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 1 commit
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 float reflectionBrightness;
uniform vec2 reflectionDistance;
uniform float lightBrightness;
uniform int enable;

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;
}
}
9 changes: 9 additions & 0 deletions res/shaders/customLCD.shader/customLCD-brightness.fs
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
varying vec2 texCoord;
uniform sampler2D tex;
uniform float brightness;

void main() {
vec4 color = texture2D(tex, texCoord);
color.rgb *= brightness;
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;
}
15 changes: 15 additions & 0 deletions res/shaders/customLCD.shader/customLCD-subPixels.fs
Original file line number Diff line number Diff line change
@@ -0,0 +1,15 @@
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec2 texSize;
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 *= subPixels[int(mod(texCoord.s * texSize.x * 3.0, 3.0))];
gl_FragColor = color;
}
65 changes: 65 additions & 0 deletions res/shaders/customLCD.shader/manifest.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,65 @@
[shader]
name=Custom LCD
author=endrift, Dominus Iniquitatis, EddyHg80
description=Configurable LCD emulation.
passes=4

[pass.0]
fragmentShader=customLCD-brightness.fs
blend=1
width=-1
height=-1

[pass.0.uniform.brightness]
type=float
default=1.1
readableName=Brightness

[pass.1]
fragmentShader=customLCD-subPixels.fs
blend=1
width=-3
height=-3
EddyHg80 marked this conversation as resolved.
Show resolved Hide resolved

[pass.1.uniform.subPixelDimming]
type=float
default=0.2
readableName=Sub pixel dimming

[pass.2]
fragmentShader=customLCD-pixelBounds.fs
blend=1
width=-6
height=-6

[pass.2.uniform.boundBrightness]
type=float
default=0.9
readableName=Pixel bound brightness

[pass.3]
fragmentShader=ags001-light.fs
blend=1
width=-6
height=-6
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Since these two passes operate at the same size, I might recommend merging them into a single pass.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The reason it's separated is because I wanted to keep the settings in two different tabs.
Tell me if you agree or if I should merge them anyway.


[pass.3.uniform.enable]
type=int
default=0
readableName=Enable AGS-001's pristine light and reflections

[pass.3.uniform.lightBrightness]
type=float
default=0.9
readableName=Light brightness

[pass.3.uniform.reflectionBrightness]
type=float
default=0.07
readableName=Reflection brightness

[pass.3.uniform.reflectionDistance]
type=float2
default[0]=0
default[1]=0.025
readableName=Reflection offset (x|y)