mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
162 lines
6.7 KiB
Plaintext
162 lines
6.7 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
vec4 PassOutputSize1;
|
|
float contrast;
|
|
float screen_light;
|
|
float pixel_opacity;
|
|
float bg_smoothing;
|
|
float shadow_opacity;
|
|
float shadow_offset_x;
|
|
float shadow_offset_y;
|
|
float screen_offset_x;
|
|
float screen_offset_y;
|
|
} registers;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Config //
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Useful to fine-tune the colors.
|
|
// Higher values make the "black" color closer to black - [0, 1] [DEFAULT: 0.95]
|
|
#pragma parameter contrast "Contrast" 0.70 0.0 1.0 0.05
|
|
|
|
// Controls the ambient light of the screen.
|
|
// Lower values darken the screen - [0, 2] [DEFAULT: 1.00]
|
|
#pragma parameter screen_light "Ambient Screen Light" 0.85 0.0 2.0 0.05
|
|
|
|
// Controls the opacity of the dot-matrix pixels.
|
|
// Lower values make pixels more transparent - [0, 1] [DEFAULT: 1.00]
|
|
#pragma parameter pixel_opacity "Pixel Opacity" 0.9 0.01 1.0 0.01
|
|
|
|
// Higher values suppress changes in background color directly beneath
|
|
// the foreground to improve image clarity - [0, 1] [DEFAULT: 0.75]
|
|
#pragma parameter bg_smoothing "Background Smooth" 0.0 0.0 1.0 0.05
|
|
|
|
// How strongly shadows affect the background
|
|
// Higher values darken the shadows - [0, 1] [DEFAULT: 0.55]
|
|
#pragma parameter shadow_opacity "Shadow Opacity" 0.90 0.01 1.0 0.01
|
|
|
|
// How far the shadow should be shifted to the
|
|
// right in pixels - [-infinity, infinity] [DEFAULT: 1.0]
|
|
#pragma parameter shadow_offset_x "Shadow Offset Horiz" -1.5 -5.0 5.0 0.5
|
|
|
|
// How far the shadow should be shifted
|
|
// down in pixels - [-infinity, infinity] [DEFAULT: 1.5]
|
|
#pragma parameter shadow_offset_y "Shadow Offset Vert" 1.5 -5.0 5.0 0.5
|
|
|
|
// Screen offset - [-infinity, infinity] [DEFAULT: 0]
|
|
#pragma parameter screen_offset_x "Screen Offset Horiz" 0.0 -5.0 5.0 0.5
|
|
|
|
// Screen offset - [-infinity, infinity] [DEFAULT: 0]
|
|
#pragma parameter screen_offset_y "Screen Offset Vert" 0.0 -5.0 5.0 0.5
|
|
|
|
///////////////////////////////////////////////////////////////////////////
|
|
// //
|
|
// 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 <http://www.gnu.org/licenses/>. //
|
|
// //
|
|
///////////////////////////////////////////////////////////////////////////
|
|
|
|
#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 texel;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
|
|
texel = registers.SourceSize.zw;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Fragment definitions //
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 texel;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 1) uniform sampler2D Source;
|
|
layout(set = 0, binding = 2) uniform sampler2D PassOutput1;
|
|
layout(set = 0, binding = 3) uniform sampler2D BACKGROUND;
|
|
layout(set = 0, binding = 4) uniform sampler2D COLOR_PALETTE;
|
|
|
|
#define bg_color texture(COLOR_PALETTE, vec2(0.25, 0.5))
|
|
|
|
// Sample the background color from the palette
|
|
#define shadow_alpha (registers.contrast * registers.shadow_opacity)
|
|
|
|
// Offset for the shadow
|
|
#define shadow_offset vec2(registers.shadow_offset_x * texel.x, registers.shadow_offset_y * texel.y)
|
|
|
|
// Offset for the entire screen
|
|
#define screen_offset vec2(registers.screen_offset_x * texel.x, registers.screen_offset_y * texel.y)
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Fragment shader //
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void main()
|
|
{
|
|
vec2 tex = floor(registers.PassOutputSize1.xy * vTexCoord);
|
|
tex = (tex + 0.5) * registers.PassOutputSize1.zw;
|
|
|
|
// Sample all the relevant textures
|
|
vec4 foreground = texture(PassOutput1, tex - screen_offset);
|
|
vec4 background = texture(BACKGROUND, vTexCoord);
|
|
vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
|
|
vec4 background_color = bg_color;
|
|
|
|
// Foreground and background are blended with the background color
|
|
foreground *= 1.0;
|
|
|
|
background -= (background - 0.5) * registers.bg_smoothing * float(foreground.a > 0.0); //suppress drastic background color changes under the foreground to improve clarity
|
|
|
|
// Allows for highlights,
|
|
// background = bg_color when the background color is 0.5 gray
|
|
background.rgb = clamp(
|
|
vec3(
|
|
bg_color.r + mix(-1.0, 1.0, background.r),
|
|
bg_color.g + mix(-1.0, 1.0, background.g),
|
|
bg_color.b + mix(-1.0, 1.0, background.b)
|
|
),
|
|
0.0, 1.0
|
|
);
|
|
|
|
// Shadows are alpha blended with the background
|
|
vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1.0 - shadows.a * shadow_alpha));
|
|
|
|
// Foreground is alpha blended with the shadowed background
|
|
out_color = (foreground * foreground.a * (1.0 - foreground.a * foreground.a * registers.contrast))
|
|
+ (out_color * (registers.screen_light - foreground.a * registers.contrast * registers.pixel_opacity));
|
|
|
|
FragColor = out_color;
|
|
}
|