#version 450 /* AGS-001 shader A pristine recreation of the illuminated Game Boy Advance SP Author: endrift License: MPL 2.0 This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; layout(push_constant) uniform Push { float reflectionBrightness; float reflectionDistanceX; float reflectionDistanceY; float lightBrightness; }params; #pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01 #pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005 #pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005 #pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01 #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; const float speed = 2.0; const float decay = 2.0; const float coeff = 2.5; void main() { vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY); float sp = pow(speed, params.lightBrightness); float dc = pow(decay, -params.lightBrightness); float s = (sp - dc) / (sp + dc); vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s); radius = pow(abs(radius), vec2(4.0)); vec3 bleed = vec3(0.12, 0.14, 0.19); bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2); vec4 color = texture(Source, vTexCoord); color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5))); vec4 reflection = texture(Source, vTexCoord - reflectionDistance); color.rgb += reflection.rgb * params.reflectionBrightness; color.a = 1.0; FragColor = color; }