slang-shaders/bezel/Mega_Bezel/shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang

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2022-06-25 10:06:45 +10:00
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
float PS1_BOX_BLUR_MODE;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter PS1_BOXBLUR_TITLE "[ --- PS1 BOX BLUR --- ]:" 0 0 0.01 0.01
#pragma parameter PS1_BOX_BLUR_MODE " Box Blur ON" 0.0 0.0 1.0 1.0
#define PS1_BOX_BLUR_MODE params.PS1_BOX_BLUR_MODE
#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()
{
vec4 orig_pass_full = texture(Source, vTexCoord);
if (PS1_BOX_BLUR_MODE < 0.5)
{
FragColor = orig_pass_full;
return;
}
vec3 OriginPass = orig_pass_full.xyz;//No blending
//Blend 4 pixels together by sampling between them with linear interpolation
vec2 SquareBlend = (vTexCoord * params.SourceSize.xy - 0.5) * params.SourceSize.zw;
//Blend 2 horizontal pixels together the same way as before
vec2 HorizoBlend = (vTexCoord * params.SourceSize.xy - vec2(0.5,0.0)) * params.SourceSize.zw;
vec3 SquarePass = texture(Source, SquareBlend).xyz;
vec3 HorizoPass = texture(Source, HorizoBlend).xyz;
//Edge Detection for SquareBlend
vec3 SquareEdge = texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
SquareEdge = abs((SquareEdge / 3.0) - SquarePass);
//Try to adjust white / black range so that edges are black and non-edges are white
float SquareEdgeMask = 1.0-pow(1.0-pow(1.0-max(SquareEdge.x,max(SquareEdge.y,SquareEdge.z)),30.0),2.0);
//Edge Detection for HorizoBlend
vec3 HorizoEdge = texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
HorizoEdge = abs((HorizoEdge / 3.0) - HorizoPass);
//Try to adjust white / black range so that edges are black and non-edges are white
float HorizoEdgeMask = 1.0-pow(1.0-pow(1.0-max(HorizoEdge.x,max(HorizoEdge.y,HorizoEdge.z)),10.0),2.0);
//If SquarePass has a detected edge, use HorizoPass
vec3 Result = mix(HorizoPass,SquarePass,SquareEdgeMask);
//If HorizoPass has a detected edge, use OriginPass
Result = mix(OriginPass,Result,HorizoEdgeMask);
//It's complete
FragColor = vec4(Result,1.0);
}