mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add broken gameboy shader
This commit is contained in:
parent
08ba6f835f
commit
e060625eef
38
handheld/gameboy/gameboy.slangp
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38
handheld/gameboy/gameboy.slangp
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shaders = 5
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shader0 = shader-files/gb-pass0.slang
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filter_linear0 = false
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scale_type0 = viewport
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scale0 = 1.0
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alias0 = "PASS0"
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shader1 = shader-files/gb-pass1.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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alias1 = "PASS1"
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shader2 = shader-files/gb-pass2.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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alias2 = "PASS2"
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shader3 = shader-files/gb-pass3.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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alias3 = "PASS3"
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shader4 = shader-files/gb-pass4.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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alias4 = "PASS4"
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//LUTs commented out until added to the spec
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//textures = COLOR_PALETTE;BACKGROUND
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//COLOR_PALETTE = resources/palette.png
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//COLOR_PALETTE_linear = false
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//BACKGROUND = resources/background.png
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//BACKGROUND_linear = true
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144
handheld/gameboy/shader-files/gb-pass0.slang
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144
handheld/gameboy/shader-files/gb-pass0.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 OriginalHistorySize1;
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vec4 OriginalHistorySize2;
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vec4 OriginalHistorySize3;
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vec4 OriginalHistorySize4;
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vec4 OriginalHistorySize5;
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vec4 OriginalHistorySize6;
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vec4 OriginalHistorySize7;
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} global;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//config //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#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]
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#define response_time 0.333 //simulate response time, higher values result in longer color transition periods - [0, 1]
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///////////////////////////////////////////////////////////////////////////
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// //
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// Gameboy Classic Shader v0.2.2 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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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layout(location = 1) out vec2 tex;
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layout(location = 2) out vec2 dot_size;
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layout(location = 3) out vec2 one_texel;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#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)
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#define scaled_video_out (global.SourceSize.xy * vec2(video_scale)) //size of the scaled video
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#define half_pixel (vec2(0.5) / global.OutputSize.xy) //it's... half a pixel
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void main()
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{
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gl_Position = global.MVP * Position / vec4(vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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vTexCoord = TexCoord + half_pixel;
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tex = floor(global.OriginalHistorySize1.xy * vTexCoord);
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tex = (tex + 0.5) * global.OriginalHistorySize1.zw;
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dot_size = 1.0 / global.SourceSize.xy;
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one_texel = 1.0 / (global.SourceSize.xy * video_scale);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment shader //
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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 = 1) in vec2 tex;
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layout(location = 2) in vec2 dot_size;
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layout(location = 3) in vec2 one_texel;
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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 OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#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
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//#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
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//frame sampling definitions
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#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb)
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#define prev0_rgb abs(1.0 - texture(OriginalHistory1, tex).rgb)
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#define prev1_rgb abs(1.0 - texture(OriginalHistory2, tex).rgb)
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#define prev2_rgb abs(1.0 - texture(OriginalHistory3, tex).rgb)
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#define prev3_rgb abs(1.0 - texture(OriginalHistory4, tex).rgb)
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#define prev4_rgb abs(1.0 - texture(OriginalHistory5, tex).rgb)
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#define prev5_rgb abs(1.0 - texture(OriginalHistory6, tex).rgb)
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#define prev6_rgb abs(1.0 - texture(OriginalHistory7, tex).rgb)
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void main()
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{
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//determine if the corrent texel lies on a dot or in the space between dots
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float is_on_dot;
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if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y) > one_texel.y )
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{is_on_dot = 1.0;}
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else
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{is_on_dot = 0.0;}
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//sample color from the current and previous frames, apply response time modifier
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//response time effect implmented through an exponential dropoff algorithm
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vec3 input_rgb = curr_rgb;
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input_rgb += (prev0_rgb - input_rgb) * response_time;
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input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0);
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input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0);
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input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0);
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input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0);
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input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0);
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input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0);
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vec2 rgb_to_alpha = vec2((input_rgb.r + input_rgb.g + input_rgb.b) / 3.0) + (is_on_dot * baseline_alpha);
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//apply foreground color and assign alpha value
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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
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//overlay the matrix
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out_color.a *= is_on_dot; //if the fragment is not on a dot, set its alpha value to 0
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//return fragment color
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FragColor = vec4(out_color);
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}
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120
handheld/gameboy/shader-files/gb-pass1.slang
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120
handheld/gameboy/shader-files/gb-pass1.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//config //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#define blending_mode 0 //0 - only the space between dots is blending, 1 - all texels are blended
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#define adjacent_texel_alpha_blending 0.1755 //the amount of alpha swapped between neighboring texels
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///////////////////////////////////////////////////////////////////////////
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// //
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// Gameboy Classic Shader v0.2.2 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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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layout(location = 1) out vec2 texel;
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layout(location = 2) out vec2 blur_coords_up;
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layout(location = 3) out vec2 blur_coords_down;
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layout(location = 4) out vec2 blur_coords_right;
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layout(location = 5) out vec2 blur_coords_left;
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layout(location = 6) out vec2 blur_coords_lower_bound;
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layout(location = 7) out vec2 blur_coords_upper_bound;
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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;
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texel = 1.0 / global.SourceSize.xy;
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blur_coords_up = vTexCoord + vec2(0.0, texel.y);
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blur_coords_down = vTexCoord + vec2(0.0, -texel.y);
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blur_coords_right = vTexCoord + vec2(texel.x, 0.0);
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blur_coords_left = vTexCoord + vec2(-texel.x, 0.0);
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blur_coords_lower_bound = vec2(0.0);
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blur_coords_upper_bound = texel * (global.OutputSize.xy - vec2(2.0));
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment shader //
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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 = 1) in vec2 texel;
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layout(location = 2) in vec2 blur_coords_up;
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layout(location = 3) in vec2 blur_coords_down;
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layout(location = 4) in vec2 blur_coords_right;
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layout(location = 5) in vec2 blur_coords_left;
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layout(location = 6) in vec2 blur_coords_lower_bound;
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layout(location = 7) in vec2 blur_coords_upper_bound;
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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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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//#define blending_modifier(color) clamp((color.a == 0) + blending_mode, 0.0, 1.0)
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment functions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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).rgba;
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//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)
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vec2 blur_coords_up_clamped = clamp(blur_coords_up, blur_coords_lower_bound, blur_coords_upper_bound);
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vec2 blur_coords_down_clamped = clamp(blur_coords_down, blur_coords_lower_bound, blur_coords_upper_bound);
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vec2 blur_coords_right_clamped = clamp(blur_coords_right, blur_coords_lower_bound, blur_coords_upper_bound);
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vec2 blur_coords_left_clamped = clamp(blur_coords_left, blur_coords_lower_bound, blur_coords_upper_bound);
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//sample adjacent texels based on the coordinates above
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vec4 adjacent_texel_1 = texture(Source, blur_coords_up_clamped).rgba;
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vec4 adjacent_texel_2 = texture(Source, blur_coords_down_clamped).rgba;
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vec4 adjacent_texel_3 = texture(Source, blur_coords_right_clamped).rgba;
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vec4 adjacent_texel_4 = texture(Source, blur_coords_left_clamped).rgba;
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//sum the alpha differences between neighboring texels, apply modifiers, then subtract the result from the current fragment alpha value
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out_color.a -= ( (out_color.a - adjacent_texel_1.a) +
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(out_color.a - adjacent_texel_2.a) +
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(out_color.a - adjacent_texel_3.a) +
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(out_color.a - adjacent_texel_4.a) ) * adjacent_texel_alpha_blending;
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out_color.a *= clamp((0.0) + blending_mode, 0.0, 1.0);
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//return
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FragColor = vec4(out_color);
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}
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101
handheld/gameboy/shader-files/gb-pass2.slang
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101
handheld/gameboy/shader-files/gb-pass2.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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///////////////////////////////////////////////////////////////////////////
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// //
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// Gameboy Classic Shader v0.2.2 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
|
||||||
|
// the Free Software Foundation, either version 3 of the License, or //
|
||||||
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// (at your option) any later version. //
|
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// //
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// 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. //
|
||||||
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// //
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// You should have received a copy of the GNU General Public License //
|
||||||
|
// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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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;
|
||||||
|
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);
|
||||||
|
}
|
106
handheld/gameboy/shader-files/gb-pass3.slang
Normal file
106
handheld/gameboy/shader-files/gb-pass3.slang
Normal file
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||||
|
// //
|
||||||
|
///////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
#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);
|
||||||
|
}
|
106
handheld/gameboy/shader-files/gb-pass4.slang
Normal file
106
handheld/gameboy/shader-files/gb-pass4.slang
Normal file
|
@ -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 <http://www.gnu.org/licenses/>. //
|
||||||
|
// //
|
||||||
|
///////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
#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);
|
||||||
|
}
|
Loading…
Reference in a new issue