slang-shaders/edge-smoothing/hqx/shaders/pass2.inc

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/*
* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com )
*
* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net )
*
* Copyright (C) 2014 Jules Blok ( jules@aerix.nl )
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#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 LUT;
layout(set = 0, binding = 4) uniform sampler2D hqx_refpass;
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void main()
{
vec2 fp = fract(vTexCoord * registers.SourceSize.xy);
vec2 quad = sign(-0.5 + fp);
float dx = registers.SourceSize.z;
float dy = registers.SourceSize.w;
vec3 p1 = texture(hqx_refpass, vTexCoord).rgb;
vec3 p2 = texture(hqx_refpass, vTexCoord + vec2(dx, dy) * quad).rgb;
vec3 p3 = texture(hqx_refpass, vTexCoord + vec2(dx, 0.0) * quad).rgb;
vec3 p4 = texture(hqx_refpass, vTexCoord + vec2(0.0, dy) * quad).rgb;
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vec3 pixels[4];
pixels[0] = p1.xyz;
pixels[1] = p2.xyz;
pixels[2] = p3.xyz;
pixels[3] = p4.xyz;
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vec2 index = texture(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE));
index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE));
vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE));
vec2 offset = step / 2.0;
vec4 weights = texture(LUT, index * step + offset);
float sum = dot(weights, vec4(1.0));
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vec4 tmp = vec4(float((weights/sum).x), float((weights/sum).y), float((weights/sum).z), float((weights/sum).w));
vec3 res = tmp.x * pixels[0];
res = res + tmp.y * pixels[1];
res = res + tmp.z * pixels[2];
res = res + tmp.w * pixels[3];
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FragColor = vec4(res.xyz, 1.0);
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}