#version 450 /* AGS-001 shader A pristine recreation of the illuminated Game Boy Advance SP Author: endrift License: MPL 2.0 This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ 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 = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { vec4 color = texture(Source, vTexCoord); vec3 arrayX[4]; arrayX[0] = vec3(1.0, 0.2, 0.2); arrayX[1] = vec3(0.2, 1.0, 0.2); arrayX[2] = vec3(0.2, 0.2, 1.0); arrayX[3] = vec3(0.4, 0.4, 0.4); vec3 arrayY[4]; arrayY[0] = vec3(1.0, 1.0, 1.0); arrayY[1] = vec3(1.0, 1.0, 1.0); arrayY[2] = vec3(1.0, 1.0, 1.0); arrayY[3] = vec3(0.9, 0.9, 0.9); color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6)); color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))]; color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))]; color.a = 0.8; FragColor = color; }