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add ascii art shader and fix ds-hybrid
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handheld/shaders/ds-hybrid-view.slang
Normal file → Executable file
2
handheld/shaders/ds-hybrid-view.slang
Normal file → Executable file
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@ -14,7 +14,7 @@ layout(push_constant) uniform Push
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vec4 OutputSize;
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uint FrameCount;
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float screen_toggle;
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float scale_correction;
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float aspect_correction;
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} params;
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#pragma parameter screen_toggle "Screen Toggle" 0.0 0.0 0.5 0.5
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66
retro/shaders/ascii.slang
Executable file
66
retro/shaders/ascii.slang
Executable file
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@ -0,0 +1,66 @@
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#version 450
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// Bitmap to ASCII (not really) fragment shader by movAX13h, September 2013
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// --- This shader is now used in Pixi JS ---
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// Pixi JS is MIT-licensed
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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float character(float n, vec2 p) // some compilers have the word "char" reserved
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{
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p = floor(p*vec2(4.0, -4.0) + 2.5);
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if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
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{
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if (int(mod(n/exp2(p.x + 5.0*p.y), 2.0)) == 1) return 1.0;
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}
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return 0.0;
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 uv = gl_FragCoord.xy;
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vec3 col = texture(Source, floor(uv/8.0)*8.0/params.OutputSize.xy + vec2(-0.21, 0.0)).rgb;
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float gray = dot(col.rgb, vec3(0.299, 0.587, 0.114));
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float n = 65536.0; // .
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if (gray > 0.2) n = 65600.0; // :
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if (gray > 0.3) n = 332772.0; // *
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if (gray > 0.4) n = 15255086.0; // o
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if (gray > 0.5) n = 23385164.0; // &
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if (gray > 0.6) n = 15252014.0; // 8
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if (gray > 0.7) n = 13199452.0; // @
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if (gray > 0.8) n = 11512810.0; // #
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vec2 p = mod(uv/4.0, 2.0) - vec2(1.0);
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col = col*character(n, p);
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FragColor = vec4(col, 1.0);
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}
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