mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 19:01:31 +11:00
Merge pull request #71 from Monroe88/gb_palette
Add Game Boy palette shader
This commit is contained in:
commit
d518849bd5
9
handheld/gb-palette-dmg.slangp
Normal file
9
handheld/gb-palette-dmg.slangp
Normal file
|
@ -0,0 +1,9 @@
|
|||
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
|
9
handheld/gb-palette-light.slangp
Normal file
9
handheld/gb-palette-light.slangp
Normal file
|
@ -0,0 +1,9 @@
|
|||
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
|
9
handheld/gb-palette-pocket.slangp
Normal file
9
handheld/gb-palette-pocket.slangp
Normal file
|
@ -0,0 +1,9 @@
|
|||
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
|
47
handheld/shaders/gb-palette/gb-palette.slang
Normal file
47
handheld/shaders/gb-palette/gb-palette.slang
Normal file
|
@ -0,0 +1,47 @@
|
|||
#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;
|
||||
}
|
BIN
handheld/shaders/gb-palette/resources/palette-dmg.png
Normal file
BIN
handheld/shaders/gb-palette/resources/palette-dmg.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 KiB |
BIN
handheld/shaders/gb-palette/resources/palette-light.png
Normal file
BIN
handheld/shaders/gb-palette/resources/palette-light.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 KiB |
BIN
handheld/shaders/gb-palette/resources/palette-pocket.png
Normal file
BIN
handheld/shaders/gb-palette/resources/palette-pocket.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.1 KiB |
Loading…
Reference in a new issue