slang-shaders/dithering/shaders/gdapt/gdapt-pass0.slang

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#version 450
/*
Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 0
by Sp00kyFox, 2014
Neighbor anaylsis via dot product of the difference vectors.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float MODE;
float PWR;
} params;
#pragma parameter MODE "GDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0
#pragma parameter PWR "GDAPT Color Metric Exp" 2.0 0.0 10.0 0.1
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
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#define dotfix(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).xyz
// 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)), params.PWR );
}
#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 vec2 t1;
void main()
{
gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
vTexCoord = TexCoord;
t1 = params.SourceSize.zw;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec3 C = TEX( 0, 0);
vec3 L = TEX(-1, 0);
vec3 R = TEX( 1, 0);
float tag = 0.0;
if(params.MODE > 0.5){
tag = ((L == R) && (C != L)) ? 1.0 : 0.0;
}
else{
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tag = dotfix(normalize(C-L), normalize(C-R)) * eq(L,R);
}
FragColor = vec4(C, tag);
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}