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