mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 08:31:31 +11:00
84 lines
1.9 KiB
Plaintext
84 lines
1.9 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float minimum;
|
||
|
float maximum;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter minimum "Edge Thresh Min" 0.05 0.0 1.0 0.01
|
||
|
#pragma parameter maximum "Edge Thresh Max" 0.35 0.0 1.0 0.01
|
||
|
|
||
|
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 threshold(float thr1, float thr2 , float val) {
|
||
|
val = (val < thr1) ? 0.0 : val;
|
||
|
val = (val > thr2) ? 1.0 : val;
|
||
|
return val;
|
||
|
}
|
||
|
|
||
|
// averaged pixel intensity from 3 color channels
|
||
|
float avg_intensity(vec4 pix) {
|
||
|
return dot(pix.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||
|
}
|
||
|
|
||
|
vec4 get_pixel(sampler2D tex, vec2 coords, float dx, float dy) {
|
||
|
return texture(tex, coords + vec2(dx, dy));
|
||
|
}
|
||
|
|
||
|
// returns pixel color
|
||
|
float IsEdge(sampler2D tex, vec2 coords){
|
||
|
float dxtex = params.SourceSize.z;
|
||
|
float dytex = params.SourceSize.w;
|
||
|
float pix[9];
|
||
|
int k = -1;
|
||
|
float delta;
|
||
|
|
||
|
// read neighboring pixel intensities
|
||
|
for (int i=-1; i<2; i++) {
|
||
|
for(int j=-1; j<2; j++) {
|
||
|
k++;
|
||
|
pix[k] = avg_intensity(get_pixel(tex, coords, float(i) * dxtex,
|
||
|
float(j) * dytex));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// average color differences around neighboring pixels
|
||
|
delta = (abs(pix[1]-pix[7])+
|
||
|
abs(pix[5]-pix[3]) +
|
||
|
abs(pix[0]-pix[8])+
|
||
|
abs(pix[2]-pix[6])
|
||
|
)/4.;
|
||
|
|
||
|
return threshold(params.minimum, params.maximum,clamp(delta,0.0,1.0));
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
float test = IsEdge(Source, vTexCoord);
|
||
|
FragColor = vec4(test);
|
||
|
}
|