mirror of
https://github.com/italicsjenga/slang-shaders.git
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112 lines
3.4 KiB
Plaintext
112 lines
3.4 KiB
Plaintext
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#version 450
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/*
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Sharpsmoother shader
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Copyright (C) 2005-2017 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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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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float max_w;
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float min_w;
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float smoot;
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float lumad;
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float mtric;
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} params;
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#pragma parameter max_w "Max filter weight" 0.10 0.00 0.20 0.01
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#pragma parameter min_w "Min filter weight" -0.07 -0.15 0.05 0.01
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#pragma parameter smoot "Smoothing strength" 0.55 0.00 1.50 0.01
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#pragma parameter lumad "Effects smoothing" 0.30 0.10 5.00 0.10
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#pragma parameter mtric "The metric we use" 0.70 0.10 2.00 0.10
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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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vec3 dt = vec3(1.0, 1.0, 1.0);
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float wt(vec3 A, vec3 B)
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{
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return clamp(params.smoot - ((6.0+params.lumad)/pow(3.0,params.mtric))*pow(dot(pow(abs(A-B),vec3(1.0/params.mtric)),dt),params.mtric)/(dot(A+B,dt)+params.lumad), params.min_w, params.max_w);
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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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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float x = 1.0 * (1.0 / params.SourceSize.x);
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float y = 1.0 * (1.0 / params.SourceSize.y);
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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t1 = vec4(vTexCoord.xy-dg1,vTexCoord.xy-dy);
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t2 = vec4(vTexCoord.xy-dg2,vTexCoord.xy+dx);
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t3 = vec4(vTexCoord.xy+dg1,vTexCoord.xy+dy);
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t4 = vec4(vTexCoord.xy+dg2,vTexCoord.xy-dx);
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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 = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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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 c00 = texture(Source, t1.xy).xyz;
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vec3 c10 = texture(Source, t1.zw).xyz;
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vec3 c20 = texture(Source, t2.xy).xyz;
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vec3 c01 = texture(Source, t4.zw).xyz;
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vec3 c11 = texture(Source, vTexCoord.xy).xyz;
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vec3 c21 = texture(Source, t2.zw).xyz;
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vec3 c02 = texture(Source, t4.xy).xyz;
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vec3 c12 = texture(Source, t3.zw).xyz;
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vec3 c22 = texture(Source, t3.xy).xyz;
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float w10 = wt(c11,c10);
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float w21 = wt(c11,c21);
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float w12 = wt(c11,c12);
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float w01 = wt(c11,c01);
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float w00 = wt(c11,c00)*0.75;
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float w22 = wt(c11,c22)*0.75;
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float w20 = wt(c11,c20)*0.75;
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float w02 = wt(c11,c02)*0.75;
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FragColor = vec4(w10*c10+w21*c21+w12*c12+w01*c01+w00*c00+w22*c22+w20*c20+w02*c02+(1.0-w10-w21-w12-w01-w00-w22-w20-w02)*c11, 1.0);
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}
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