mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
84 lines
2.2 KiB
Plaintext
84 lines
2.2 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Smart Smoothing Difference Shader
|
||
|
|
||
|
Copyright (C) 2019 guest(r) - guest.r@gmail.com
|
||
|
|
||
|
This program is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU General Public License
|
||
|
as published by the Free Software Foundation; either version 2
|
||
|
of the License, or (at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
*/
|
||
|
|
||
|
#pragma name SmoothPass
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float STH;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter STH "Smart Smoothing Threshold" 0.7 0.4 1.2 0.05
|
||
|
#define STH params.STH
|
||
|
#define SourceSize params.SourceSize
|
||
|
#define COMPAT_TEXTURE(c,d) texture(c,d)
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
float df (vec3 A, vec3 B)
|
||
|
{
|
||
|
float diff = length(A-B);
|
||
|
float luma = clamp(length(0.5*min(A,B) + 0.25*(A+B) + 1e-8), 0.0001, 1.0);
|
||
|
float diff1 = diff/luma;
|
||
|
return 1.0 - clamp(7.0*(max(1.5*diff,diff1)-STH), 0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 dx = vec2(SourceSize.z, 0.0);
|
||
|
vec2 dy = vec2(0.0, SourceSize.w);
|
||
|
|
||
|
vec3 l1 = COMPAT_TEXTURE(Source, vTexCoord.xy -dx).xyz;
|
||
|
vec3 ct = COMPAT_TEXTURE(Source, vTexCoord.xy ).xyz;
|
||
|
vec3 r1 = COMPAT_TEXTURE(Source, vTexCoord.xy +dx).xyz;
|
||
|
|
||
|
float dl = df(ct, l1);
|
||
|
float dr = df(ct, r1);
|
||
|
|
||
|
float resx = dl; float resy = dr;
|
||
|
|
||
|
FragColor = vec4(resx,resy,1.0,1.0);
|
||
|
}
|