Add AGB-001 and AGS-001 LCD shaders ported from mGBA

This commit is contained in:
Monroe88 2018-03-23 18:39:00 -05:00
parent 994fc49f12
commit 0a823a64d0
7 changed files with 243 additions and 0 deletions

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shaders = 3
shader0 = ../motionblur/shaders/response-time.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = shaders/mgba/agb001.slang
filter_linear1 = false
scale_type1 = source
scale1 = 4.0
shader2 = shaders/color/gba-color.slang
filter_linear2 = true
scale_type2 = viewport

10
handheld/agb001.slangp Normal file
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shaders = 2
shader0 = shaders/mgba/agb001.slang
filter_linear0 = false
scale_type0 = source
scale0 = 4.0
shader1 = ../stock.slang
filter_linear1 = true
scale_type1 = viewport

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shaders = 4
shader0 = ../motionblur/shaders/response-time.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0
shader1 = shaders/mgba/ags001.slang
filter_linear1 = false
scale_type1 = source
scale1 = 4.0
shader2 = shaders/color/gba-color.slang
filter_linear2 = false
scale_type2 = source
scale2 = 1.0
shader3 = shaders/mgba/ags001-light.slang
filter_linear3 = true
scale_type3 = viewport

10
handheld/ags001.slangp Normal file
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shaders = 2
shader0 = shaders/mgba/ags001.slang
filter_linear0 = false
scale_type0 = source
scale0 = 4.0
shader1 = shaders/mgba/ags001-light.slang
filter_linear1 = true
scale_type1 = viewport

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#version 450
/*
AGB-001 shader
A glorious recreation of the original Game Boy Advance
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;
#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;
void main()
{
vec4 color = texture(Source, vTexCoord);
vec3 arrayX[4];
arrayX[0] = vec3(1.0, 0.2, 0.2);
arrayX[1] = vec3(0.2, 1.0, 0.2);
arrayX[2] = vec3(0.2, 0.2, 1.0);
arrayX[3] = vec3(0.4, 0.4, 0.4);
vec3 arrayY[4];
arrayY[0] = vec3(1.0, 1.0, 1.0);
arrayY[1] = vec3(1.0, 1.0, 1.0);
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.8, 0.8, 0.8);
color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16);
color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))];
color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))];
color.a = 0.5;
FragColor = color;
}

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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;
}

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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;
#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;
void main()
{
vec4 color = texture(Source, vTexCoord);
vec3 arrayX[4];
arrayX[0] = vec3(1.0, 0.2, 0.2);
arrayX[1] = vec3(0.2, 1.0, 0.2);
arrayX[2] = vec3(0.2, 0.2, 1.0);
arrayX[3] = vec3(0.4, 0.4, 0.4);
vec3 arrayY[4];
arrayY[0] = vec3(1.0, 1.0, 1.0);
arrayY[1] = vec3(1.0, 1.0, 1.0);
arrayY[2] = vec3(1.0, 1.0, 1.0);
arrayY[3] = vec3(0.9, 0.9, 0.9);
color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))];
color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))];
color.a = 0.8;
FragColor = color;
}