Merge pull request #79 from Monroe88/lcd-shaders

sameboy-lcd: Add parameters
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hizzlekizzle 2018-03-24 16:34:57 -05:00 committed by GitHub
commit cf7c908776
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4 changed files with 46 additions and 35 deletions

View file

@ -13,10 +13,10 @@
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -26,8 +26,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
#pragma stage fragment #pragma stage fragment

View file

@ -13,19 +13,19 @@
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
} global; } global;
layout(push_constant) uniform Push layout(push_constant) uniform Push
{ {
float reflectionBrightness; float reflectionBrightness;
float reflectionDistanceX; float reflectionDistanceX;
float reflectionDistanceY; float reflectionDistanceY;
float lightBrightness; float lightBrightness;
} params; }params;
#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01 #pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005 #pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
@ -39,8 +39,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
#pragma stage fragment #pragma stage fragment
@ -54,7 +54,7 @@ const float coeff = 2.5;
void main() void main()
{ {
vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY); vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
float sp = pow(speed, params.lightBrightness); float sp = pow(speed, params.lightBrightness);
float dc = pow(decay, -params.lightBrightness); float dc = pow(decay, -params.lightBrightness);
float s = (sp - dc) / (sp + dc); float s = (sp - dc) / (sp + dc);
@ -69,6 +69,6 @@ void main()
vec4 reflection = texture(Source, vTexCoord - reflectionDistance); vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
color.rgb += reflection.rgb * params.reflectionBrightness; color.rgb += reflection.rgb * params.reflectionBrightness;
color.a = 1.0; color.a = 1.0;
FragColor = color; FragColor = color;
} }

View file

@ -13,10 +13,10 @@
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
mat4 MVP; mat4 MVP;
vec4 OutputSize; vec4 OutputSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 SourceSize; vec4 SourceSize;
} global; } global;
#pragma stage vertex #pragma stage vertex
@ -26,8 +26,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
#pragma stage fragment #pragma stage fragment

View file

@ -28,12 +28,27 @@
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
vec4 SourceSize; vec4 SourceSize;
vec4 OriginalSize; vec4 OriginalSize;
vec4 OutputSize; vec4 OutputSize;
mat4 MVP; mat4 MVP;
} global; } global;
layout(push_constant) uniform Push
{
float COLOR_LOW;
float COLOR_HIGH;
float SCANLINE_DEPTH;
} params;
#pragma parameter COLOR_LOW "Color Low" 0.8 0.0 1.5 0.05
#pragma parameter COLOR_HIGH "Color High" 1.0 0.0 1.5 0.05
#pragma parameter SCANLINE_DEPTH "Scanline Depth" 0.1 0.0 2.0 0.05
#define COLOR_LOW params.COLOR_LOW
#define COLOR_HIGH params.COLOR_HIGH
#define SCANLINE_DEPTH params.SCANLINE_DEPTH
#pragma stage vertex #pragma stage vertex
layout(location = 0) in vec4 Position; layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord; layout(location = 1) in vec2 TexCoord;
@ -41,8 +56,8 @@ layout(location = 0) out vec2 vTexCoord;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord;
} }
#pragma stage fragment #pragma stage fragment
@ -50,10 +65,6 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D Source;
#define COLOR_LOW 0.8
#define COLOR_HIGH 1.0
#define SCANLINE_DEPTH 0.1
void main() void main()
{ {
vec2 pos = fract(vTexCoord * global.SourceSize.xy); vec2 pos = fract(vTexCoord * global.SourceSize.xy);