mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
61 lines
2 KiB
Plaintext
61 lines
2 KiB
Plaintext
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 Sample1 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.0, 0.0)) * params.SourceSize.zw).xyz;
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vec3 Sample2 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
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vec3 Sample3 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz;
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vec3 Sample4 = texture(Source, (vTexCoord * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz;
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vec3 Average = (Sample1+Sample2+Sample3+Sample4)*0.25;
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float Brightness = 1.0-pow(1.0-max(max(Average.x,Average.y),Average.z),2.0);
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vec3 Sample2Diff = abs(Sample2-Sample1);
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float Sample2DiffMax = max(max(Sample2Diff.x,Sample2Diff.y),Sample2Diff.z);
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vec3 Sample3Diff = abs(Sample3-Sample1);
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float Sample3DiffMax = max(max(Sample3Diff.x,Sample3Diff.y),Sample3Diff.z);
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vec3 Sample4Diff = abs(Sample4-Sample1);
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float Sample4DiffMax = max(max(Sample4Diff.x,Sample4Diff.y),Sample4Diff.z);
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float DiffLimit = (Brightness * 4.0 + 2.0) / 32.0;
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Sample2 = mix(Sample1,Sample2,vec3(Sample2DiffMax < DiffLimit));
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Sample3 = mix(Sample1,Sample3,vec3(Sample3DiffMax < DiffLimit));
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Sample4 = mix(Sample1,Sample4,vec3(Sample4DiffMax < DiffLimit));
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vec3 Mixing = Sample1 + Sample2 + Sample3 + Sample4;
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Mixing *= 0.25;
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vec3 Result = vec3(Mixing);
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FragColor = vec4(Result,1.0);
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}
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