#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float pal; } params; #pragma parameter pal "color palette colors: (1+x)^3" 1.0 1.0 15.0 1.0 #pragma parameter something "1: ZX Spectrum, 2: Amstrad, 3: EGA, 7:Genesis, 15:Amiga" 0.0 0.0 0.0 0.0 #define pal params.pal #define SourceSize params.SourceSize #define OutputSize params.OutputSize #define OriginalSize params.OriginalSize layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } 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*1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec3 res = texture(Source,vTexCoord).rgb; res= round(res*pal)/pal; FragColor = vec4(res,1.0); }