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Merge pull request #55 from Monroe88/lcd-shaders
Added LCD shaders from mGBA and SameBoy
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shaders = 3 | ||
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shader0 = ../motionblur/shaders/response-time.glsl | ||
filter_linear0 = false | ||
scale_type0 = source | ||
scale0 = 1.0 | ||
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shader1 = shaders/mgba/agb001.glsl | ||
filter_linear1 = false | ||
scale_type1 = source | ||
scale1 = 4.0 | ||
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shader2 = shaders/color/gba-color.glsl | ||
filter_linear2 = true | ||
scale_type2 = viewport |
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shaders = 2 | ||
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shader0 = shaders/mgba/agb001.glsl | ||
filter_linear0 = false | ||
scale_type0 = source | ||
scale0 = 4.0 | ||
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shader1 = ../stock.glsl | ||
filter_linear1 = true | ||
scale_type1 = viewport |
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shaders = 4 | ||
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shader0 = ../motionblur/shaders/response-time.glsl | ||
filter_linear0 = false | ||
scale_type0 = source | ||
scale0 = 1.0 | ||
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shader1 = shaders/mgba/ags001.glsl | ||
filter_linear1 = false | ||
scale_type1 = source | ||
scale1 = 4.0 | ||
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shader2 = shaders/color/gba-color.glsl | ||
filter_linear2 = false | ||
scale_type2 = source | ||
scale2 = 1.0 | ||
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shader3 = shaders/mgba/ags001-light.glsl | ||
filter_linear3 = true | ||
scale_type3 = viewport |
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shaders = 2 | ||
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shader0 = shaders/mgba/ags001.glsl | ||
filter_linear0 = false | ||
scale_type0 = source | ||
scale0 = 4.0 | ||
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shader1 = shaders/mgba/ags001-light.glsl | ||
filter_linear1 = true | ||
scale_type1 = viewport |
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shaders = 3 | ||
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shader0 = ../motionblur/shaders/response-time.glsl | ||
filter_linear0 = false | ||
scale_type0 = source | ||
scale0 = 1.0 | ||
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shader1 = shaders/sameboy-lcd.glsl | ||
filter_linear1 = false | ||
scale_type1 = viewport | ||
scale1 = "1.0" | ||
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shader2 = shaders/color/gbc-color.glsl | ||
filter_linear2 = false | ||
scale_type2 = viewport |
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shaders = 1 | ||
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shader0 = shaders/sameboy-lcd.glsl | ||
filter_linear0 = false | ||
scale_type0 = "viewport" | ||
scale0 = "1.0" |
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/* | ||
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/. | ||
*/ | ||
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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// compatibility #defines | ||
#define vTexCoord TEX0.xy | ||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out COMPAT_PRECISION vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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// compatibility #defines | ||
#define Source Texture | ||
#define vTexCoord TEX0.xy | ||
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
vec4 color = COMPAT_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 * SourceSize.x * 4.0, 4.0))]; | ||
color.rgb *= arrayY[int(mod(vTexCoord.t * SourceSize.y * 4.0, 4.0))]; | ||
color.a = 0.5; | ||
FragColor = color; | ||
} | ||
#endif |
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/* | ||
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/. | ||
*/ | ||
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#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 | ||
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#if defined(VERTEX) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING out | ||
#define COMPAT_ATTRIBUTE in | ||
#define COMPAT_TEXTURE texture | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define COMPAT_ATTRIBUTE attribute | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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COMPAT_ATTRIBUTE vec4 VertexCoord; | ||
COMPAT_ATTRIBUTE vec4 COLOR; | ||
COMPAT_ATTRIBUTE vec4 TexCoord; | ||
COMPAT_VARYING vec4 COL0; | ||
COMPAT_VARYING vec4 TEX0; | ||
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uniform mat4 MVPMatrix; | ||
uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
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// compatibility #defines | ||
#define vTexCoord TEX0.xy | ||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#ifdef GL_ES | ||
#ifdef GL_FRAGMENT_PRECISION_HIGH | ||
precision highp float; | ||
#else | ||
precision mediump float; | ||
#endif | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out COMPAT_PRECISION vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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uniform COMPAT_PRECISION int FrameDirection; | ||
uniform COMPAT_PRECISION int FrameCount; | ||
uniform COMPAT_PRECISION vec2 OutputSize; | ||
uniform COMPAT_PRECISION vec2 TextureSize; | ||
uniform COMPAT_PRECISION vec2 InputSize; | ||
uniform sampler2D Texture; | ||
COMPAT_VARYING vec4 TEX0; | ||
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// compatibility #defines | ||
#define Source Texture | ||
#define vTexCoord TEX0.xy | ||
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | ||
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | ||
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#ifdef PARAMETER_UNIFORM | ||
uniform COMPAT_PRECISION float reflectionBrightness; | ||
uniform COMPAT_PRECISION float reflectionDistanceX; | ||
uniform COMPAT_PRECISION float reflectionDistanceY; | ||
uniform COMPAT_PRECISION float lightBrightness; | ||
#else | ||
#define reflectionBrightness 0.07 | ||
#define reflectionDistanceX 0.0 | ||
#define reflectionDistanceY 0.025 | ||
#define lightBrightness 1.0 | ||
#endif | ||
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const float speed = 2.0; | ||
const float decay = 2.0; | ||
const float coeff = 2.5; | ||
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void main() | ||
{ | ||
vec2 reflectionDistance = vec2(reflectionDistanceX,reflectionDistanceY); | ||
float sp = pow(speed, lightBrightness); | ||
float dc = pow(decay, -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); | ||
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vec4 color = COMPAT_TEXTURE(Source, vTexCoord); | ||
color.rgb += pow(bleed, pow(vec3(lightBrightness), vec3(-0.5))); | ||
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vec4 reflection = COMPAT_TEXTURE(Source, vTexCoord - reflectionDistance); | ||
color.rgb += reflection.rgb * reflectionBrightness; | ||
color.a = 1.0; | ||
FragColor = color; | ||
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} | ||
#endif |
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