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- // This is a port of the original CG shader to the quark format
- // the original shader can be found here :
- // https://github.com/libretro/common-shaders/tree/master/handheld/gameboy
- ///////////////////////////////////////////////////////////////////////////
- // //
- // Gameboy Classic Shader v0.2.2 //
- // //
- // Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
- // //
- // This program is free software: you can redistribute it and/or modify //
- // it under the terms of the GNU General Public License as published by //
- // the Free Software Foundation, either version 3 of the License, or //
- // (at your option) any later version. //
- // //
- // This program is distributed in the hope that it will be useful, //
- // but WITHOUT ANY WARRANTY; without even the implied warranty of //
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
- // GNU General Public License for more details. //
- // //
- // You should have received a copy of the GNU General Public License //
- // along with this program. If not, see <http://www.gnu.org/licenses/>. //
- // //
- ///////////////////////////////////////////////////////////////////////////
- #version 150
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //config //
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #define contrast 1.95 //analogous to the contrast slider on the original Gameboy, higher values darken the image - [0, 1]
- #define bg_smoothing 0.75 //higher values suppress changes in background color directly beneath the foreground to improve image clarity - [0, 1]
- #define shadow_opacity 0.55 //how strongly shadows affect the background, higher values darken the shadows - [0, 1]
- #define shadow_offset_x 1.0 //how far the shadow should be shifted to the right in pixels - [-infinity, infinity]
- #define shadow_offset_y 1.0 //how far the shadow should be shifted to down in pixels - [-infinity, infinity]
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //fragment definitions/declarations //
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #define bg_color texture(pixmap[0], vec2(0.25, 0.5)) //sample the background color from the palette
- #define shadow_alpha (contrast * shadow_opacity) //blending factor used when overlaying shadows on the background
- #define shadow_offset vec2(shadow_offset_x * sourceSize[0].z, shadow_offset_y * sourceSize[0].w) //offset for the shadow
- uniform sampler2D source[];
- uniform sampler2D frame[];
- uniform sampler2D pixmap[];
- uniform vec4 sourceSize[];
- uniform vec4 targetSize;
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //fragment shader //
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void main(void){
- //sample all the relevant textures
- vec4 foreground = texture(source[2], texCoord);
- vec4 background = texture(pixmap[1], texCoord);
- vec4 shadows = texture(source[0], texCoord - shadow_offset);
- vec4 background_color = bg_color;
- //foreground and background are blended with the background color
- foreground *= bg_color;
- background -= (background - 0.5) * bg_smoothing * ((foreground.a > 0.0)?1.0:0.0); //suppress drastic background color changes under the foreground to improve clarity
- background.rgb = clamp(vec3( //allows for highlights, background = bg_color when the background color is 0.5 gray
- bg_color.r + mix(-1.0, 1.0, background.r),
- bg_color.g + mix(-1.0, 1.0, background.g),
- bg_color.b + mix(-1.0, 1.0, background.b) ),0.0,1.0);
- //shadows are alpha blended with the background
- vec4 out_color = (shadows * shadows.a * shadow_alpha) + (background * (1 - shadows.a * shadow_alpha));
- //foreground is alpha blended with the shadowed background
- out_color = (foreground * foreground.a * contrast) + (out_color * (1 - foreground.a * contrast));
- fragColor=out_color;
- }
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