_alpha(blur_coords_down) - out_color.a) +
(clamped_coord_alpha(blur_coords_right) - out_color.a) +
(clamped_coord_alpha(blur_coords_left) - out_color.a)
) / 4 * registers.adjacent_texel_alpha_blending;
return out_color;
}
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 * blending_modifier(out_color.a);
FragColor = out_color;
if(registers.blending_mode == 1.0)
FragColor = blend_all_mode(out_color);
else
FragColor = blend_gap_mode(out_color);
}