#version 450 /* Response Time Based on the response time function from Harlequin's Game Boy and LCD shaders 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. */ layout(push_constant) uniform Push { float response_time; } params; // Simulate response time // Higher values result in longer color transition periods - [0, 1] #pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111 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; 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; 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; // Frame sampling definitions #define curr_rgb texture(Source, vTexCoord).rgb #define prev0_rgb texture(OriginalHistory1, vTexCoord).rgb #define prev1_rgb texture(OriginalHistory2, vTexCoord).rgb #define prev2_rgb texture(OriginalHistory3, vTexCoord).rgb #define prev3_rgb texture(OriginalHistory4, vTexCoord).rgb #define prev4_rgb texture(OriginalHistory5, vTexCoord).rgb #define prev5_rgb texture(OriginalHistory6, vTexCoord).rgb #define prev6_rgb texture(OriginalHistory7, vTexCoord).rgb void main() { // 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) * params.response_time; input_rgb += (prev1_rgb - input_rgb) * pow(params.response_time, 2.0); input_rgb += (prev2_rgb - input_rgb) * pow(params.response_time, 3.0); input_rgb += (prev3_rgb - input_rgb) * pow(params.response_time, 4.0); input_rgb += (prev4_rgb - input_rgb) * pow(params.response_time, 5.0); input_rgb += (prev5_rgb - input_rgb) * pow(params.response_time, 6.0); input_rgb += (prev6_rgb - input_rgb) * pow(params.response_time, 7.0); FragColor = vec4(input_rgb, 0.0); }