slang-shaders/warp/shaders/smart-morph.slang

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#version 450
/*
Smart Morph v1.1
by Sp00kyFox, 2014
Determines the brightest (or darkest) pixel X in the orthogonal neighborship of pixel E (including itself).
Output is a linear combination of X and E weighted with their luma difference d (range: [0.0, 1.0]):
w = sstp{sat[(d - CUTLO)/(CUTHI - CUTLO)]^PWR} * (STRMAX - STRMIN) + STRMIN
with
sstp(x) := smoothstep(0, 1, x) = -2x^3 + 3x^2
sat(x) := saturate(x) = max(0, min(1, x))
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float SM_MODE, SM_RANGE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
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} params;
#pragma parameter SM_MODE "SmartMorph Dilation / Erosion" 0.0 0.0 1.0 1.0 // Switches between dilation and erosion (line thinning or thickening).
#pragma parameter SM_RANGE "SmartMorph Range 0-multi 1-hor 2-vert" 0.0 0.0 2.0 1.0 // Switches between all directions / horizontal only / vertical only.
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#pragma parameter SM_PWR "SmartMorph Luma Exponent" 0.5 0.0 10.0 0.1 // range: [0.0, +inf) - Raises d by the exponent of PWR. Smaller values for stronger morphing.
#pragma parameter SM_STRMIN "SmartMorph MIN Strength" 0.0 0.0 1.0 0.01 // range: [0.0, STRMAX] - Minimal strength to apply
#pragma parameter SM_STRMAX "SmartMorph MAX Strength" 1.0 0.0 1.0 0.01 // range: [STRMIN, 1.0] - Maximal strength to apply.
#pragma parameter SM_CUTLO "SmartMorph LO Contrast Cutoff" 0.0 0.0 1.0 0.01 // range: [0.0, CUTHI) - Cutoff for low contrasts. For d smaller than CUTLO, STRMIN is applied.
#pragma parameter SM_CUTHI "SmartMorph HI Contrast Cutoff" 1.0 0.0 1.0 0.01 // range: (CUTLO, 1.0] - Cutoff for high contrasts. For d bigger than CUTHI, STRMAX is applied.
#pragma parameter SM_DEBUG "SmartMorph Adjust View" 0.0 0.0 1.0 1.0
// STRMIN = CUTLO = 1.0 behaves equivalent to Hyllian's shaders.
const vec3 y_weights = vec3(0.299, 0.587, 0.114);
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
#define mul(c,d) (d*c)
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 * 1.0001;
}
#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()
{
vec3 B = TEX( 0.,-1.).rgb;
vec3 D = TEX(-1., 0.).rgb;
vec3 E = TEX( 0., 0.).rgb;
vec3 F = TEX( 1., 0.).rgb;
vec3 H = TEX( 0., 1.).rgb;
vec3 res;
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float e = dot(E, y_weights);
float di = 0.0;
if (params.SM_RANGE == 2.0){
vec2 b = mul( mat2x3(B, H), y_weights );
if(params.SM_MODE > 0.5)
di = max(b.x, b.y);
else
di = min(b.x, b.y);
res = (di==b.y) ? B : H;
}
else if (params.SM_RANGE == 1.0){
vec2 b = mul( mat2x3(D,F), y_weights );
if(params.SM_MODE > 0.5)
di = max(b.x, b.y);
else
di = min(b.x, b.y);
res = (di==b.y) ? D : F;
}
else{
vec4 b = mul( mat4x3(B, D, H, F), y_weights );
if(params.SM_MODE > 0.5)
di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
else
di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
}
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di = abs(e-di);
float str = (di<=params.SM_CUTLO) ? params.SM_STRMIN : (di>=params.SM_CUTHI) ? params.SM_STRMAX : smoothstep( 0.0, 1.0, pow((di-params.SM_CUTLO)/(params.SM_CUTHI-params.SM_CUTLO), params.SM_PWR) ) * (params.SM_STRMAX-params.SM_STRMIN) + params.SM_STRMIN;
if(params.SM_DEBUG > 0.5){
FragColor.rgb = vec3(str);
return;
}
FragColor.rgb = (di==0.0) ? E : mix(E, res, str);
}