Res: Update gba-colors shader (closes #2976)

This commit is contained in:
Vicki Pfau 2024-09-16 03:51:08 -07:00
parent b37bd308f2
commit 271c6dc129
3 changed files with 53 additions and 24 deletions

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@ -1,34 +1,21 @@
// Shader that replicates the LCD Colorspace from Gameboy Advance --
varying vec2 texCoord; varying vec2 texCoord;
varying mat4 profile;
uniform sampler2D tex; uniform sampler2D tex;
uniform vec2 texSize; uniform vec2 texSize;
uniform float darken_screen; uniform float darken_screen;
const float target_gamma = 2.2; const float target_gamma = 2.0;
const float display_gamma = 2.5; const float display_gamma = 2.0;
const float sat = 1.0;
const float lum = 0.99;
const float contrast = 1.0;
const vec3 bl = vec3(0.0, 0.0, 0.0);
const vec3 r = vec3(0.84, 0.09, 0.15);
const vec3 g = vec3(0.18, 0.67, 0.10);
const vec3 b = vec3(0.0, 0.26, 0.73);
void main() { 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; vec4 screen = pow(texture2D(tex, texCoord), vec4(target_gamma + darken_screen)).rgba;
vec4 avglum = vec4(0.5);
screen = mix(screen, avglum, (1.0 - contrast));
mat4 color = mat4( r.r, r.g, r.b, 0.0,
g.r, g.g, g.b, 0.0,
b.r, b.g, b.b, 0.0,
bl.r, bl.g, bl.b, 1.0);
mat4 adjust = mat4( (1.0 - sat) * 0.3086 + sat, (1.0 - sat) * 0.3086, (1.0 - sat) * 0.3086, 1.0,
(1.0 - sat) * 0.6094, (1.0 - sat) * 0.6094 + sat, (1.0 - sat) * 0.6094, 1.0,
(1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820, (1.0 - sat) * 0.0820 + sat, 1.0,
0.0, 0.0, 0.0, 1.0);
color *= adjust;
screen = clamp(screen * lum, 0.0, 1.0); screen = clamp(screen * lum, 0.0, 1.0);
screen = color * screen; screen = profile * screen;
gl_FragColor = pow(screen, vec4(1.0 / display_gamma + (darken_screen * 0.125))); 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(
0.80, 0.135, 0.195, 0.0, //red channel
0.275, 0.64, 0.155, 0.0, //green channel
-0.075, 0.225, 0.65, 0.0, //blue channel
0.0, 0.0, 0.0, 0.93 //alpha channel
);
const mat4 GBA_DCI = mat4(
0.685, 0.16, 0.20, 0.0, //red channel
0.34, 0.629, 0.19, 0.0, //green channel
-0.025, 0.211, 0.61, 0.0, //blue channel
0.0, 0.0, 0.0, 0.975 //alpha channel
);
const mat4 GBA_Rec2020 = mat4(
0.555, 0.1825, 0.20, 0.0, //red channel
0.395, 0.61, 0.195, 0.0, //green channel
0.05, 0.2075, 0.605, 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);
}

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@ -6,6 +6,7 @@ passes=1
[pass.0] [pass.0]
fragmentShader=gba-color.fs fragmentShader=gba-color.fs
vertexShader=gba-color.vs
blend=1 blend=1
width=-1 width=-1
height=-1 height=-1
@ -14,3 +15,10 @@ height=-1
type=float type=float
default=0.5 default=0.5
readableName=Darken Screen 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)