get gameboy shader working

This commit is contained in:
hunterk 2016-07-25 09:57:15 -05:00
parent 428987847f
commit e3e6c7b93d

View file

@ -52,6 +52,7 @@ layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 2) out vec2 dot_size;
layout(location = 3) out vec2 one_texel;
layout(location = 4) out vec2 HistCoord;
////////////////////////////////////////////////////////////////////////////////
// Vertex definitions //
@ -70,8 +71,10 @@ layout(location = 3) out vec2 one_texel;
void main()
{
// Remaps position to integer scaled output
gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.zw * scaled_video_out), 1.0, 1.0 );
gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
vTexCoord = TexCoord + half_pixel;
HistCoord = floor(global.OriginalHistorySize1.xy * vTexCoord);
HistCoord = (HistCoord + 0.5) * global.OriginalHistorySize1.zw;
dot_size = global.SourceSize.zw;
one_texel = 1.0 / (global.SourceSize.xy * video_scale);
}
@ -84,6 +87,7 @@ void main()
layout(location = 0) in vec2 vTexCoord;
layout(location = 2) in vec2 dot_size;
layout(location = 3) in vec2 one_texel;
layout(location = 4) in vec2 HistCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
@ -104,19 +108,19 @@ layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
// Frame sampling definitions
#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb)
#define prev0_rgb abs(1.0 - texture(OriginalHistory1, vTexCoord).rgb)
#define prev1_rgb abs(1.0 - texture(OriginalHistory2, vTexCoord).rgb)
#define prev2_rgb abs(1.0 - texture(OriginalHistory3, vTexCoord).rgb)
#define prev3_rgb abs(1.0 - texture(OriginalHistory4, vTexCoord).rgb)
#define prev4_rgb abs(1.0 - texture(OriginalHistory5, vTexCoord).rgb)
#define prev5_rgb abs(1.0 - texture(OriginalHistory6, vTexCoord).rgb)
#define prev6_rgb abs(1.0 - texture(OriginalHistory7, vTexCoord).rgb)
#define prev0_rgb abs(1.0 - texture(OriginalHistory1, HistCoord).rgb)
#define prev1_rgb abs(1.0 - texture(OriginalHistory2, HistCoord).rgb)
#define prev2_rgb abs(1.0 - texture(OriginalHistory3, HistCoord).rgb)
#define prev3_rgb abs(1.0 - texture(OriginalHistory4, HistCoord).rgb)
#define prev4_rgb abs(1.0 - texture(OriginalHistory5, HistCoord).rgb)
#define prev5_rgb abs(1.0 - texture(OriginalHistory6, HistCoord).rgb)
#define prev6_rgb abs(1.0 - texture(OriginalHistory7, HistCoord).rgb)
void main()
{
// Determine if the corrent texel lies on a dot or in the space between dots
float is_on_dot = 0.0;
if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y) > one_texel.y )
if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y * 1.001) > one_texel.y )
is_on_dot = 1.0;
// Sample color from the current and previous frames, apply response time modifier