slang-shaders/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass0.slang

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#version 450
/*
Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 0
by Sp00kyFox, 2014
Neighbor analysis via color metric and dot product of the difference vectors.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float MODE;
float PWR;
float HSM_DEDITHER_MODE;
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} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
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#pragma parameter HSM_DEDITHERING_EMPTY_LINE " " 0 0 0.001 0.001
#pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT & HYLLIAN DE-DITHERING --- ]:" 0 0 0.01 0.01
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#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
// OFF | STRICT | RELAXED | HYLLIAN | HYL + Stripes | Stripes
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// #pragma parameter MODE "MDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0
// #pragma parameter PWR "MDAPT Color Metric Exp" 2.0 0.0 10.0 0.1
const float PWR = 2;
#define dotfix(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
// Reference: http://www.compuphase.com/cmetric.htm
float eq(vec3 A, vec3 B)
{
vec3 diff = A-B;
float ravg = (A.x + B.x) * 0.5;
diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg);
return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), PWR );
}
float and_(float a, float b, float c, float d, float e, float f){
return min(a, min(b, min(c, min(d, min(e,f)))));
}
#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()
{
/*
U
L C R
D
*/
if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3)
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{
FragColor = texture(Source, vTexCoord);
return;
}
vec3 C = TEX( 0., 0.).xyz;
vec3 L = TEX(-1., 0.).xyz;
vec3 R = TEX( 1., 0.).xyz;
vec3 U = TEX( 0.,-1.).xyz;
vec3 D = TEX( 0., 1.).xyz;
vec3 res = vec3(0.0);
if(HSM_DEDITHER_MODE == 1){
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res.x = float((L == R) && (C != L));
res.y = float((U == D) && (C != U));
res.z = float(bool(res.x) && bool(res.y) && (L == U));
}
else{
vec3 dCL = normalize(C-L), dCR = normalize(C-R), dCD = normalize(C-D), dCU = normalize(C-U);
res.x = dotfix(dCL, dCR) * eq(L,R);
res.y = dotfix(dCU, dCD) * eq(U,D);
res.z = and_(res.x, res.y, dotfix(dCL, dCU) * eq(L,U), dotfix(dCL, dCD) * eq(L,D), dotfix(dCR, dCU) * eq(R,U), dotfix(dCR, dCD) * eq(R,D));
}
FragColor = vec4(res, 1.0);
}