From ad1db11b4a75f9b3006c2e0804279f1131a2ae33 Mon Sep 17 00:00:00 2001 From: Monroe88 Date: Fri, 23 Mar 2018 18:40:15 -0500 Subject: [PATCH] Add LCD shader ported from SameBoy --- .../sameboy-lcd-gbc-color-motionblur.slangp | 15 +++ handheld/sameboy-lcd.slangp | 6 + handheld/shaders/sameboy-lcd.slang | 120 ++++++++++++++++++ 3 files changed, 141 insertions(+) create mode 100644 handheld/sameboy-lcd-gbc-color-motionblur.slangp create mode 100644 handheld/sameboy-lcd.slangp create mode 100644 handheld/shaders/sameboy-lcd.slang diff --git a/handheld/sameboy-lcd-gbc-color-motionblur.slangp b/handheld/sameboy-lcd-gbc-color-motionblur.slangp new file mode 100644 index 00000000..2b8d4f28 --- /dev/null +++ b/handheld/sameboy-lcd-gbc-color-motionblur.slangp @@ -0,0 +1,15 @@ +shaders = 3 + +shader0 = ../motionblur/shaders/response-time.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +shader1 = shaders/sameboy-lcd.slang +filter_linear1 = false +scale_type1 = viewport +scale1 = "1.0" + +shader2 = shaders/color/gbc-color.slang +filter_linear2 = false +scale_type2 = viewport \ No newline at end of file diff --git a/handheld/sameboy-lcd.slangp b/handheld/sameboy-lcd.slangp new file mode 100644 index 00000000..9531ad6a --- /dev/null +++ b/handheld/sameboy-lcd.slangp @@ -0,0 +1,6 @@ +shaders = 1 + +shader0 = shaders/sameboy-lcd.slang +filter_linear0 = false +scale_type0 = "viewport" +scale0 = "1.0" diff --git a/handheld/shaders/sameboy-lcd.slang b/handheld/shaders/sameboy-lcd.slang new file mode 100644 index 00000000..a7f8b734 --- /dev/null +++ b/handheld/shaders/sameboy-lcd.slang @@ -0,0 +1,120 @@ +#version 450 + +/* + SameBoy LCD shader + Author: LIJI32 + License: MIT + + Copyright (c) 2015-2016 Lior Halphon + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE. +*/ + +layout(std140, set = 0, binding = 0) uniform UBO +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + mat4 MVP; +} 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; + +#define COLOR_LOW 0.8 +#define COLOR_HIGH 1.0 +#define SCANLINE_DEPTH 0.1 + +void main() +{ + vec2 pos = fract(vTexCoord * global.SourceSize.xy); + vec2 sub_pos = fract(vTexCoord * global.SourceSize.xy * 6); + + vec4 center = texture(Source, vTexCoord); + vec4 left = texture(Source, vTexCoord - vec2(1.0 / global.SourceSize.x, 0)); + vec4 right = texture(Source, vTexCoord + vec2(1.0 / global.SourceSize.x, 0)); + + if (pos.y < 1.0 / 6.0) { + center = mix(center, texture(Source, vTexCoord + vec2(0, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0); + left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0); + right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, -1.0 / global.SourceSize.y)), 0.5 - sub_pos.y / 2.0); + center *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + left *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + right *= sub_pos.y * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + } + else if (pos.y > 5.0 / 6.0) { + center = mix(center, texture(Source, vTexCoord + vec2(0, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0); + left = mix(left, texture(Source, vTexCoord + vec2(-1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0); + right = mix(right, texture(Source, vTexCoord + vec2( 1.0 / global.SourceSize.x, 1.0 / global.SourceSize.y)), sub_pos.y / 2.0); + center *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + left *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + right *= (1.0 - sub_pos.y) * SCANLINE_DEPTH + (1 - SCANLINE_DEPTH); + } + + + vec4 midleft = mix(left, center, 0.5); + vec4 midright = mix(right, center, 0.5); + + vec4 ret; + if (pos.x < 1.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_HIGH * left.b, 1), + vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), + sub_pos.x); + } + else if (pos.x < 2.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r, COLOR_LOW * center.g, COLOR_LOW * left.b, 1), + vec4(COLOR_HIGH * center.r, COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), + sub_pos.x); + } + else if (pos.x < 3.0 / 6.0) { + ret = mix(vec4(COLOR_HIGH * center.r , COLOR_HIGH * center.g, COLOR_LOW * midleft.b, 1), + vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g, COLOR_LOW * center.b, 1), + sub_pos.x); + } + else if (pos.x < 4.0 / 6.0) { + ret = mix(vec4(COLOR_LOW * midright.r, COLOR_HIGH * center.g , COLOR_LOW * center.b, 1), + vec4(COLOR_LOW * right.r , COLOR_HIGH * center.g, COLOR_HIGH * center.b, 1), + sub_pos.x); + } + else if (pos.x < 5.0 / 6.0) { + ret = mix(vec4(COLOR_LOW * right.r, COLOR_HIGH * center.g , COLOR_HIGH * center.b, 1), + vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), + sub_pos.x); + } + else { + ret = mix(vec4(COLOR_LOW * right.r, COLOR_LOW * midright.g, COLOR_HIGH * center.b, 1), + vec4(COLOR_HIGH * right.r, COLOR_LOW * right.g , COLOR_HIGH * center.b, 1), + sub_pos.x); + } + + FragColor = ret; +}