Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add configurable custom LCD shader #2386

Open
wants to merge 2 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
36 changes: 36 additions & 0 deletions res/shaders/customLCD.shader/ags001-light.fs
Original file line number Diff line number Diff line change
@@ -0,0 +1,36 @@
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;
}
}
14 changes: 14 additions & 0 deletions res/shaders/customLCD.shader/customLCD-pixelBounds.fs
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
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;
}
17 changes: 17 additions & 0 deletions res/shaders/customLCD.shader/customLCD-subPixels.fs
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
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;
}
59 changes: 59 additions & 0 deletions res/shaders/customLCD.shader/manifest.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,59 @@
[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)