#version 450 /* Hyllian - Retro Shader - 2022 A re-implementation from the original made by Hyllian and DOLLS! 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ layout(push_constant) uniform Push { float RETRO_PIXEL_SIZE; float RETRO_COLOR_BOOST; float RETRO_GAMMA_IN; float RETRO_GAMMA_OUT; } param; // This value must be between 0.0 (totally black) and 1.0 (nearest neighbor) #pragma parameter RETRO_PIXEL_SIZE "Retro Pixel Size" 0.50 0.0 1.0 0.01 #pragma parameter RETRO_COLOR_BOOST "Retro Color Boost" 1.36 1.0 2.0 0.01 #pragma parameter RETRO_GAMMA_IN "Retro Gamma In" 2.20 1.0 3.0 0.05 #pragma parameter RETRO_GAMMA_OUT "Retro Gamma LCD" 2.20 1.0 3.0 0.05 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; /* VERTEX_SHADER */ void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; /* FRAGMENT SHADER */ void main() { vec2 p = vTexCoord.xy; p = p * global.SourceSize.xy + vec2(0.5, 0.5); vec2 i = floor(p); vec2 f = p - i; f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0)); p = i + f; p = (p - vec2(0.5, 0.5)) * global.SourceSize.zw; vec3 E = pow(texture(Source, p).xyz, vec3(param.RETRO_GAMMA_IN)); vec2 fp = fract(p*global.SourceSize.xy); vec2 ps = global.SourceSize.xy * global.OutputSize.zw; vec2 fr = clamp(clamp(fp + 0.5*ps, 0.0, 1.0) - param.RETRO_PIXEL_SIZE, vec2(0.0), ps)/ps; float max_coord = max(fr.x, fr.y); vec3 res = mix(E*(1.04+fp.x*fp.y), E*0.36, max_coord); // Product interpolation FragColor = vec4(clamp( pow(param.RETRO_COLOR_BOOST*res, vec3(1.0 / param.RETRO_GAMMA_OUT)), 0.0, 1.0 ), 1.0); }