mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
a6305a1789
add CGA mode
165 lines
3.3 KiB
Plaintext
165 lines
3.3 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float palette, color_enhance;
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} params;
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#pragma parameter palette "Choose palette Hercules/CGA/EGA" 2.0 0.0 2.0 1.0
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#define palette params.palette
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#pragma parameter color_enhance "Color Enchance" 1.4 1.0 4.0 0.05
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#define color_enhance params.color_enhance
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#define _ 0.0
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#define o (1./3.)
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#define b (2./3.)
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#define B 1.0
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#define SourceSize params.SourceSize
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord*1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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// Color lookup table (RGBI palette with brown fix)
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const vec3 rgbi_palette[19] =
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{
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vec3(_, _, _), // cga
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vec3(B, B, B), // cga white
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vec3(o, B, B), // cga cyan
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vec3(B, o, B), // cga pink
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vec3(_, _, b),
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vec3(_, b, _),
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vec3(_, b, _),
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vec3(_, b, _),
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vec3(_, b, _),
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vec3(_, b, b),
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vec3(b, _, _),
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vec3(b, _, b),
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vec3(b, o, _),
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vec3(b, b, b),
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vec3(o, o, o),
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vec3(o, o, B),
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vec3(o, B, o),
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vec3(B, o, o),
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vec3(B, B, o),
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};
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const vec3 cga_palette[4] =
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{
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vec3(_, _, _), // cga
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vec3(o, B, B), // cga cyan
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vec3(B, o, B), // cga pink
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vec3(B, B, B), // cga white
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};
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const vec3 simcga_palette[2] =
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{
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vec3(_, _, _), // black
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vec3(o, b, o), // green
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};
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// Came off the wikipedia(R) article for Ordered_Dithering
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const int dithertable[16] =
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{
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1, 9, 3,11,
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13, 5,15, 7,
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4,12, 2,10,
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16, 8,14, 6,
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};
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// Compare vector distances and return nearest RGBI color
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vec3 nearest_rgbi (vec3 original)
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{
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float dst;
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float min_dst = 2.0;
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int idx = 0;
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int set; if (palette == 2.0)set = 19; else if (palette == 1.0) set = 4;else if (palette == 1.0) set = 2;
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for (int i=0; i<set; i++)
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{
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dst = distance(original, rgbi_palette[i]);
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if (dst < min_dst)
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{
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min_dst = dst;
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idx = i;
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}
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}
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if (palette == 2.0) return rgbi_palette[idx];
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else if (palette == 1.0) return cga_palette[idx];
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else if (palette == 0.0) return simcga_palette[idx];
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}
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float modu(float x, float y)
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{
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return x - y * floor(x/y);
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}
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void main()
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{
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vec3 color = texture(Source, vTexCoord.xy).rgb;
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// leilei - dither
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vec2 res;
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vec2 tex=vTexCoord.xy;
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res.x = SourceSize.x;
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if (SourceSize.y < 900.0)
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res.y = SourceSize.y;
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else
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res.y = SourceSize.y / 2.0;
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int ohyes;
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int i;
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vec2 ditheu = tex.xy * res.xy;
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int ditdex = int(modu(ditheu.x, 4))*4 + int(modu(ditheu.y, 4)); // 4x4!
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// looping through a lookup table matrix
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for (i = ditdex; i < (ditdex+16); i = i+1)
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ohyes = dithertable[i-15] * 2 - 21;
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ohyes = ohyes - 6;
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color *= 255.0;
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color += ohyes;
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color /= 255.0;
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vec3 final = nearest_rgbi(color*color_enhance);
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FragColor = vec4(final, 1.0);
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}
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