slang-shaders/anti-aliasing/shaders/advanced-aa.slang

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2016-08-11 23:49:39 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float AA_RESOLUTION_X;
float AA_RESOLUTION_Y;
} params;
#pragma parameter AA_RESOLUTION_X "AA Input Res X" 0.0 0.0 1920.0 1.0
#pragma parameter AA_RESOLUTION_Y "AA Input Res Y" 0.0 0.0 1920.0 1.0
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
/*
Copyright (C) 2006 guest(r) - guest.r@gmail.com
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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
The AdvancedAA shader is well used to:
- AA 2xscaled gfx. to its 4x absolute size,
- AA hi-res "screens" (640x480) to their 2x size or,
- AA gfx. back to it's original size (looks nice above 640x480, set scaling to 1.0)
*/
#define AA_RESOLUTION_X_DEF params.SourceSize.x
#define AA_RESOLUTION_Y_DEF params.SourceSize.y
vec3 dt = vec3(1,1,1);
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = vec2(1.0/((params.AA_RESOLUTION_X == 0) ? AA_RESOLUTION_X_DEF : params.AA_RESOLUTION_X), 1.0/((params.AA_RESOLUTION_Y == 0) ? AA_RESOLUTION_Y_DEF : params.AA_RESOLUTION_Y));
float dx = ps.x*0.5;
float dy = ps.y*0.5;
t1.xy = vTexCoord + vec2(-dx, 0);
t2.xy = vTexCoord + vec2( dx, 0);
t3.xy = vTexCoord + vec2( 0,-dy);
t4.xy = vTexCoord + vec2( 0, dy);
t1.zw = vTexCoord + vec2(-dx,-dy);
t2.zw = vTexCoord + vec2(-dx, dy);
t3.zw = vTexCoord + vec2( dx,-dy);
t4.zw = vTexCoord + vec2( dx, dy);
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 c00 = texture(Source, t1.zw).xyz;
vec3 c10 = texture(Source, t3.xy).xyz;
vec3 c20 = texture(Source, t3.zw).xyz;
vec3 c01 = texture(Source, t1.xy).xyz;
vec3 c11 = texture(Source, vTexCoord).xyz;
vec3 c21 = texture(Source, t2.xy).xyz;
vec3 c02 = texture(Source, t2.zw).xyz;
vec3 c12 = texture(Source, t4.xy).xyz;
vec3 c22 = texture(Source, t4.zw).xyz;
float d1=dot(abs(c00-c22),dt)+0.0001;
float d2=dot(abs(c20-c02),dt)+0.0001;
float hl=dot(abs(c01-c21),dt)+0.0001;
float vl=dot(abs(c10-c12),dt)+0.0001;
float k1=0.5*(hl+vl);
float k2=0.5*(d1+d2);
vec3 t1=(hl*(c10+c12)+vl*(c01+c21)+k1*c11)/(2.5*(hl+vl));
vec3 t2=(d1*(c20+c02)+d2*(c00+c22)+k2*c11)/(2.5*(d1+d2));
k1=dot(abs(t1-c11),dt)+0.0001;
k2=dot(abs(t2-c11),dt)+0.0001;
FragColor = vec4((k1*t2+k2*t1)/(k1+k2),1);
}