#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; vec4 OriginalHistorySize1; vec4 OriginalHistorySize2; vec4 OriginalHistorySize3; vec4 OriginalHistorySize4; vec4 OriginalHistorySize5; vec4 OriginalHistorySize6; vec4 OriginalHistorySize7; } global; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //config // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define baseline_alpha 0.10 //the alpha value of dots in their "off" state, does not affect the border region of the screen - [0, 1] #define response_time 0.333 //simulate response time, higher values result in longer color transition periods - [0, 1] /////////////////////////////////////////////////////////////////////////// // // // 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 tex; layout(location = 2) out vec2 dot_size; layout(location = 3) out vec2 one_texel; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //vertex definitions // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define video_scale floor(global.OutputSize.y / global.SourceSize.y) //largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens) #define scaled_video_out (global.SourceSize.xy * vec2(video_scale)) //size of the scaled video #define half_pixel (vec2(0.5) / global.OutputSize.xy) //it's... half a pixel void main() { gl_Position = global.MVP * Position / vec4(vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); vTexCoord = TexCoord + half_pixel; tex = floor(global.OriginalHistorySize1.xy * vTexCoord); tex = (tex + 0.5) * global.OriginalHistorySize1.zw; dot_size = 1.0 / global.SourceSize.xy; one_texel = 1.0 / (global.SourceSize.xy * video_scale); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //fragment shader // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 tex; 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; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //fragment definitions // //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define foreground_color vec3(0.11, 0.4141, 0.41) //tex2D(COLOR_PALETTE, fixed2(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(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, tex).rgb) #define prev1_rgb abs(1.0 - texture(OriginalHistory2, tex).rgb) #define prev2_rgb abs(1.0 - texture(OriginalHistory3, tex).rgb) #define prev3_rgb abs(1.0 - texture(OriginalHistory4, tex).rgb) #define prev4_rgb abs(1.0 - texture(OriginalHistory5, tex).rgb) #define prev5_rgb abs(1.0 - texture(OriginalHistory6, tex).rgb) #define prev6_rgb abs(1.0 - texture(OriginalHistory7, tex).rgb) void main() { //determine if the corrent texel lies on a dot or in the space between dots float is_on_dot; if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y) > one_texel.y ) {is_on_dot = 1.0;} else {is_on_dot = 0.0;} //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) * response_time; input_rgb += (prev1_rgb - input_rgb) * pow(response_time, 2.0); input_rgb += (prev2_rgb - input_rgb) * pow(response_time, 3.0); input_rgb += (prev3_rgb - input_rgb) * pow(response_time, 4.0); input_rgb += (prev4_rgb - input_rgb) * pow(response_time, 5.0); input_rgb += (prev5_rgb - input_rgb) * pow(response_time, 6.0); input_rgb += (prev6_rgb - input_rgb) * pow(response_time, 7.0); vec2 rgb_to_alpha = vec2((input_rgb.r + input_rgb.g + input_rgb.b) / 3.0) + (is_on_dot * baseline_alpha); //apply foreground color and assign alpha value vec4 out_color = vec4(foreground_color, rgb_to_alpha); //apply the foreground color to all texels (the color will be modified by alpha later) and assign alpha based on rgb input //overlay the matrix out_color.a *= is_on_dot; //if the fragment is not on a dot, set its alpha value to 0 //return fragment color FragColor = vec4(out_color); }