Added several new shaders

This commit is contained in:
Iniquitatis 2017-06-03 10:34:31 +03:00 committed by endrift
parent 4eece81b8c
commit d119fc0fe3
12 changed files with 361 additions and 0 deletions

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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;
}

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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

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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

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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;
}

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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

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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;
}

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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

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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;
}

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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

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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;
}

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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

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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;
}