all repos — mgba @ d119fc0fe312978802f5b5d30ecc24522108248f

mGBA Game Boy Advance Emulator

Added several new shaders
Iniquitatis zerosaiko@gmail.com
Sat, 03 Jun 2017 10:34:31 +0300
commit

d119fc0fe312978802f5b5d30ecc24522108248f

parent

4eece81b8c914f4ecb323d29890eb788ca1d5f4b

A res/shaders/lcd.shader/lcd.fs

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+/* + LCD Shader + + Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com + + 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. +*/ + +uniform sampler2D tex; +uniform vec2 texSize; +varying vec2 texCoord; + +uniform float boundBrightness; + +void main() +{ + vec4 color = texture2D(tex, texCoord); + + if (int(mod(texCoord.s * texSize.x * 3.0, 3.0)) == 0 || + int(mod(texCoord.t * texSize.y * 3.0, 3.0)) == 0) + { + color.rgb *= vec3(1.0, 1.0, 1.0) * boundBrightness; + } + + gl_FragColor = color; +}
A res/shaders/lcd.shader/manifest.ini

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+[shader] +name=LCD +author=Dominus Iniquitatis +description=Simple LCD emulation. +passes=1 + +[pass.0] +fragmentShader=lcd.fs +blend=1 +width=-3 +height=-3 + +[pass.0.uniform.boundBrightness] +type=float +readableName=Bound brightness +default=0.9 +min=0.0 +max=1.0
A res/shaders/motion_blur.shader/manifest.ini

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+[shader] +name=Motion Blur +author=Dominus Iniquitatis +description=Simple motion blur. +passes=1 + +[pass.0] +fragmentShader=motion_blur.fs +blend=1 +width=-1 +height=-1 + +[pass.0.uniform.amount] +type=float +readableName=Amount +default=0.3 +min=0.0 +max=1.0
A res/shaders/motion_blur.shader/motion_blur.fs

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+/* + Motion Blur Shader + + Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com + + 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. +*/ + +uniform sampler2D tex; +uniform vec2 texSize; +varying vec2 texCoord; + +uniform float amount; + +void main() +{ + vec4 color = texture2D(tex, texCoord); + color.a = 1.0 - amount; + + gl_FragColor = color; +}
A res/shaders/scanlines.shader/manifest.ini

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+[shader] +name=Scanlines +author=Dominus Iniquitatis +description=Simple scanlines. +passes=1 + +[pass.0] +fragmentShader=scanlines.fs +blend=1 +width=-2 +height=-2 + +[pass.0.uniform.lineBrightness] +type=float +readableName=Line brightness +default=0.5 +min=0.0 +max=1.0
A res/shaders/scanlines.shader/scanlines.fs

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+/* + Scanlines Shader + + Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com + + 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. +*/ + +uniform sampler2D tex; +uniform vec2 texSize; +varying vec2 texCoord; + +uniform float lineBrightness; + +void main() +{ + vec4 color = texture2D(tex, texCoord); + + if (int(mod(texCoord.t * texSize.y * 2.0, 2.0)) == 0) + { + color.rgb *= vec3(1.0, 1.0, 1.0) * lineBrightness; + } + + gl_FragColor = color; +}
A res/shaders/soften.shader/manifest.ini

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+[shader] +name=Soften +author=Dominus Iniquitatis +description=Soft image blurring. +passes=1 + +[pass.0] +fragmentShader=soften.fs +blend=1 +width=-1 +height=-1 + +[pass.0.uniform.amount] +type=float +readableName=Amount +default=0.5 +min=0.0 +max=1.0
A res/shaders/soften.shader/soften.fs

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+/* + Soften Shader + + Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com + + 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. +*/ + +uniform sampler2D tex; +uniform vec2 texSize; +varying vec2 texCoord; + +uniform float amount; + +vec2 GetTexelSize() +{ + return vec2(1.0 / texSize.x, 1.0 / texSize.y); +} + +void main() +{ + vec4 color = texture2D(tex, texCoord); + + vec4 northColor = texture2D(tex, texCoord + vec2(0.0, GetTexelSize().y)); + vec4 southColor = texture2D(tex, texCoord - vec2(0.0, GetTexelSize().y)); + vec4 eastColor = texture2D(tex, texCoord + vec2(GetTexelSize().x, 0.0)); + vec4 westColor = texture2D(tex, texCoord - vec2(GetTexelSize().x, 0.0)); + + if (abs(length(color) - length(northColor)) > 0.0) + { + color = mix(color, northColor, amount / 4.0); + } + + if (abs(length(color) - length(southColor)) > 0.0) + { + color = mix(color, southColor, amount / 4.0); + } + + if (abs(length(color) - length(eastColor)) > 0.0) + { + color = mix(color, eastColor, amount / 4.0); + } + + if (abs(length(color) - length(westColor)) > 0.0) + { + color = mix(color, westColor, amount / 4.0); + } + + gl_FragColor = color; +}
A res/shaders/vba_pixelate.shader/manifest.ini

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+[shader] +name=VBA Pixelate +author=Dominus Iniquitatis +description=VisualBoyAdvance-style pixelation. +passes=1 + +[pass.0] +fragmentShader=vba_pixelate.fs +blend=1 +width=-2 +height=-2 + +[pass.0.uniform.boundBrightness] +type=float +readableName=Bound brightness +default=0.5 +min=0.0 +max=1.0
A res/shaders/vba_pixelate.shader/vba_pixelate.fs

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+/* + VBA Pixelate Shader + + Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com + + 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. +*/ + +uniform sampler2D tex; +uniform vec2 texSize; +varying vec2 texCoord; + +uniform float boundBrightness; + +void main() +{ + vec4 color = texture2D(tex, texCoord); + + if (int(mod(texCoord.s * texSize.x * 2.0, 2.0)) == 0 || + int(mod(texCoord.t * texSize.y * 2.0, 2.0)) == 0) + { + color.rgb *= vec3(1.0, 1.0, 1.0) * boundBrightness; + } + + gl_FragColor = color; +}
A res/shaders/vignette.shader/manifest.ini

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+[shader] +name=Vignette +author=Dominus Iniquitatis +description=Configurable vignette effect. +passes=1 + +[pass.0] +fragmentShader=vignette.fs +blend=1 +width=-1 +height=-1 + +[pass.0.uniform.intensity] +type=float +readableName=Intensity +default=1.0 +min=0.0 +max=1.0
A res/shaders/vignette.shader/vignette.fs

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+/* + Vignette Shader + + Copyright (C) 2017 Dominus Iniquitatis - zerosaiko@gmail.com + + 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. +*/ + +uniform sampler2D tex; +uniform vec2 texSize; +varying vec2 texCoord; + +uniform float intensity; + +void main() +{ + vec4 color = texture2D(tex, texCoord); + color = mix(color, vec4(0.0, 0.0, 0.0, 1.0), length(texCoord - 0.5) * intensity); + + gl_FragColor = color; +}