slang-shaders/handheld/shaders/mgba/ags001-light.slang

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#version 450
/*
AGS-001 shader
A pristine recreation of the illuminated Game Boy Advance SP
Author: endrift
License: MPL 2.0
This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this
file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} global;
layout(push_constant) uniform Push
{
float reflectionBrightness;
float reflectionDistanceX;
float reflectionDistanceY;
float lightBrightness;
}params;
#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005
#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01
#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 = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
const float speed = 2.0;
const float decay = 2.0;
const float coeff = 2.5;
void main()
{
vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
float sp = pow(speed, params.lightBrightness);
float dc = pow(decay, -params.lightBrightness);
float s = (sp - dc) / (sp + dc);
vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
radius = pow(abs(radius), vec2(4.0));
vec3 bleed = vec3(0.12, 0.14, 0.19);
bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
vec4 color = texture(Source, vTexCoord);
color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5)));
vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
color.rgb += reflection.rgb * params.reflectionBrightness;
color.a = 1.0;
FragColor = color;
}