slang-shaders/edge-smoothing/xsal/shaders/2xsal.slang

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#version 450
/*
Copyright (C) 2007 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.
*/
layout(push_constant) uniform Push
{
vec4 OutputSize;
vec4 OriginalSize;
vec4 SourceSize;
} params;
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;
/* Default Vertex shader */
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 FragCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
struct deltas
{
vec2 UL, UR, DL, DR;
};
void main()
{
vec2 texsize = params.SourceSize.xy;
float dx = pow(texsize.x, -1.0) * 0.25;
float dy = pow(texsize.y, -1.0) * 0.25;
vec3 dt = vec3(1.0, 1.0, 1.0);
deltas VAR = {
vTexCoord + vec2(-dx, -dy),
vTexCoord + vec2( dx, -dy),
vTexCoord + vec2(-dx, dy),
vTexCoord + vec2( dx, dy)
};
vec3 c00 = texture(Source, VAR.UL).xyz;
vec3 c20 = texture(Source, VAR.UR).xyz;
vec3 c02 = texture(Source, VAR.DL).xyz;
vec3 c22 = texture(Source, VAR.DR).xyz;
float m1 = dot(abs(c00 - c22), dt) + 0.001;
float m2 = dot(abs(c02 - c20), dt) + 0.001;
FragColor = vec4((m1*(c02 + c20) + m2*(c22 + c00))/(2.0*(m1 + m2)), 1.0);
}