#version 450 layout(push_constant) uniform Push { vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; float blending_mode; float adjacent_texel_alpha_blending; } registers; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; //////////////////////////////////////////////////////////////////////////////// // Config // //////////////////////////////////////////////////////////////////////////////// // 0 - only the space between dots is blending // 1 - all texels are blended #pragma parameter blending_mode "Blending Mode" 1.0 0.0 1.0 1.0 // The amount of alpha swapped between neighboring texels #pragma parameter adjacent_texel_alpha_blending "Neighbor Blending" 0.1755 0.0 1.0 0.05 /////////////////////////////////////////////////////////////////////////// // // // 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 = 1) out vec2 texel; layout(location = 2) out vec2 blur_coords_up; layout(location = 3) out vec2 blur_coords_down; layout(location = 4) out vec2 blur_coords_right; layout(location = 5) out vec2 blur_coords_left; layout(location = 6) out vec2 blur_coords_lower_bound; layout(location = 7) out vec2 blur_coords_upper_bound; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; texel = registers.SourceSize.zw; blur_coords_down = vTexCoord + vec2(0.0, texel.y); blur_coords_up = vTexCoord + vec2(0.0, -texel.y); blur_coords_right = vTexCoord + vec2(texel.x, 0.0); blur_coords_left = vTexCoord + vec2(-texel.x, 0.0); blur_coords_lower_bound = vec2(0.0); blur_coords_upper_bound = texel * (registers.OutputSize.xy - vec2(2.0)); } //////////////////////////////////////////////////////////////////////////////// // Fragment shader // //////////////////////////////////////////////////////////////////////////////// #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 texel; layout(location = 2) in vec2 blur_coords_up; layout(location = 3) in vec2 blur_coords_down; layout(location = 4) in vec2 blur_coords_right; layout(location = 5) in vec2 blur_coords_left; layout(location = 6) in vec2 blur_coords_lower_bound; layout(location = 7) in vec2 blur_coords_upper_bound; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; //////////////////////////////////////////////////////////////////////////////// // Fragment definitions // //////////////////////////////////////////////////////////////////////////////// float blending_modifier(float color){ float blend_bool = (color == 0.0) ? 1 : 0; return clamp(blend_bool + registers.blending_mode, 0.0, 1.0); } void main() { // A simple blur technique that softens harsh color transitions // Specialized to only blur alpha values and limited to only blurring texels // lying in the spaces between two or more texels // Sample the input textures vec4 out_color = texture(Source, vTexCoord).rgba; // Clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve float4(0.0) and darken the edges otherwise) vec2 blur_coords_up_clamped = clamp(blur_coords_up, blur_coords_lower_bound, blur_coords_upper_bound); vec2 blur_coords_down_clamped = clamp(blur_coords_down, blur_coords_lower_bound, blur_coords_upper_bound); vec2 blur_coords_right_clamped = clamp(blur_coords_right, blur_coords_lower_bound, blur_coords_upper_bound); vec2 blur_coords_left_clamped = clamp(blur_coords_left, blur_coords_lower_bound, blur_coords_upper_bound); //Sample adjacent texels based on the coordinates above vec4 adjacent_texel_1 = texture(Source, blur_coords_up_clamped).rgba; vec4 adjacent_texel_2 = texture(Source, blur_coords_down_clamped).rgba; vec4 adjacent_texel_3 = texture(Source, blur_coords_right_clamped).rgba; vec4 adjacent_texel_4 = texture(Source, blur_coords_left_clamped).rgba; // Sum the alpha differences between neighboring texels, apply modifiers, then subtract the result from the current fragment alpha value out_color.a -= ( (out_color.a - adjacent_texel_1.a) + (out_color.a - adjacent_texel_2.a) + (out_color.a - adjacent_texel_3.a) + (out_color.a - adjacent_texel_4.a) ) * registers.adjacent_texel_alpha_blending * blending_modifier(out_color.a); FragColor = out_color; }