slang-shaders/crt/shaders/snes-hires-blend.slang

64 lines
1.5 KiB
Plaintext
Raw Permalink Normal View History

2018-02-13 05:41:33 +11:00
#version 450
/*
SNES Hires Blend Fix
by OV2, Sp00kyFox, hunterk
Filter: Nearest
Scale: 1x
The original shader has the problem that it blends every horizontal pair of adjacent pixels where it should only blend pairwise disjointed pixel pairs instead.
*/
2018-02-13 05:41:33 +11:00
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;
layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = params.SourceSize.zw;
float dx = ps.x;
float dy = ps.y;
t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R
2018-02-13 05:41:33 +11:00
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 c = texture(Source, t1.yw).xyz;
vec3 final;
if (params.SourceSize.x < 500.0) final = c;
else
{
// pixel location
float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
// reading the texels
vec3 l = texture(Source, t1.xw).xyz;
vec3 r = texture(Source, t1.zw).xyz;
2018-02-13 05:41:33 +11:00
// output
final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5));
}
FragColor = vec4(final, 1.0);
2018-02-13 05:41:33 +11:00
}