mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 17:01:31 +11:00
77 lines
1.9 KiB
Plaintext
77 lines
1.9 KiB
Plaintext
#version 450
|
|
/*
|
|
Author: Pokefan531
|
|
License: Public domain
|
|
*/
|
|
|
|
// Shader that closely replicates Jeff Frohwein's "Gameboy HiColour Converter" color algorithm.
|
|
|
|
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 = 1) in vec2 FragCoord;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
|
|
vec3 grayscale(vec3 col)
|
|
{
|
|
// Non-conventional way to do grayscale,
|
|
// but bSNES uses this as grayscale value.
|
|
return vec3(dot(col, vec3(0.2126, 0.7152, 0.0722)));
|
|
}
|
|
|
|
void main()
|
|
{
|
|
//part 1
|
|
float saturation = 1.0;
|
|
float Display_gamma = 2.2;
|
|
float CRT_gamma = 2.2;
|
|
float luminance = 1.12;
|
|
|
|
vec3 gamma = vec3(CRT_gamma / Display_gamma);
|
|
vec3 res = texture(Source, vTexCoord).xyz;
|
|
res = mix(grayscale(res), res, saturation); // Apply saturation
|
|
res = pow(res, gamma.rgb); // Apply gamma
|
|
vec4 c = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
|
|
|
|
//part 2
|
|
float r = c.x;
|
|
float g = c.y;
|
|
float b = c.z;
|
|
float a = c.w;
|
|
float w = r * 0.730 + g * 0.270 + b * 0.000;
|
|
float q = r * 0.085 + g * 0.675 + b * 0.240;
|
|
float e = r * 0.085 + g * 0.240 + b * 0.675;
|
|
|
|
//part 3
|
|
saturation = 1.0;
|
|
Display_gamma = 1.7;
|
|
CRT_gamma = 1.0;
|
|
luminance = 1.0;
|
|
|
|
res = vec3(w, q, e);
|
|
gamma = gamma = vec3(CRT_gamma / Display_gamma);
|
|
res = mix(grayscale(res), res, saturation); // Apply saturation
|
|
res = pow(res, gamma.rgb); // Apply gamma
|
|
|
|
FragColor = vec4(clamp(res * luminance, 0.0, 1.0), 1.0);
|
|
} |