#version 450 /* Author: Pokefan531 License: Public domain */ // Shader that closely replicates Jeff Frohwein's "Gameboy HiColour Converter" color algorithm. 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 = 1) in vec2 FragCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; vec3 grayscale(vec3 col) { // Non-conventional way to do grayscale, // but bSNES uses this as grayscale value. return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722))); } void main() { //part 1 float saturation = 1.0; float Display_gamma = 2.2; float CRT_gamma = 2.2; float luminance = 1.12; vec3 gamma = vec3(CRT_gamma / Display_gamma); vec3 res = texture(Source, vTexCoord).xyz; res = mix(grayscale(res), res, saturation); // Apply saturation res = pow(res, gamma.rgb); // Apply gamma vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0); //part 2 float r = c.x; float g = c.y; float b = c.z; float a = c.w; float w = r * 0.730 + g * 0.270 + b * 0.000; float q = r * 0.085 + g * 0.675 + b * 0.240; float e = r * 0.085 + g * 0.240 + b * 0.675; //part 3 saturation = 1.0; Display_gamma = 1.7; CRT_gamma = 1.0; luminance = 1.0; res = vec3(w, q, e); gamma = gamma = vec3(CRT_gamma / Display_gamma); res = mix(grayscale(res), res, saturation); // Apply saturation res = pow(res, gamma.rgb); // Apply gamma FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0); }