Res: Port NSO-gba-colors shader (closes #2834)

This commit is contained in:
Vicki Pfau 2024-09-16 03:58:39 -07:00
parent 271c6dc129
commit 11787df6cd
4 changed files with 80 additions and 0 deletions

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@ -52,6 +52,7 @@ Misc:
- Qt: Remove maligned double-click-to-fullscreen shortcut (closes mgba.io/i/2632) - Qt: Remove maligned double-click-to-fullscreen shortcut (closes mgba.io/i/2632)
- Qt: Pass logging context through to video proxy thread (fixes mgba.io/i/3095) - Qt: Pass logging context through to video proxy thread (fixes mgba.io/i/3095)
- Qt: Show maker code and game version in ROM info - Qt: Show maker code and game version in ROM info
- Res: Port NSO-gba-colors shader (closes mgba.io/i/2834)
- Scripting: Add `callbacks:oneshot` for single-call callbacks - Scripting: Add `callbacks:oneshot` for single-call callbacks
- Switch: Add bilinear filtering option (closes mgba.io/i/3111) - Switch: Add bilinear filtering option (closes mgba.io/i/3111)
- Vita: Add imc0 and xmc0 mount point support - Vita: Add imc0 and xmc0 mount point support

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@ -0,0 +1,24 @@
[shader]
name=NSO GBA Color
author=Pokefan531 and hunterk
description=Shader that replicates the Nintendo Switch Online's GBA color filter.
passes=1
[pass.0]
fragmentShader=nso-gba-color.fs
vertexShader=nso-gba-color.vs
blend=1
width=-1
height=-1
[pass.0.uniform.darken_screen]
type=float
default=0.8
readableName=Darken Screen
[pass.0.uniform.color_mode]
type=int
default=1
min=1
max=3
readableName=Color Profile (1=sRGB, 2=DCI, 3=Rec2020)

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@ -0,0 +1,21 @@
// Shader that replicates the LCD Colorspace from Gameboy Advance --
varying vec2 texCoord;
varying mat4 profile;
uniform sampler2D tex;
uniform vec2 texSize;
uniform float darken_screen;
const float target_gamma = 2.2;
const float display_gamma = 2.2;
void main() {
// bring out our stored luminance value
float lum = profile[3].w;
// our adjustments need to happen in linear gamma
vec4 screen = pow(texture2D(tex, texCoord), vec4(target_gamma + darken_screen)).rgba;
screen = clamp(screen * lum, 0.0, 1.0);
screen = profile * screen;
gl_FragColor = pow(screen, vec4(1.0 / display_gamma));
}

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@ -0,0 +1,34 @@
uniform int color_mode;
attribute vec4 position;
varying vec2 texCoord;
varying mat4 profile;
const mat4 GBA_sRGB = mat4(
0.865, 0.0575, 0.0575, 0.0, //red channel
0.1225, 0.925, 0.1225, 0.0, //green channel
0.0125, 0.0125, 0.82, 0.0, //blue channel
0.0, 0.0, 0.0, 1.0 //alpha channel
);
const mat4 GBA_DCI = mat4(
0.72, 0.0875, 0.0725, 0.0, //red channel
0.2675, 0.9, 0.185, 0.0, //green channel
0.0125, 0.0125, 0.7425, 0.0, //blue channel
0.0, 0.0, 0.0, 1.0 //alpha channel
);
const mat4 GBA_Rec2020 = mat4(
0.57, 0.115, 0.0725, 0.0, //red channel
0.3825, 0.8625, 0.195, 0.0, //green channel
0.0475, 0.0225, 0.7325, 0.0, //blue channel
0.0, 0.0, 0.0, 1.0 //alpha channel
);
void main() {
if (color_mode == 1) profile = GBA_sRGB;
else if (color_mode == 2) profile = GBA_DCI;
else if (color_mode == 3) profile = GBA_Rec2020;
gl_Position = position;
texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);
}