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Merge pull request #71 from Monroe88/gb_palette
Add Game Boy palette shader
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commit
d518849bd5
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handheld/gb-palette-dmg.slangp
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handheld/gb-palette-dmg.slangp
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shaders = 1
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shader0 = shaders/gb-palette/gb-palette.slang //colorize image
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scale_type0 = source
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filter_linear0 = false
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textures = COLOR_PALETTE
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COLOR_PALETTE = shaders/gb-palette/resources/palette-dmg.png
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COLOR_PALETTE_linear = false
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handheld/gb-palette-light.slangp
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handheld/gb-palette-light.slangp
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shaders = 1
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shader0 = shaders/gb-palette/gb-palette.slang //colorize image
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scale_type0 = source
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filter_linear0 = false
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textures = COLOR_PALETTE
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COLOR_PALETTE = shaders/gb-palette/resources/palette-light.png
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COLOR_PALETTE_linear = false
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handheld/gb-palette-pocket.slangp
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handheld/gb-palette-pocket.slangp
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shaders = 1
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shader0 = shaders/gb-palette/gb-palette.slang //colorize image
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scale_type0 = source
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filter_linear0 = false
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textures = COLOR_PALETTE
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COLOR_PALETTE = shaders/gb-palette/resources/palette-pocket.png
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COLOR_PALETTE_linear = false
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handheld/shaders/gb-palette/gb-palette.slang
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handheld/shaders/gb-palette/gb-palette.slang
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#version 450
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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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#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 * 1.0001;
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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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layout(set = 0, binding = 3) uniform sampler2D COLOR_PALETTE;
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void main()
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{
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//sample the input textures
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vec4 out_color = texture(Source, vTexCoord.xy);
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//input grayscale values:
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//0.000 black - 0.333 medium gray - 0.667 light gray - 1.000 white
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//multiply grayscale value by 3 to obtain int value in range [0, 3], acts as index for arrays storing custom palette UV coordinates and alpha value
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vec2 palette_coordinate = vec2(0.5, (abs(1 - out_color.r) * 0.75) + 0.125); //directly map input grayscale value to color palette y coordinate
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out_color = vec4(texture(COLOR_PALETTE, palette_coordinate).rgb, ceil(abs(1.0 - out_color.r))); //sample color from palette, alpha = 1 if color is not transparent
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FragColor = out_color;
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}
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handheld/shaders/gb-palette/resources/palette-dmg.png
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handheld/shaders/gb-palette/resources/palette-dmg.png
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After Width: | Height: | Size: 3.1 KiB |
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handheld/shaders/gb-palette/resources/palette-light.png
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handheld/shaders/gb-palette/resources/palette-light.png
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After Width: | Height: | Size: 3.1 KiB |
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handheld/shaders/gb-palette/resources/palette-pocket.png
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handheld/shaders/gb-palette/resources/palette-pocket.png
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After Width: | Height: | Size: 3.1 KiB |
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