slang-shaders/3dfx/shaders/old/3dfx_pass_2.slang

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2016-09-28 01:05:27 +10:00
#version 450
// "LeiFX" shader - Pixel filtering process
//
// Copyright (C) 2013-2014 leilei
//
// 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.
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float LEIFX_BLURFACTOR;
} params;
#pragma parameter LEIFX_BLURFACTOR "LeiFX Blur Factor" 0.69 0.00 1.00 0.01
#define LEIFX_BLURFACTOR params.LEIFX_BLURFACTOR
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#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
#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;
void main()
{
float3 outcolor = tex2D(Source, vTexCoord).rgb;
float2 pixel;
pixel.x = params.SourceSize.z;
pixel.y = params.SourceSize.w;
// Sample things.
float blendy; // to blend unblended with blend... trying to smooth the jag :(
float blenda;
float blendfactor;
float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x * 0.15), 0)).rgb;
float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x * 0.22, 0)).rgb;
float3 pixel0 = tex2D(Source, vTexCoord + float2(0, 0)).rgb;
float3 pixelblend;
float gary1 = dot(pixel1.rgb,float3(1.0));
float gary2 = dot(pixel2.rgb,float3(1.0));
float mean = 1.0;
mean = gary1 - gary2;
if (mean < 0) mean *= -1;
if (mean > 1) mean = 1;
mean = pow(mean, LEIFX_BLURFACTOR);
if (mean > 1)
mean = 1;
{
// variably BLEND IT ALL TO H*CK!!!!
blendy = 1 - mean;
blenda = 1 - blendy;
pixel0 /= 3;
pixel1 /= 3;
pixel2 /= 3;
pixelblend.rgb = pixel0 + pixel1 + pixel2;
outcolor.rgb = (pixelblend.rgb * blendy) + (outcolor.rgb * blenda);
}
FragColor = vec4(outcolor, 1.0);
}