Merge pull request #71 from Monroe88/gb_palette

Add Game Boy palette shader
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hizzlekizzle 2018-01-26 07:58:26 -06:00 committed by GitHub
commit d518849bd5
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7 changed files with 74 additions and 0 deletions

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shaders = 1
shader0 = shaders/gb-palette/gb-palette.slang //colorize image
scale_type0 = source
filter_linear0 = false
textures = COLOR_PALETTE
COLOR_PALETTE = shaders/gb-palette/resources/palette-dmg.png
COLOR_PALETTE_linear = false

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shaders = 1
shader0 = shaders/gb-palette/gb-palette.slang //colorize image
scale_type0 = source
filter_linear0 = false
textures = COLOR_PALETTE
COLOR_PALETTE = shaders/gb-palette/resources/palette-light.png
COLOR_PALETTE_linear = false

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shaders = 1
shader0 = shaders/gb-palette/gb-palette.slang //colorize image
scale_type0 = source
filter_linear0 = false
textures = COLOR_PALETTE
COLOR_PALETTE = shaders/gb-palette/resources/palette-pocket.png
COLOR_PALETTE_linear = false

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#version 450
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;
#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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D COLOR_PALETTE;
void main()
{
//sample the input textures
vec4 out_color = texture(Source, vTexCoord.xy);
//input grayscale values:
//0.000 black - 0.333 medium gray - 0.667 light gray - 1.000 white
//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
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
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
FragColor = out_color;
}

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