Commit 942baf3f authored by Monroe88's avatar Monroe88
Browse files

Add Gambatte color GLSL port by RiskyJumps

parent 6ecccacb
shaders = 1
shader0 = shaders/color/gbc-gambatte-color.glsl
filter_linear0 = false
scale_type_0 = source
scale0 = 1.0
/*
Gambatte Color
A GLSL port of the color correction option on Gambatte emulator
Ported by: RiskyJumps
License: Public domain
*/
/*
OPTIONS:
INT_OPS (default: Disabled)
It's supposed to be more "accurate" but it's a waste. Not recommended
*/
//#define INT_OPS
/*
SIMULATE_INT (default: Disabled)
Only meaningful if INT_OPS is disabled. It truncates floats. Then
again, it's supposed to be more "accurate" but it looks just
too similar. It's still a waste. Not recommended.
*/
//#define SIMULATE_INT
// Compatibility #ifdefs needed for parameters
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if defined(VERTEX)
#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
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
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;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#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
#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
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;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
vec4 color = COMPAT_TEXTURE(Texture, TEX0.xy);
#ifdef INT_OPS
color.rgb *= 255.0;
int r = (int)color.r;
int g = (int)color.g;
int b = (int)color.b;
int R = (r * 13 + g * 2 + b) >> 4;
int G = (g * 3 + b) >> 2;
int B = (r * 3 + g * 2 + b * 11) >> 4;
color.rgb = vec3((float)R, (float)G, (float)B);
color.rgb /= 255.0;
FragColor = color;
return;
#else
mat3 color_correction = mat3(
13.0, 2.0, 1.0,
0.0, 3.0, 1.0,
3.0, 2.0, 11.0
);
mat3 scale = mat3(
1.0/16.0, 0.0, 0.0,
0.0, 1.0/4.0, 0.0,
0.0, 0.0, 1.0/16.0
);
color_correction *= scale;
#ifdef SIMULATE_INT
color.rgb *= 255.0;
color.rgb = floor(color.rgb);
color.rgb *= color_correction;
color.rgb = floor(color.rgb);
color.rgb /= 255.0;
FragColor = color;
return;
#else
color.rgb *= color_correction;
FragColor = color;
return;
#endif
#endif
}
#endif
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