#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; vec4 OriginalHistorySize1; float baseline_alpha; float grey_balance; float response_time; float video_scale; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; //////////////////////////////////////////////////////////////////////////////// // Config // //////////////////////////////////////////////////////////////////////////////// // The alpha value of dots in their "off" state // Does not affect the border region of the screen - [0, 1] #pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01 // Fine-tune the balance between the different shades of grey #pragma parameter grey_balance "Grey Balance" 3.0 2.0 4.0 0.1 // 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 // Set video scale when used in console-border shaders #pragma parameter video_scale "Video Scale" 3.0 3.0 5.0 1.0 /////////////////////////////////////////////////////////////////////////// // // // 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 . // // // /////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Vertex shader // //////////////////////////////////////////////////////////////////////////////// #pragma stage vertex layout(location = 0) in vec4 Position; 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; //////////////////////////////////////////////////////////////////////////////// // Vertex definitions // //////////////////////////////////////////////////////////////////////////////// // Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) //#define video_scale floor(registers.OutputSize.y * registers.SourceSize.w) <- moved to parameter // Size of the scaled video //#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale)) <- moved to parameter //it's... half a pixel #define half_pixel (vec2(0.5) * registers.OutputSize.zw) void main() { float video_scale_factor = floor(registers.OutputSize.y * registers.SourceSize.w); vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor)); // Remaps position to integer scaled output gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); vTexCoord = TexCoord;// + half_pixel; dot_size = registers.SourceSize.zw; one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor); } //////////////////////////////////////////////////////////////////////////////// // Fragment shader // //////////////////////////////////////////////////////////////////////////////// #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 2) in vec2 dot_size; layout(location = 3) in vec2 one_texel; 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; layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE; //////////////////////////////////////////////////////////////////////////////// //fragment definitions // //////////////////////////////////////////////////////////////////////////////// #define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image //#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha // 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) 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 * 1.0001) > one_texel.y ) is_on_dot = 1.0; // 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) * registers.response_time; input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0); input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0); input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0); input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0); input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0); input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0); float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) / registers.grey_balance + (is_on_dot * registers.baseline_alpha); // Apply foreground color and assign alpha value // Apply the foreground color to all texels - // the color will be modified by alpha later - and assign alpha based on rgb input vec4 out_color = vec4(foreground_color, rgb_to_alpha); // Overlay the matrix // If the fragment is not on a dot, set its alpha value to 0 out_color.a *= is_on_dot; FragColor = out_color; }