diff --git a/handheld/gameboy/gameboy.slangp b/handheld/gameboy/gameboy.slangp new file mode 100644 index 0000000..31be805 --- /dev/null +++ b/handheld/gameboy/gameboy.slangp @@ -0,0 +1,38 @@ +shaders = 5 + +shader0 = shader-files/gb-pass0.slang +filter_linear0 = false +scale_type0 = viewport +scale0 = 1.0 +alias0 = "PASS0" + +shader1 = shader-files/gb-pass1.slang +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 +alias1 = "PASS1" + +shader2 = shader-files/gb-pass2.slang +filter_linear2 = false +scale_type2 = source +scale2 = 1.0 +alias2 = "PASS2" + +shader3 = shader-files/gb-pass3.slang +filter_linear3 = false +scale_type3 = source +scale3 = 1.0 +alias3 = "PASS3" + +shader4 = shader-files/gb-pass4.slang +filter_linear4 = false +scale_type4 = source +scale4 = 1.0 +alias4 = "PASS4" + +//LUTs commented out until added to the spec +//textures = COLOR_PALETTE;BACKGROUND +//COLOR_PALETTE = resources/palette.png +//COLOR_PALETTE_linear = false +//BACKGROUND = resources/background.png +//BACKGROUND_linear = true \ No newline at end of file diff --git a/handheld/gameboy/shader-files/gb-pass0.slang b/handheld/gameboy/shader-files/gb-pass0.slang new file mode 100644 index 0000000..6b441ea --- /dev/null +++ b/handheld/gameboy/shader-files/gb-pass0.slang @@ -0,0 +1,144 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + vec4 OriginalHistorySize1; + vec4 OriginalHistorySize2; + vec4 OriginalHistorySize3; + vec4 OriginalHistorySize4; + vec4 OriginalHistorySize5; + vec4 OriginalHistorySize6; + vec4 OriginalHistorySize7; +} global; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +#define baseline_alpha 0.10 //the alpha value of dots in their "off" state, does not affect the border region of the screen - [0, 1] +#define response_time 0.333 //simulate response time, higher values result in longer color transition periods - [0, 1] + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 tex; +layout(location = 2) out vec2 dot_size; +layout(location = 3) out vec2 one_texel; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define video_scale floor(global.OutputSize.y / global.SourceSize.y) //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) +#define scaled_video_out (global.SourceSize.xy * vec2(video_scale)) //size of the scaled video +#define half_pixel (vec2(0.5) / global.OutputSize.xy) //it's... half a pixel + +void main() +{ + gl_Position = global.MVP * Position / vec4(vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); + vTexCoord = TexCoord + half_pixel; + tex = floor(global.OriginalHistorySize1.xy * vTexCoord); + tex = (tex + 0.5) * global.OriginalHistorySize1.zw; + dot_size = 1.0 / global.SourceSize.xy; + one_texel = 1.0 / (global.SourceSize.xy * video_scale); +} + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 tex; +layout(location = 2) in vec2 dot_size; +layout(location = 3) in vec2 one_texel; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1; +layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2; +layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3; +layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4; +layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5; +layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6; +layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define foreground_color vec3(0.11, 0.4141, 0.41) //tex2D(COLOR_PALETTE, fixed2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image +//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha + + +//frame sampling definitions + +#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb) +#define prev0_rgb abs(1.0 - texture(OriginalHistory1, tex).rgb) +#define prev1_rgb abs(1.0 - texture(OriginalHistory2, tex).rgb) +#define prev2_rgb abs(1.0 - texture(OriginalHistory3, tex).rgb) +#define prev3_rgb abs(1.0 - texture(OriginalHistory4, tex).rgb) +#define prev4_rgb abs(1.0 - texture(OriginalHistory5, tex).rgb) +#define prev5_rgb abs(1.0 - texture(OriginalHistory6, tex).rgb) +#define prev6_rgb abs(1.0 - texture(OriginalHistory7, tex).rgb) + +void main() +{ + //determine if the corrent texel lies on a dot or in the space between dots +float is_on_dot; +if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y) > one_texel.y ) +{is_on_dot = 1.0;} +else +{is_on_dot = 0.0;} + +//sample color from the current and previous frames, apply response time modifier +//response time effect implmented through an exponential dropoff algorithm +vec3 input_rgb = curr_rgb; + input_rgb += (prev0_rgb - input_rgb) * response_time; + input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0); + input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0); + input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0); + input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0); + input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0); + input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0); + +vec2 rgb_to_alpha = vec2((input_rgb.r + input_rgb.g + input_rgb.b) / 3.0) + (is_on_dot * baseline_alpha); + +//apply foreground color and assign alpha value +vec4 out_color = vec4(foreground_color, rgb_to_alpha); //apply the foreground color to all texels (the color will be modified by alpha later) and assign alpha based on rgb input + +//overlay the matrix +out_color.a *= is_on_dot; //if the fragment is not on a dot, set its alpha value to 0 + +//return fragment color + FragColor = vec4(out_color); +} \ No newline at end of file diff --git a/handheld/gameboy/shader-files/gb-pass1.slang b/handheld/gameboy/shader-files/gb-pass1.slang new file mode 100644 index 0000000..5f20275 --- /dev/null +++ b/handheld/gameboy/shader-files/gb-pass1.slang @@ -0,0 +1,120 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +#define blending_mode 0 //0 - only the space between dots is blending, 1 - all texels are blended +#define adjacent_texel_alpha_blending 0.1755 //the amount of alpha swapped between neighboring texels + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//vertex shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; +layout(location = 2) out vec2 blur_coords_up; +layout(location = 3) out vec2 blur_coords_down; +layout(location = 4) out vec2 blur_coords_right; +layout(location = 5) out vec2 blur_coords_left; +layout(location = 6) out vec2 blur_coords_lower_bound; +layout(location = 7) out vec2 blur_coords_upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + texel = 1.0 / global.SourceSize.xy; + blur_coords_up = vTexCoord + vec2(0.0, texel.y); + blur_coords_down = vTexCoord + vec2(0.0, -texel.y); + blur_coords_right = vTexCoord + vec2(texel.x, 0.0); + blur_coords_left = vTexCoord + vec2(-texel.x, 0.0); + blur_coords_lower_bound = vec2(0.0); + blur_coords_upper_bound = texel * (global.OutputSize.xy - vec2(2.0)); + +} + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 2) in vec2 blur_coords_up; +layout(location = 3) in vec2 blur_coords_down; +layout(location = 4) in vec2 blur_coords_right; +layout(location = 5) in vec2 blur_coords_left; +layout(location = 6) in vec2 blur_coords_lower_bound; +layout(location = 7) in vec2 blur_coords_upper_bound; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +//#define blending_modifier(color) clamp((color.a == 0) + blending_mode, 0.0, 1.0) + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment functions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +void main() +{ +//sample the input textures + vec4 out_color = texture(Source, vTexCoord).rgba; + +//clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve float4(0.0) and darken the edges otherwise) + vec2 blur_coords_up_clamped = clamp(blur_coords_up, blur_coords_lower_bound, blur_coords_upper_bound); + vec2 blur_coords_down_clamped = clamp(blur_coords_down, blur_coords_lower_bound, blur_coords_upper_bound); + vec2 blur_coords_right_clamped = clamp(blur_coords_right, blur_coords_lower_bound, blur_coords_upper_bound); + vec2 blur_coords_left_clamped = clamp(blur_coords_left, blur_coords_lower_bound, blur_coords_upper_bound); + +//sample adjacent texels based on the coordinates above + vec4 adjacent_texel_1 = texture(Source, blur_coords_up_clamped).rgba; + vec4 adjacent_texel_2 = texture(Source, blur_coords_down_clamped).rgba; + vec4 adjacent_texel_3 = texture(Source, blur_coords_right_clamped).rgba; + vec4 adjacent_texel_4 = texture(Source, blur_coords_left_clamped).rgba; + +//sum the alpha differences between neighboring texels, apply modifiers, then subtract the result from the current fragment alpha value + out_color.a -= ( (out_color.a - adjacent_texel_1.a) + + (out_color.a - adjacent_texel_2.a) + + (out_color.a - adjacent_texel_3.a) + + (out_color.a - adjacent_texel_4.a) ) * adjacent_texel_alpha_blending; + out_color.a *= clamp((0.0) + blending_mode, 0.0, 1.0); + +//return + FragColor = vec4(out_color); +} \ No newline at end of file diff --git a/handheld/gameboy/shader-files/gb-pass2.slang b/handheld/gameboy/shader-files/gb-pass2.slang new file mode 100644 index 0000000..2f0fd26 --- /dev/null +++ b/handheld/gameboy/shader-files/gb-pass2.slang @@ -0,0 +1,101 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; +layout(location = 2) out vec2 lower_bound; +layout(location = 3) out vec2 upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + texel = 1.0 / global.SourceSize.xy; + lower_bound = vec2(0.0); + upper_bound = vec2(texel * (global.OutputSize.xy - 1.0)); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 2) in vec2 lower_bound; +layout(location = 3) in vec2 upper_bound; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +//sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset +//Raw Gaussian weights: Raw Gaussian weights: +// 0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 +// 0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 +// 0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 +// 0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 +// 0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 +// 0.04566231462789672460813692086928 @position5 +// +//sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: +// 0.83198140032054115459545312766674 0.74065677106474770537917928592818 +// +//Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: +// 1.2019499469756482251051310195171 1.350153052084338115052273748029 +// +//Normalized Gaussian weights: Normalized Gaussian weights: +// 0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 +// 0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 +// 0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 +// 0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 +// 0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 +// 0.05488381664578583445722654373702 @position5 + +void main() +{ +//define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled +float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); +float weights[5] = float[]( 0.13465834124289953661305802732548, //precalculated using the Gaussian function: + 0.13051534237555914090930704141833, // G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) + 0.11883557904592230273554609080014, //where sigma = 4.0 and x = offset in range [0, 5] + 0.10164546793794160274995705611009, //normalized to 1 to prevent image darkening by multiplying each weight by: + 0.08167444001912718529866079800870 ); // 1 / sum(all weights) + +//sample the current fragment and apply its weight +vec4 out_color = texture(Source, clamp(vTexCoord.xy, lower_bound.xy, upper_bound.xy)) * weights[0]; + +//iterate across the offsets in both directions sampling texels and adding their weighted alpha values to the total +for (int i = 1; i < 5; i++) + { + out_color.a += texture(Source, clamp(vTexCoord.xy + vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i]; + out_color.a += texture(Source, clamp(vTexCoord.xy - vec2(offsets[i] * texel.x, 0.0), lower_bound, upper_bound)).a * weights[i]; + } + +FragColor = vec4(out_color); +} \ No newline at end of file diff --git a/handheld/gameboy/shader-files/gb-pass3.slang b/handheld/gameboy/shader-files/gb-pass3.slang new file mode 100644 index 0000000..654bdbe --- /dev/null +++ b/handheld/gameboy/shader-files/gb-pass3.slang @@ -0,0 +1,106 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; +layout(location = 2) out vec2 lower_bound; +layout(location = 3) out vec2 upper_bound; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + texel = 1.0 / global.SourceSize.xy; + lower_bound = vec2(0.0); + upper_bound = vec2(texel * (global.OutputSize.xy - 1.0)); +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 2) in vec2 lower_bound; +layout(location = 3) in vec2 upper_bound; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +//sigma = 4.0, normalized for 5 pixel offset sigma = 4.0, normalized for 4 pixel offset +//Raw Gaussian weights: Raw Gaussian weights: +// 0.09973561222190091607086808117254 @position0 0.09973561222190091607086808117254 @position0 +// 0.09666707205829167156101677393475 @position1 0.09666707205829167156101677393475 @position1 +// 0.08801637626376240452162358324964 @position2 0.08801637626376240452162358324964 @position2 +// 0.07528440407628116669052257071979 @position3 0.07528440407628116669052257071979 @position3 +// 0.06049272702308815188099267447364 @position4 0.06049272702308815188099267447364 @position4 +// 0.04566231462789672460813692086928 @position5 +// +//sum [p0 + 2(p1 + p2 + p3 + p4 + p5)]: sum [p0 + 2(p1 + p2 + p3 + p4)]: +// 0.83198140032054115459545312766674 0.74065677106474770537917928592818 +// +//Normalizing factor [1 / sum]: Normalizing factor [1 / sum]: +// 1.2019499469756482251051310195171 1.350153052084338115052273748029 +// +//Normalized Gaussian weights: Normalized Gaussian weights: +// 0.11987721382169761913280166382392 @position0 0.13465834124289953661305802732548 @position0 +// 0.11618898213475484076479592086597 @position1 0.13051534237555914090930704141833 @position1 +// 0.10579127878321792515352079488329 @position2 0.11883557904592230273554609080014 @position2 +// 0.09048808548757942339961181362524 @position3 0.10164546793794160274995705611009 @position3 +// 0.07270923003781316665844409497651 @position4 0.08167444001912718529866079800870 @position4 +// 0.05488381664578583445722654373702 @position5 + +void main() +{ +//define offsets and weights - change this for both the X and Y passes if you change the sigma value or number of texels sampled + float offsets[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); + float weights[5] = float[]( 0.13465834124289953661305802732548, //precalculated using the Gaussian function: + 0.13051534237555914090930704141833, // G(x) = (1 / sqrt(2 * pi * sigma^2)) * e^(-x^2 / (2 * sigma^2)) + 0.11883557904592230273554609080014, //where sigma = 4.0 and x = offset in range [0, 5] + 0.10164546793794160274995705611009, //normalized to 1 to prevent image darkening by multiplying each weight by: + 0.08167444001912718529866079800870 ); // 1 / sum(all weights) + + +//sample the current fragment and apply its weight + + vec4 out_color = texture(Source, clamp(vTexCoord, lower_bound, upper_bound)) * weights[0]; + + +//iterate across the offsets in both directions sampling texels and adding their weighted alpha values to the total + + for (int i = 1; i < 5; i++) + { + out_color.a += texture(Source, clamp(vTexCoord + vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; + out_color.a += texture(Source, clamp(vTexCoord - vec2(0.0, offsets[i] * texel.y), lower_bound, upper_bound)).a * weights[i]; + } + +//return the new value + FragColor = vec4(out_color); +} \ No newline at end of file diff --git a/handheld/gameboy/shader-files/gb-pass4.slang b/handheld/gameboy/shader-files/gb-pass4.slang new file mode 100644 index 0000000..e2bab35 --- /dev/null +++ b/handheld/gameboy/shader-files/gb-pass4.slang @@ -0,0 +1,106 @@ +#version 450 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; +} global; + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//config // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define contrast 0.95 //useful to fine-tune the colors. higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95] +#define screen_light 1.00 //controls the ambient light of the screen. lower values darken the screen - [0, 2] [DEFAULT: 1.00] +#define pixel_opacity 1.00 //controls the opacity of the dot-matrix pixels. lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00] +#define bg_smoothing 0.75 //higher values suppress changes in background color directly beneath the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75] +#define shadow_opacity 0.55 //how strongly shadows affect the background, higher values darken the shadows - [0, 1] [DEFAULT: 0.55] +#define shadow_offset_x 1.0 //how far the shadow should be shifted to the right in pixels - [-infinity, infinity] [DEFAULT: 1.0] +#define shadow_offset_y 1.0 //how far the shadow should be shifted to down in pixels - [-infinity, infinity] [DEFAULT: 1.5] +#define screen_offset_x 0 //screen offset - [-infinity, infinity] [DEFAULT: 0] +#define screen_offset_y 0 //screen offset - [-infinity, infinity] [DEFAULT: 0] + +/////////////////////////////////////////////////////////////////////////// +// // +// Gameboy Classic Shader v0.2.2 // +// // +// Copyright (C) 2013 Harlequin : unknown92835@gmail.com // +// // +// This program is free software: you can redistribute it and/or modify // +// it under the terms of the GNU General Public License as published by // +// the Free Software Foundation, either version 3 of the License, or // +// (at your option) any later version. // +// // +// This program is distributed in the hope that it will be useful, // +// but WITHOUT ANY WARRANTY; without even the implied warranty of // +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // +// GNU General Public License for more details. // +// // +// You should have received a copy of the GNU General Public License // +// along with this program. If not, see . // +// // +/////////////////////////////////////////////////////////////////////////// + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out vec2 texel; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + texel = 1.0 / global.SourceSize.xy; +} + +#pragma stage fragment +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment definitions // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#define bg_color vec4(0.625, 0.664, 0.02, 1.0) //tex2D(COLOR_PALETTE, vec2(0.25, 0.5)) //sample the background color from the palette +#define shadow_alpha (contrast * shadow_opacity) //blending factor used when overlaying shadows on the background +#define shadow_offset vec2(shadow_offset_x * texel.x, shadow_offset_y * texel.y) //offset for the shadow +#define screen_offset vec2(screen_offset_x * texel.x, screen_offset_y * texel.y) //offset for the entire screen + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//fragment shader // +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in vec2 texel; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; +layout(set = 0, binding = 3) uniform sampler2D PASS1; + +void main() +{ +//sample all the relevant textures +vec4 foreground = texture(PASS1, vTexCoord - screen_offset); +vec4 background = vec4(0.5); +vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset)); +vec4 background_color = bg_color; + +//foreground and background are blended with the background color + foreground *= bg_color; + float bg_test = 0.0; + if ( foreground.a > 0.0 ) + { bg_test = 1.0; } + background -= (background - 0.5) * bg_smoothing * bg_test; + + background.rgb = clamp(vec3( //allows for highlights, background = bg_color when the background color is 0.5 gray + bg_color.r + mix(-1.0, 1.0, background.r), + bg_color.g + mix(-1.0, 1.0, background.g), + bg_color.b + mix(-1.0, 1.0, background.b) ), 0.0, 1.0); + +//shadows are alpha blended with the background + vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1.0 - shadows.a * shadow_alpha)); + +//foreground is alpha blended with the shadowed background + out_color = (foreground * foreground.a * contrast) + (out_color * (screen_light - foreground.a * contrast * pixel_opacity)); + + FragColor = vec4(out_color); +} \ No newline at end of file