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