feat: implement better Colour Emulation
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32983d9450
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@ -25,10 +25,10 @@ pub const Gui = struct {
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// zig fmt: off
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const vertices: [32]f32 = [_]f32{
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// Positions // Colours // Texture Coords
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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};
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const indices: [6]u32 = [_]u32{
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@ -236,7 +236,8 @@ pub const Gui = struct {
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pub fn deinit(self: *Self) void {
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self.audio.deinit();
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// TODO: Buffer deletions
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gl.deleteProgram(self.program_id);
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SDL.SDL_GL_DeleteContext(self.ctx);
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SDL.SDL_DestroyWindow(self.window);
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SDL.SDL_Quit();
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@ -1,13 +1,25 @@
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#version 330 core
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out vec4 FragColor;
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out vec4 frag_color;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 color;
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in vec2 uv;
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// texture sampler
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uniform sampler2D texture1;
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uniform sampler2D screen;
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void main() {
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FragColor = texture(texture1, TexCoord);
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// https://near.sh/video/color-emulation
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// Thanks to Talarubi + Near for the Colour Correction
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// Thanks to fleur + mattrb for the Shader Impl
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vec4 color = texture(screen, uv);
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color.rgb = pow(color.rgb, vec3(4.0)); // LCD Gamma
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frag_color = vec4(
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pow(vec3(
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0 * color.b + 50 * color.g + 255 * color.r,
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30 * color.b + 230 * color.g + 10 * color.r,
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220 * color.b + 10 * color.g + 50 * color.r
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) / 255, vec3(1.0 / 2.2)), // Out Gamma
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1.0);
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}
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@ -1,13 +1,13 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 in_color;
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layout (location = 2) in vec2 in_uv;
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out vec3 ourColor;
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out vec2 TexCoord;
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out vec3 color;
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out vec2 uv;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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color = in_color;
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uv = in_uv;
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gl_Position = vec4(pos, 1.0);
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}
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