mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Translated gba-color.cg.
No obvious bugs were spotted.
This commit is contained in:
parent
c1b2f02bf5
commit
d0ef0cc60c
77
handheld/gba-color.slang
Normal file
77
handheld/gba-color.slang
Normal file
|
@ -0,0 +1,77 @@
|
|||
#version 450
|
||||
/*
|
||||
Author: Pokefan531
|
||||
License: Public domain
|
||||
*/
|
||||
|
||||
// Shader that replicates the LCD dynamics from a GameBoy Advance
|
||||
|
||||
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 = 1) in vec2 FragCoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
|
||||
vec3 grayscale(vec3 col)
|
||||
{
|
||||
// Non-conventional way to do grayscale,
|
||||
// but bSNES uses this as grayscale value.
|
||||
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//part 1
|
||||
float saturation = 1.0;
|
||||
float Display_gamma = 1.02;
|
||||
float CRT_gamma = 2.4;
|
||||
float luminance = 1.0;
|
||||
|
||||
vec3 gamma = vec3(CRT_gamma / Display_gamma);
|
||||
vec3 res = texture(Source, vTexCoord).xyz;
|
||||
res = mix(grayscale(res), res, saturation); // Apply saturation
|
||||
res = pow(res, gamma.rgb); // Apply gamma
|
||||
vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
|
||||
|
||||
//part 2
|
||||
float r = c.x;
|
||||
float g = c.y;
|
||||
float b = c.z;
|
||||
float a = c.w;
|
||||
float w = r * 0.714 + g * 0.251 + b * 0.000;
|
||||
float q = r * 0.071 + g * 0.643 + b * 0.216;
|
||||
float e = r * 0.071 + g * 0.216 + b * 0.643;
|
||||
|
||||
//part 3
|
||||
saturation = 1.0;
|
||||
Display_gamma = 3.6;
|
||||
CRT_gamma = 2.4;
|
||||
luminance = 1.01;
|
||||
|
||||
res = vec3(w, q, e);
|
||||
gamma = gamma = vec3(CRT_gamma / Display_gamma);
|
||||
res = mix(grayscale(res), res, saturation); // Apply saturation
|
||||
res = pow(res, gamma.rgb); // Apply gamma
|
||||
|
||||
FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
|
||||
}
|
Loading…
Reference in a new issue