-
-
Save TuxSH/1d58807e1beb86646ac1ff112da908ef to your computer and use it in GitHub Desktop.
sp101-color.glsl
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 450 | |
/* | |
Shader Modified: Pokefan531 | |
Color Mangler | |
Author: hunterk | |
License: Public domain | |
*/ | |
// Shader that replicates the LCD Colorspace from a Gameboy SP 101 (backlit version) -- | |
// (Note: This is also very close to what DS-Lite and DSi line colorspace looks) | |
#pragma parameter mode "Color Profile (1=sRGB, 2=DCI, 3=Rec2020)" 1.0 1.0 3.0 1.0 | |
#pragma parameter white_toggle "Toggle White Balance" 1.0 0.0 1.0 1.0 | |
#define target_gamma 2.0 | |
#define display_gamma 2.0 | |
#if defined(VERTEX) | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING out | |
#define COMPAT_ATTRIBUTE in | |
#define COMPAT_TEXTURE texture | |
#else | |
#define COMPAT_VARYING varying | |
#define COMPAT_ATTRIBUTE attribute | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
#ifdef GL_ES | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
COMPAT_ATTRIBUTE vec4 VertexCoord; | |
COMPAT_ATTRIBUTE vec4 COLOR; | |
COMPAT_ATTRIBUTE vec4 TexCoord; | |
COMPAT_VARYING vec4 COL0; | |
COMPAT_VARYING vec4 TEX0; | |
uniform mat4 MVPMatrix; | |
uniform COMPAT_PRECISION int FrameDirection; | |
uniform COMPAT_PRECISION int FrameCount; | |
uniform COMPAT_PRECISION vec2 OutputSize; | |
uniform COMPAT_PRECISION vec2 TextureSize; | |
uniform COMPAT_PRECISION vec2 InputSize; | |
// compatibility #defines | |
#define vTexCoord TEX0.xy | |
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | |
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | |
void main() | |
{ | |
gl_Position = MVPMatrix * VertexCoord; | |
COL0 = COLOR; | |
TEX0.xy = TexCoord.xy; | |
} | |
#elif defined(FRAGMENT) | |
#ifdef GL_ES | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
#define COMPAT_PRECISION mediump | |
#else | |
#define COMPAT_PRECISION | |
#endif | |
#if __VERSION__ >= 130 | |
#define COMPAT_VARYING in | |
#define COMPAT_TEXTURE texture | |
out COMPAT_PRECISION vec4 FragColor; | |
#else | |
#define COMPAT_VARYING varying | |
#define FragColor gl_FragColor | |
#define COMPAT_TEXTURE texture2D | |
#endif | |
uniform COMPAT_PRECISION int FrameDirection; | |
uniform COMPAT_PRECISION int FrameCount; | |
uniform COMPAT_PRECISION vec2 OutputSize; | |
uniform COMPAT_PRECISION vec2 TextureSize; | |
uniform COMPAT_PRECISION vec2 InputSize; | |
uniform sampler2D Texture; | |
COMPAT_VARYING vec4 TEX0; | |
// in variables go here as COMPAT_VARYING whatever | |
// compatibility #defines | |
#define Source Texture | |
#define vTexCoord TEX0.xy | |
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize | |
#define OutSize vec4(OutputSize, 1.0 / OutputSize) | |
/* | |
We'll define our color weights in this pattern: | |
r, rg, rb, 0.0, //red channel | |
gr, g, gb, 0.0, //green channel | |
br, bg, b, 0.0, //blue channel | |
blr, blg, blb, lum //alpha channel; we'll hide lum at the end, too | |
*/ | |
const COMPAT_PRECISION mat4 NDS_sRGB = mat4( | |
0.86, 0.03, 0.0025, 0.0, //red channel | |
0.10, 0.745, -0.03, 0.0, //green channel | |
-0.06, 0.0675, 1.0275, 0.0, //blue channel | |
0.0, 0.0, 0.0, 0.97 //alpha channel | |
); | |
const COMPAT_PRECISION mat4 NDS_sRGB_white = mat4( | |
0.955, 0.0375, 0.0025, 0.0, //red channel | |
0.11, 0.885, -0.03, 0.0, //green channel | |
-0.065, 0.0775, 1.0275, 0.0, //blue channel | |
0.0, 0.0, 0.0, 0.94 //alpha channel | |
); | |
const COMPAT_PRECISION mat4 NDS_DCI = mat4( | |
0.725, 0.06, 0.02, 0.0, //red channel | |
0.215, 0.73, 0.0225, 0.0, //green channel | |
-0.04, 0.065, 0.9575, 0.0, //blue channel | |
0.0, 0.0, 0.0, 1.0 //alpha channel | |
); | |
const COMPAT_PRECISION mat4 NDS_DCI_white = mat4( | |
0.805, 0.07, 0.02, 0.0, //red channel | |
0.235, 0.8575, 0.0225, 0.0, //green channel | |
-0.04, 0.0725, 0.9575, 0.0, //blue channel | |
0.0, 0.0, 0.0, 0.96 //alpha channel | |
); | |
const COMPAT_PRECISION mat4 NDS_Rec2020 = mat4( | |
0.56, 0.091, 0.02, 0.0, //red channel | |
0.31, 0.695, 0.035, 0.0, //green channel | |
0.0275, 0.07, 0.945, 0.0, //blue channel | |
0.0, 0.0, 0.0, 1.0 //alpha channel | |
); | |
const COMPAT_PRECISION mat4 NDS_Rec2020_white = mat4( | |
0.625, 0.105, 0.02, 0.0, //red channel | |
0.345, 0.815, 0.035, 0.0, //green channel | |
0.03, 0.08, 0.945, 0.0, //blue channel | |
0.0, 0.0, 0.0, 1.0 //alpha channel | |
); | |
#ifdef PARAMETER_UNIFORM | |
// All parameter floats need to have COMPAT_PRECISION in front of them | |
uniform COMPAT_PRECISION float mode; | |
uniform COMPAT_PRECISION float white_toggle; | |
#else | |
#define mode 1.0 | |
#define white_toggle 1.0 | |
#endif | |
void do_color_transformation(in mat4 profile) | |
{ | |
// bring out our stored luminance value | |
float lum = profile[3].w; | |
// our adjustments need to happen in linear gamma | |
vec4 screen = pow(COMPAT_TEXTURE(Source, vTexCoord), vec4(target_gamma)).rgba; | |
screen = clamp(screen * lum, 0.0, 1.0); | |
screen = profile * screen; | |
FragColor = pow(screen, vec4(1.0 / display_gamma)); | |
} | |
void main() | |
{ | |
if (mode == 1.0) do_color_transformation(white_toggle == 0.0 ? NDS_sRGB : NDS_sRGB_white); | |
else if (mode == 2.0) do_color_transformation(white_toggle == 0.0 ? NDS_DCI : NDS_DCI_white); | |
else if (mode == 3.0) do_color_transformation(white_toggle == 0.0 ? NDS_Rec2020 : NDS_Rec2020_white); | |
} | |
#endif |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment