diff --git a/handheld/shaders/ds-hybrid-view.slang b/handheld/shaders/ds-hybrid-view.slang old mode 100644 new mode 100755 index 23d64f3..fe4e568 --- a/handheld/shaders/ds-hybrid-view.slang +++ b/handheld/shaders/ds-hybrid-view.slang @@ -14,7 +14,7 @@ layout(push_constant) uniform Push vec4 OutputSize; uint FrameCount; float screen_toggle; - float scale_correction; + float aspect_correction; } params; #pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5 @@ -50,4 +50,4 @@ void main() vec2 bigCoord = vTexCoord * vec2(0.3570) + vec2(0.0, 0.0 + params.screen_toggle); vec2 smallCoord = vTexCoord * vec2(1.05,1.00) + vec2(-2.94, -0.2); FragColor = texture(Source, bigCoord) + texture(Source, smallCoord); -} \ No newline at end of file +} diff --git a/retro/shaders/ascii.slang b/retro/shaders/ascii.slang new file mode 100755 index 0000000..e2b1cc3 --- /dev/null +++ b/retro/shaders/ascii.slang @@ -0,0 +1,66 @@ +#version 450 + +// Bitmap to ASCII (not really) fragment shader by movAX13h, September 2013 +// --- This shader is now used in Pixi JS --- +// Pixi JS is MIT-licensed + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +float character(float n, vec2 p) // some compilers have the word "char" reserved +{ + p = floor(p*vec2(4.0, -4.0) + 2.5); + if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) + { + if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0; + } + return 0.0; +} + +#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() +{ + vec2 uv = gl_FragCoord.xy; + vec3 col = texture(Source, floor(uv/8.0)*8.0/params.OutputSize.xy + vec2(-0.21, 0.0)).rgb; + + float gray = dot(col.rgb, vec3(0.299, 0.587, 0.114)); + + float n = 65536.0; // . + if (gray > 0.2) n = 65600.0; // : + if (gray > 0.3) n = 332772.0; // * + if (gray > 0.4) n = 15255086.0; // o + if (gray > 0.5) n = 23385164.0; // & + if (gray > 0.6) n = 15252014.0; // 8 + if (gray > 0.7) n = 13199452.0; // @ + if (gray > 0.8) n = 11512810.0; // # + + vec2 p = mod(uv/4.0, 2.0) - vec2(1.0); + col = col*character(n, p); + + FragColor = vec4(col, 1.0); +}