mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
113 lines
2.5 KiB
Plaintext
113 lines
2.5 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Scale2x
|
||
|
|
||
|
Filter: Nearest
|
||
|
Scale: 2x
|
||
|
|
||
|
Scale2x is real-time graphics effect able to increase the size of small bitmaps guessing the missing pixels without blurring the images.
|
||
|
It was originally developed for the AdvanceMAME project in the year 2001 to improve the quality of old games with a low video resolution.
|
||
|
|
||
|
Homepage: http://scale2x.sourceforge.net/
|
||
|
Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
|
||
|
License: GNU-GPL
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
} params;
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
||
|
#define lerp(a,b,c) mix(a,b,c)
|
||
|
#define mul(a,b) (b*a)
|
||
|
#define fmod(c,d) mod(c,d)
|
||
|
#define frac(c) fract(c)
|
||
|
#define tex2D(c,d) texture(c,d)
|
||
|
#define float2 vec2
|
||
|
#define float3 vec3
|
||
|
#define float4 vec4
|
||
|
#define int2 ivec2
|
||
|
#define int3 ivec3
|
||
|
#define int4 ivec4
|
||
|
#define bool2 bvec2
|
||
|
#define bool3 bvec3
|
||
|
#define bool4 bvec4
|
||
|
#define float2x2 mat2x2
|
||
|
#define float3x3 mat3x3
|
||
|
#define float4x4 mat4x4
|
||
|
|
||
|
#define decal Source
|
||
|
|
||
|
bool eq(float3 A, float3 B){
|
||
|
return (A==B);
|
||
|
}
|
||
|
|
||
|
bool neq(float3 A, float3 B){
|
||
|
return (A!=B);
|
||
|
}
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 texCoord;
|
||
|
layout(location = 1) out vec4 t1;
|
||
|
layout(location = 2) out vec4 t2;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
texCoord = TexCoord; // E
|
||
|
|
||
|
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
||
|
float dx = ps.x;
|
||
|
float dy = ps.y;
|
||
|
|
||
|
t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D
|
||
|
t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 texCoord;
|
||
|
layout(location = 1) in vec4 t1;
|
||
|
layout(location = 2) in vec4 t2;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// subpixel determination
|
||
|
float2 fp = floor(2.0 * frac(texCoord*params.SourceSize.xy));
|
||
|
|
||
|
/*
|
||
|
B E0 E1
|
||
|
D E F E2 E3
|
||
|
H
|
||
|
*/
|
||
|
|
||
|
// reading the texels
|
||
|
float3 B = tex2D(decal, t1.xy).xyz;
|
||
|
float3 D = tex2D(decal, t1.zw).xyz;
|
||
|
float3 E = tex2D(decal, texCoord).xyz;
|
||
|
float3 F = tex2D(decal, t2.xy).xyz;
|
||
|
float3 H = tex2D(decal, t2.zw).xyz;
|
||
|
|
||
|
// rules
|
||
|
float3 E0 = eq(B,D) ? B : E;
|
||
|
float3 E1 = eq(B,F) ? B : E;
|
||
|
float3 E2 = eq(H,D) ? H : E;
|
||
|
float3 E3 = eq(H,F) ? H : E;
|
||
|
|
||
|
// general condition & subpixel output
|
||
|
FragColor = vec4(neq(B,H) && neq(D,F) ? (fp.y == 0 ? (fp.x == 0 ? E0 : E1) : (fp.x == 0 ? E2 : E3)) : E, 1.0);
|
||
|
}
|