slang-shaders/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass4.slang

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#version 450
/*
Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 4
by Sp00kyFox, 2014
Blends pixels based on detected dithering patterns.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float VL;
float CB;
float DEBUG;
float linear_gamma;
float HSM_DEDITHER_MODE;
float CD_BLEND_LEVEL;
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} params;
// #pragma parameter VL "[DE-DITHERING] MDAPT Vertical Lines" 0.0 0.0 1.0 1.0
// #pragma parameter CB "MDAPT Checkerboard" 1.0 0.0 1.0 1.0
// #pragma parameter DEBUG "MDAPT Adjust View" 0.0 0.0 1.0 1.0
// #pragma parameter linear_gamma "MDAPT Linear Gamma Blend" 0.0 0.0 1.0 1.0
// const float VL = 0;
const float CB = 1;
const float DEBUG = 0;
const float linear_gamma = 0;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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#pragma parameter CD_BLEND_LEVEL " Dedither Blend Amount" 1.0 0.0 1.0 0.02
#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
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#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;
layout(set = 0, binding = 3) uniform sampler2D PreMdaptPass;
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//#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
//#define TEXt0(dx,dy) texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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vec4 TEX(float dx, float dy){
if(linear_gamma > 0.5) return pow(texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2));
else return texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw);
}
vec4 TEXt0(float dx, float dy){
if(linear_gamma > 0.5) return pow(texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2));
else return texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw);
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}
bool eq(vec3 A, vec3 B){
return (A == B);
}
float and_(float a, float b){
return min(a,b);
}
float or_(float a, float b){
return max(a,b);
}
float or_(float a, float b, float c, float d, float e, float f, float g, float h, float i){
return max(a, max(b, max(c, max(d, max(e, max(f, max(g, max(h,i))))))));
}
vec2 and_(vec2 a, vec2 b){
return min(a,b);
}
vec2 or_(vec2 a, vec2 b){
return max(a,b);
}
vec2 or_(vec2 a, vec2 b, vec2 c, vec2 d){
return max(a, max(b, max(c,d)));
}
void main()
{
/*
UL U UR
L C R
DL D DR
*/
if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3)
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{
FragColor = texture(Source, vTexCoord);
return;
}
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vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz;
vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz;
vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz;
vec2 U = TEX( 0.,-1.).xy;
vec2 D = TEX( 0., 1.).xy;
float prVL = 0.0, prCB = 0.0;
vec3 fVL = vec3(0.0), fCB = vec3(0.0);
// Backpropagation
C.xy = or_(C.xy, and_(C.zw, or_(L.xy, R.xy, U.xy, D.xy)));
// Modes 4 and 5 blend the Stripe/Jailbar dithering
if(HSM_DEDITHER_MODE > 3.5){
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float prSum = L.x + R.x;
prVL = max(L.x, R.x);
prVL = (prVL == 0.0) ? 1.0 : prSum/prVL;
fVL = (prVL*c + L.x*l + R.x*r)/(prVL + prSum);
prVL = C.x;
}
if(CB > 0.5){
vec3 u = TEXt0( 0.,-1.).xyz;
vec3 d = TEXt0( 0., 1.).xyz;
float eqCL = float(eq(c,l));
float eqCR = float(eq(c,r));
float eqCU = float(eq(c,u));
float eqCD = float(eq(c,d));
float prU = or_(U.y, eqCU);
float prD = or_(D.y, eqCD);
float prL = or_(L.y, eqCL);
float prR = or_(R.y, eqCR);
float prSum = prU + prD + prL + prR;
prCB = max(prL, max(prR, max(prU,prD)));
prCB = (prCB == 0.0) ? 1.0 : prSum/prCB;
//standard formula: C/2 + (L + R + D + U)/8
fCB = (prCB*c + prU*u + prD*d + prL*l + prR*r)/(prCB + prSum);
float UL = TEX(-1.,-1.).y; vec3 ul = TEXt0(-1.,-1.).xyz;
float UR = TEX( 1.,-1.).y; vec3 ur = TEXt0( 1.,-1.).xyz;
float DL = TEX(-1., 1.).y; vec3 dl = TEXt0(-1., 1.).xyz;
float DR = TEX( 1., 1.).y; vec3 dr = TEXt0( 1., 1.).xyz;
// Checkerboard Smoothing
prCB = or_(C.y, and_(L.y, eqCL), and_(R.y, eqCR), and_(U.y, eqCU), and_(D.y, eqCD), and_(UL, float(eq(c,ul))), and_(UR, float(eq(c,ur))), and_(DL, float(eq(c,dl))), and_(DR, float(eq(c,dr))));
}
if(DEBUG > 0.5)
FragColor = vec4(prVL, prCB, 0.0, 0.0);
vec4 final = (prCB >= prVL) ? vec4(mix(c, fCB, prCB), 1.0) : vec4(mix(c, fVL, prVL), 1.0);
final = CD_BLEND_LEVEL * final + (1 - CD_BLEND_LEVEL) * texture(PreMdaptPass, vTexCoord);
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FragColor = (linear_gamma > 0.5) ? pow(final, vec4(1.0 / 2.2)) : final;
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}