mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
84 lines
2.1 KiB
Plaintext
84 lines
2.1 KiB
Plaintext
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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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layout(location = 1) out vec4 t1;
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void main()
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{
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gl_Position = global.MVP * Position;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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vTexCoord = TexCoord;
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t1 = vec4(dx, 0, 0, dy); // F H
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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 = 1) in vec4 t1;
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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mat4x2 sym_vectors = mat4x2(1, 1, 1, -1, -1, -1, -1, 1);
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float remapFrom01(float v, float high)
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{
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return (high*v + 0.5);
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}
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vec2 unpack_info(float i)
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{
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vec2 info;
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info.x = round(modf(i/2.0f, i));
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info.y = i;
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return info;
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}
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void main()
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{
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//get original texture coordinates relative to the current pass
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vec2 OriginalCoord = floor(global.OriginalSize.xy * vTexCoord);
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OriginalCoord = (OriginalCoord + 0.5) * global.OriginalSize.zw;
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float px, edr; // px = pixel to blend, edr = edge detection rule
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vec2 pos = fract(vTexCoord*global.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
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vec2 dir = sign(pos); // dir = pixel direction
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vec2 g1 = dir*t1.xy;
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vec2 g2 = dir*t1.zw;
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vec3 F = texture(Original, OriginalCoord +g1).rgb;
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vec3 H = texture(Original, OriginalCoord +g2).rgb;
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vec3 E = texture(Original, OriginalCoord ).rgb;
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vec4 icomp = round(clamp(dir*sym_vectors, vec4(0.0), vec4(1.0))); // choose info component
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float info = remapFrom01(dot(texture(Source, vTexCoord), icomp), 255.0f); // retrieve 1st pass info
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vec2 flags = unpack_info(info); // retrieve 1st pass flags
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edr = flags.x;
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px = flags.y;
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vec3 color = mix(E, mix(H, F, px), edr*0.5); // interpolate if there's edge
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FragColor = vec4(color, 1.0);
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}
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