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nds_color.dsd
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// nds_color - Applies NDS colour correction, designed to mimic the
// display characteristics of an NDS Phat
//
// - Original 'nds_color' code written by hunterk, modified by Pokefan531 and
// released into the public domain
//
// 'Ported' (i.e. copy/paste) to DraStic format by jdgleaver
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or (at your option)
// any later version.
=============================================
<vertex>
attribute vec2 a_vertex_coordinate;
attribute vec2 a_texture_coordinate;
uniform vec4 u_texture_size;
varying vec2 v_texture_coordinate;
void main()
{
v_texture_coordinate = a_texture_coordinate;
gl_Position = vec4(a_vertex_coordinate.xy, 0.0, 1.0);
}
</vertex>
<fragment>
// Colour defines...
#define target_gamma 1.91
#define display_gamma 1.91
#define lum 0.89
#define r 0.87
#define g 0.645
#define b 0.73
#define rg 0.10
#define rb 0.10
#define gr 0.255
#define gb 0.17
#define br -0.125
#define bg 0.255
uniform sampler2D u_texture;
uniform vec4 u_texture_size;
varying vec2 v_texture_coordinate;
void main()
{
// Get colour sample and apply colour correction
vec3 colour = pow(texture2D(u_texture, v_texture_coordinate.xy).rgb, vec3(target_gamma));
colour = clamp(colour * lum, 0.0, 1.0);
colour = pow(
mat3(r, rg, rb,
gr, g, gb,
br, bg, b) * colour,
vec3(1.0 / display_gamma)
);
gl_FragColor = vec4(colour.rgb, 1.0);
}
</fragment>