Ok, so the I added the invert to stock.slang
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
FragColor = 1.0 - FragColor;
}
Which produced this, so I think that portion worked.
Then I applied the Game Boy Pocket Shader and got this:
While the screenshot looks fine, anything moving produces this horrible white ringing on the edges of objects. I honestly can’t believe it’s not ‘in’ the screenshot at all. I tried taking like 15 screenshots and it doesn’t show up in any of them. But like, as an example if a ball rolls across the screen, there’s a bright white trail behind it.
Is it something I did wrong with the shader addition maybe?
I’m not sure why it would be doing that.