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https://github.com/italicsjenga/slang-shaders.git
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101 lines
2.4 KiB
Plaintext
101 lines
2.4 KiB
Plaintext
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#version 450
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// Gendither
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//
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// Copyright (C) 2013-2014 leilei
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// adapted for slang format by hunterk
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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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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} global;
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// This table is a lazy jailbar pattern
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int erroredtable[16] = {
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0,1,0,1,
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16,15,16,15,
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0,1,0,1,
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16,15,16,15
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};
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 final = texture(Source, vTexCoord).rgb;
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vec2 ditheu = vTexCoord.xy * params.SourceSize.xy;
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// Dither
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int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4!
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ivec3 color;
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ivec3 colord;
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color.r = int(final.r) * 224;
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color.g = int(final.g) * 224;
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color.b = int(final.b) * 224;
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int yeh = 0;
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int ohyes = 0;
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// looping through a lookup table matrix
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for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = erroredtable[yeh-15];
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colord.r = color.r + ohyes;
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colord.g = color.g + ohyes;
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colord.b = color.b + ohyes;
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final.rgb += colord.rgb * 0.003921568627451; // divide by 255, i don't trust em
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// Reduce color depth
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float why = 1.0;
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vec3 reduceme = vec3(1.0);
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float radooct = 4.4; // 32 is usually the proper value // 4.4 was eyeballed
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reduceme.r = pow(final.r, why);
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reduceme.r *= radooct;
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reduceme.r = int(floor(reduceme.r));
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reduceme.r /= radooct;
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reduceme.r = pow(reduceme.r, why);
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reduceme.g = pow(final.g, why);
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reduceme.g *= radooct;
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reduceme.g = int(floor(reduceme.g));
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reduceme.g /= radooct;
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reduceme.g = pow(reduceme.g, why);
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reduceme.b = pow(final.b, why);
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reduceme.b *= radooct;
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reduceme.b = int(floor(reduceme.b));
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reduceme.b /= radooct;
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reduceme.b = pow(reduceme.b, why);
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// Brightness cap
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reduceme.rgb = clamp(reduceme.rgb, vec3(0.0), vec3(0.875));
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FragColor = vec4(reduceme.rgb, 1.0);
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}
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