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/* | ||
GBC Color Correction Shader | ||
A shader that replicates the LCD dynamics from a Game Boy Color | ||
Color values are derived from Gambatte's color correction implementation. | ||
Based on Color Mangler | ||
Author: hunterk | ||
License: Public domain | ||
*/ | ||
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// Compatibility #ifdefs needed for parameters | ||
#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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#define blr 0.0 | ||
#define blg 0.0 | ||
#define blb 0.0 | ||
#define r 0.78824 | ||
#define g 0.72941 | ||
#define b 0.66667 | ||
#define rg 0.00 | ||
#define rb 0.18039 | ||
#define gr 0.12157 | ||
#define gb 0.12157 | ||
#define br 0.05882 | ||
#define bg 0.24314 | ||
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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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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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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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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 screen = COMPAT_TEXTURE(Source, vTexCoord); | ||
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// r g b black | ||
mat4 color = mat4(r, rg, rb, 0.0, //red channel | ||
gr, g, gb, 0.0, //green channel | ||
br, bg, b, 0.0, //blue channel | ||
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes. | ||
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screen = color * screen; | ||
FragColor = screen; | ||
} | ||
#endif |
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shaders = "3" | ||
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shader0 = "../motionblur/shaders/motionblur-simple.glsl" | ||
filter_linear0 = "false" | ||
scale_type0 = "source" | ||
scale0 = "1.0" | ||
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shader1 = "shaders/lcd-cgwg/lcd-grid-v2.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 = "source" | ||
scale2 = "1.0" | ||
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" | ||
RSUBPIX_R = "0.750000" | ||
RSUBPIX_G = "0.000000" | ||
RSUBPIX_B = "0.000000" | ||
GSUBPIX_R = "0.000000" | ||
GSUBPIX_G = "0.750000" | ||
GSUBPIX_B = "0.000000" | ||
BSUBPIX_R = "0.000000" | ||
BSUBPIX_G = "0.000000" | ||
BSUBPIX_B = "0.750000" | ||
gain = "1.500000" | ||
gamma = "2.200000" | ||
blacklevel = "0.000000" | ||
ambient = "0.000000" | ||
BGR = "1.000000" |
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shaders = "2" | ||
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shader0 = "shaders/lcd-cgwg/lcd-grid-v2.glsl" | ||
filter_linear0 = "false" | ||
scale_type0 = "viewport" | ||
scale0 = "1.0" | ||
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shader1 = "shaders/color/gbc-color.glsl" | ||
filter_linear1 = "false" | ||
scale_type1 = "source" | ||
scale1 = "1.0" | ||
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parameters = "RSUBPIX_R;RSUBPIX_G;RSUBPIX_B;GSUBPIX_R;GSUBPIX_G;GSUBPIX_B;BSUBPIX_R;BSUBPIX_G;BSUBPIX_B;gain;gamma;blacklevel;ambient;BGR" | ||
RSUBPIX_R = "0.750000" | ||
RSUBPIX_G = "0.000000" | ||
RSUBPIX_B = "0.000000" | ||
GSUBPIX_R = "0.000000" | ||
GSUBPIX_G = "0.750000" | ||
GSUBPIX_B = "0.000000" | ||
BSUBPIX_R = "0.000000" | ||
BSUBPIX_G = "0.000000" | ||
BSUBPIX_B = "0.750000" | ||
gain = "1.500000" | ||
gamma = "2.200000" | ||
blacklevel = "0.000000" | ||
ambient = "0.000000" | ||
BGR = "1.000000" |
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shaders = 5 | ||
shader0 = shaders/lcd-shader/lcd-pass-0.glsl | ||
shader1 = shaders/lcd-shader/lcd-pass-1.glsl | ||
shader2 = shaders/lcd-shader/lcd-pass-2.glsl | ||
shader3 = shaders/lcd-shader/lcd-pass-3.glsl | ||
shader4 = shaders/color/gbc-color.glsl | ||
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scale_type0 = viewport | ||
scale0 = 1 | ||
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scale_type1 = source | ||
scale1 = 1 | ||
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scale_type2 = source | ||
scale2 = 1 | ||
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scale_type3 = source | ||
scale3 = 1 | ||
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scale_type4 = source | ||
scale4 = 1 | ||
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filter_linear0 = false | ||
filter_linear1 = false | ||
filter_linear2 = false | ||
filter_linear3 = false | ||
filter_linear4 = false | ||
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textures = BACKGROUND | ||
BACKGROUND = shaders/lcd-shader/background.png | ||
BACKGROUND_linear = true | ||
parameters = "display_gamma" | ||
display_gamma = "2.200000" |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,121 @@ | ||
/* | ||
GBC Color Correction Shader | ||
A shader that replicates the LCD dynamics from a Game Boy Color | ||
Color values are derived from Gambatte's color correction implementation. | ||
Based on Color Mangler | ||
Author: hunterk | ||
License: Public domain | ||
*/ | ||
|
||
// Compatibility #ifdefs needed for parameters | ||
#ifdef GL_ES | ||
#define COMPAT_PRECISION mediump | ||
#else | ||
#define COMPAT_PRECISION | ||
#endif | ||
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||
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#define blr 0.0 | ||
#define blg 0.0 | ||
#define blb 0.0 | ||
#define r 0.78824 | ||
#define g 0.72941 | ||
#define b 0.66667 | ||
#define rg 0.00 | ||
#define rb 0.18039 | ||
#define gr 0.12157 | ||
#define gb 0.12157 | ||
#define br 0.05882 | ||
#define bg 0.24314 | ||
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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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void main() | ||
{ | ||
gl_Position = MVPMatrix * VertexCoord; | ||
COL0 = COLOR; | ||
TEX0.xy = TexCoord.xy; | ||
} | ||
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#elif defined(FRAGMENT) | ||
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#if __VERSION__ >= 130 | ||
#define COMPAT_VARYING in | ||
#define COMPAT_TEXTURE texture | ||
out vec4 FragColor; | ||
#else | ||
#define COMPAT_VARYING varying | ||
#define FragColor gl_FragColor | ||
#define COMPAT_TEXTURE texture2D | ||
#endif | ||
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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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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 screen = COMPAT_TEXTURE(Source, vTexCoord); | ||
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// r g b black | ||
mat4 color = mat4(r, rg, rb, 0.0, //red channel | ||
gr, g, gb, 0.0, //green channel | ||
br, bg, b, 0.0, //blue channel | ||
blr, blg, blb, 0.0); //alpha channel; these numbers do nothing for our purposes. | ||
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screen = color * screen; | ||
FragColor = screen; | ||
} | ||
#endif |
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shaders = "2" | ||
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shader0 = "../handheld/shaders/color/gbc-color.glsl" | ||
shader1 = "../retro/shaders/retro-v2.glsl" | ||
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filter_linear0 = "false" | ||
scale_type0 = "source" | ||
scale0 = "1.000000" | ||
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filter_linear1 = "false" | ||
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parameters = "RETRO_PIXEL_SIZE" | ||
RETRO_PIXEL_SIZE = "0.840000" |