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EddyHg80 2025-01-29 15:20:05 +00:00 committed by GitHub
commit 45493beb8f
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4 changed files with 126 additions and 0 deletions

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varying vec2 texCoord;
uniform sampler2D tex;
uniform int enable;
uniform float reflectionBrightness;
uniform vec2 reflectionDistance;
uniform float lightBrightness;
const float speed = 2.0;
const float decay = 2.0;
const float coeff = 2.5;
void main() {
if(enable==1)
{
float sp = pow(speed, lightBrightness);
float dc = pow(decay, -lightBrightness);
float s = (sp - dc) / (sp + dc);
vec2 radius = (texCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
radius = pow(abs(radius), vec2(4.0));
vec3 bleed = vec3(0.12, 0.14, 0.19);
bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
vec4 color = texture2D(tex, texCoord);
color.rgb += pow(bleed, pow(vec3(lightBrightness), vec3(-0.5)));
vec4 reflection = texture2D(tex, texCoord - reflectionDistance);
color.rgb += reflection.rgb * reflectionBrightness;
color.a = 1.0;
gl_FragColor = color;
}
else
{
vec4 color = texture2D(tex, texCoord);
gl_FragColor = color;
}
}

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varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
uniform float boundBrightness;
void main() {
vec4 color = texture2D(tex, texCoord);
if (int(mod(texCoord.s * texSize.x * 6.0, 6.0)) == 5 ||
int(mod(texCoord.t * texSize.y * 6.0, 6.0)) == 5)
{
color.rgb *= vec3(1.0, 1.0, 1.0) * boundBrightness;
}
gl_FragColor = color;
}

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varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
uniform float brightness;
uniform float subPixelDimming;
void main() {
vec4 color = texture2D(tex, texCoord);
vec3 subPixels[3];
float subPixelDimming = 1.0 - subPixelDimming;
subPixels[0] = vec3(1.0, subPixelDimming, subPixelDimming);
subPixels[1] = vec3(subPixelDimming, 1.0, subPixelDimming);
subPixels[2] = vec3(subPixelDimming, subPixelDimming, 1.0);
color.rgb *= brightness;
color.rgb *= subPixels[int(mod(texCoord.s * texSize.x * 3.0, 3.0))];
gl_FragColor = color;
}

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[shader]
name=Custom LCD
author=endrift, Dominus Iniquitatis, EddyHg80
description=Configurable LCD emulation.
passes=3
[pass.0]
fragmentShader=customLCD-subPixels.fs
blend=1
width=-3
height=-3
[pass.0.uniform.brightness]
type=float
default=1.1
readableName=Brightness
[pass.0.uniform.subPixelDimming]
type=float
default=0.2
readableName=Sub pixel dimming
[pass.1]
fragmentShader=customLCD-pixelBounds.fs
blend=1
width=-6
height=-6
[pass.1.uniform.boundBrightness]
type=float
default=0.9
readableName=Pixel bound brightness
[pass.2]
fragmentShader=ags001-light.fs
blend=1
width=-6
height=-6
[pass.2.uniform.enable]
type=int
default=0
readableName=Enable AGS-001's pristine light and reflections
[pass.2.uniform.lightBrightness]
type=float
default=0.9
readableName=Light brightness
[pass.2.uniform.reflectionBrightness]
type=float
default=0.07
readableName=Reflection brightness
[pass.2.uniform.reflectionDistance]
type=float2
default[0]=0
default[1]=0.025
readableName=Reflection offset (x|y)