mirror of
https://github.com/italicsjenga/slang-shaders.git
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154 lines
7.5 KiB
Plaintext
154 lines
7.5 KiB
Plaintext
#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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vec4 OriginalHistorySize1;
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float baseline_alpha;
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float response_time;
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} registers;
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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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////////////////////////////////////////////////////////////////////////////////
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// Config //
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////////////////////////////////////////////////////////////////////////////////
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// The alpha value of dots in their "off" state
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// Does not affect the border region of the screen - [0, 1]
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#pragma parameter baseline_alpha "Baseline Alpha" 0.10 0.0 1.0 0.01
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// Simulate response time
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// Higher values result in longer color transition periods - [0, 1]
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#pragma parameter response_time "LCD Response Time" 0.333 0.0 0.777 0.111
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///////////////////////////////////////////////////////////////////////////
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// //
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// Gameboy Classic Shader v0.2.2 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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// This program is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with this program. If not, see <http://www.gnu.org/licenses/>. //
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// //
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///////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Vertex shader //
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////////////////////////////////////////////////////////////////////////////////
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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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layout(location = 2) out vec2 dot_size;
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layout(location = 3) out vec2 one_texel;
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////////////////////////////////////////////////////////////////////////////////
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// Vertex definitions //
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////////////////////////////////////////////////////////////////////////////////
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// Largest integer scale of input video that will fit in the current output (y axis would typically be limiting on widescreens)
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#define video_scale floor(registers.OutputSize.y * registers.SourceSize.w)
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// Size of the scaled video
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#define scaled_video_out (registers.SourceSize.xy * vec2(video_scale))
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//it's... half a pixel
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#define half_pixel (vec2(0.5) * registers.OutputSize.zw)
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void main()
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{
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// Remaps position to integer scaled output
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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vTexCoord = TexCoord + half_pixel;
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dot_size = registers.SourceSize.zw;
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one_texel = 1.0 / (registers.SourceSize.xy * video_scale);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Fragment shader //
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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 = 2) in vec2 dot_size;
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layout(location = 3) in vec2 one_texel;
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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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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 4) uniform sampler2D OriginalHistory2;
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layout(set = 0, binding = 5) uniform sampler2D OriginalHistory3;
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layout(set = 0, binding = 6) uniform sampler2D OriginalHistory4;
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layout(set = 0, binding = 7) uniform sampler2D OriginalHistory5;
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layout(set = 0, binding = 8) uniform sampler2D OriginalHistory6;
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layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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layout(set = 0, binding = 10) uniform sampler2D COLOR_PALETTE;
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////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////
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#define foreground_color texture(COLOR_PALETTE, vec2(0.75, 0.5)).rgb //hardcoded to look up the foreground color from the right half of the palette image
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//#define rgb_to_alpha(rgb) ( ((rgb.r + rgb.g + rgb.b) / 3.0) + (is_on_dot * vec2(registers.baseline_alpha), 1.0) ) //averages rgb values (allows it to work with color games), modified for contrast and base alpha
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// Frame sampling definitions
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#define curr_rgb abs(1.0 - texture(Source, vTexCoord).rgb)
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#define prev0_rgb abs(1.0 - texture(OriginalHistory1, vTexCoord).rgb)
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#define prev1_rgb abs(1.0 - texture(OriginalHistory2, vTexCoord).rgb)
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#define prev2_rgb abs(1.0 - texture(OriginalHistory3, vTexCoord).rgb)
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#define prev3_rgb abs(1.0 - texture(OriginalHistory4, vTexCoord).rgb)
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#define prev4_rgb abs(1.0 - texture(OriginalHistory5, vTexCoord).rgb)
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#define prev5_rgb abs(1.0 - texture(OriginalHistory6, vTexCoord).rgb)
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#define prev6_rgb abs(1.0 - texture(OriginalHistory7, vTexCoord).rgb)
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void main()
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{
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// Determine if the corrent texel lies on a dot or in the space between dots
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float is_on_dot = 0.0;
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if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y * 1.0001) > one_texel.y )
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is_on_dot = 1.0;
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// Sample color from the current and previous frames, apply response time modifier
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// Response time effect implmented through an exponential dropoff algorithm
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vec3 input_rgb = curr_rgb;
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input_rgb += (prev0_rgb - input_rgb) * registers.response_time;
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input_rgb += (prev1_rgb - input_rgb) * pow(registers.response_time, 2.0);
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input_rgb += (prev2_rgb - input_rgb) * pow(registers.response_time, 3.0);
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input_rgb += (prev3_rgb - input_rgb) * pow(registers.response_time, 4.0);
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input_rgb += (prev4_rgb - input_rgb) * pow(registers.response_time, 5.0);
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input_rgb += (prev5_rgb - input_rgb) * pow(registers.response_time, 6.0);
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input_rgb += (prev6_rgb - input_rgb) * pow(registers.response_time, 7.0);
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float rgb_to_alpha = (input_rgb.r + input_rgb.g + input_rgb.b) * 0.333333333
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+ (is_on_dot * registers.baseline_alpha);
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// Apply foreground color and assign alpha value
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// Apply the foreground color to all texels -
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// the color will be modified by alpha later - and assign alpha based on rgb input
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vec4 out_color = vec4(foreground_color, rgb_to_alpha);
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// Overlay the matrix
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// If the fragment is not on a dot, set its alpha value to 0
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out_color.a *= is_on_dot;
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FragColor = out_color;
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}
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