#version 450 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; //////////////////////////////////////////////////////// // GTU-famicom version 0.50 // Author: aliaspider - aliaspider@gmail.com // License: GPLv3 //////////////////////////////////////////////////////// #define GET_LEVEL(X) ((X)*(255.0f / (128.0f*(1.962f-.518f)))-(.518f / (1.962f-.518f))) #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 float colorPhase; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; vec2 pos = (vTexCoord.xy*global.OutputSize.xy) - 0.5; colorPhase = 8.0001 + pos.x + pos.y * 4.0001 + global.FrameCount * 4.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in float colorPhase; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D nestable; void main() { vec4 c = texture(Source, vTexCoord.xy); vec2 pixmapCoord; pixmapCoord.x = c.x * (15.0 / (16.0 * 4.0)) + c.y * (3.0 / 4.0) +(0.5 / (16.0 * 4.0)); pixmapCoord.y = 1.0 - (floor(mod(colorPhase + 0.5, 12.0)) / (12.0 * 8.0) + c.z * (7.0 / 8.0) + (0.5 / (12.0 * 8.0))); FragColor = vec4(GET_LEVEL(texture(nestable, pixmapCoord.xy).r));//vec4(signal); }