mgba/res/shaders/gba-color.shader/gba-color.fs

35 lines
1.1 KiB
GLSL

varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
uniform float darken_screen;
const float target_gamma = 2.2;
const float display_gamma = 2.5;
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() {
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 = color * screen;
gl_FragColor = pow(screen, vec4(1.0 / display_gamma + (darken_screen * 0.125)));
}