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