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https://github.com/italicsjenga/slang-shaders.git
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133 lines
3.7 KiB
Plaintext
133 lines
3.7 KiB
Plaintext
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#version 450
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/*
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Interlacing
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Copyright (C) 2020 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#pragma format R32G32B32A32_SFLOAT
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layout(push_constant) uniform Push
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{
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vec4 OriginalSize;
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vec4 OutputSize;
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vec4 SourceSize;
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uint FrameCount;
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float GAMMA_INPUT;
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float inter;
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float interm;
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float inters;
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float iscan;
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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 parameter GAMMA_INPUT "Gamma Input" 2.4 1.0 5.0 0.05
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#define GAMMA_INPUT params.GAMMA_INPUT
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#pragma parameter bogus_interlacing "[ INTERLACING OPTIONS ]: " 0.0 0.0 0.0 1.0
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#pragma parameter inter " Interlace Trigger Resolution :" 350.0 0.0 800.0 25.0
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#define inter params.inter // interlace resolution
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#pragma parameter interm " Interlace Mode: OFF, Normal 1-3, Interpolation 4-5" 1.0 0.0 5.0 1.0
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#define interm params.interm // interlace mode
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#pragma parameter inters " Interlacing Effect Smoothness" 0.0 0.0 0.5 0.05 // // Joint parameter with main pass, values must match
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#define inters params.inters // interlacing effect smoothing
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#pragma parameter iscan " Interlacing Scanline Effect" 0.20 0.0 1.0 0.05
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#define iscan params.iscan // interlacing effect scanlining
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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 * 1.000001;
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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 PrePass;
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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vec3 plant (vec3 tar, float r)
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{
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float t = max(max(tar.r,tar.g),tar.b) + 0.00001;
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return tar * r / t;
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}
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void main()
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{
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vec3 c1 = COMPAT_TEXTURE(PrePass, vTexCoord).rgb;
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vec3 c2 = COMPAT_TEXTURE(PrePass, vTexCoord + vec2(0.0, 1.0/params.OriginalSize.y)).rgb;
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vec3 c = c1;
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float intera = 1.0;
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float gamma_in = 1.0/GAMMA_INPUT;
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if (inter < params.OriginalSize.y && interm > 0.5)
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{
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intera = 0.5;
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float line_no = floor(mod(params.OriginalSize.y*vTexCoord.y, 2.0));
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float frame_no = floor(mod(float(params.FrameCount),2.0));
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float ii = abs(line_no-frame_no);
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float m1 = max(max(c1.r,c1.g),c1.b);
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float m2 = max(max(c2.r,c2.g),c2.b);
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vec3 df = abs(c1-c2);
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float d = max(max(df.r,df.g),df.b);
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if (interm == 2.0) d = mix(0.1*d,10.0*d, step(m1/(m2+0.0001),m2/(m1+0.0001)));
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float r;
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if (interm < 3.5)
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{
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r = max(m1*ii, (1.0-iscan)*min(m1,m2));
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c = plant( mix(mix(c1,c2, min(mix(m1, 1.0-m2, min(m1,1.0-m1))/(d+0.00001),1.0)), c1, ii), r);
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if (interm == 3.0) c = (1.0-0.5*iscan)*mix(c2, c1, ii);
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intera = 0.0;
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}
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if (interm == 5.0) { c = mix(c2, c1, 0.5); intera = 0.5; }
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c = pow(c, vec3(GAMMA_INPUT*0.70));
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gamma_in = 1.0/(GAMMA_INPUT*0.70);
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}
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else c = pow(c, vec3(GAMMA_INPUT));
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if (vTexCoord.x > 0.5) gamma_in = intera;
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FragColor = vec4(c, gamma_in);
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}
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