mirror of
https://github.com/italicsjenga/slang-shaders.git
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156 lines
7.5 KiB
Plaintext
156 lines
7.5 KiB
Plaintext
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#version 450
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///////////////////////////////////////////////////////////////////////////
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// //
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// LCD Shader v0.0.1 //
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// //
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// Copyright (C) 2013 Harlequin : unknown92835@gmail.com //
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// //
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// This program is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 3 of the License, or //
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// (at your option) any later version. //
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// //
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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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// //
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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, see <http://www.gnu.org/licenses/>. //
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// //
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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 LCD_blending, original_blending;
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} params;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//config //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//values related to color blending on the darkened vertical lines of the output image
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//contribution of LCD colors to the blended output, higher values apply more color - [0.0, 0.5]
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#pragma parameter LCD_blending "LCD Blending" 0.2 0.0 0.5 0.01
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//contribution of the original input colors to the blended output, higher values apply more color - [0.0, 0.5]
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#pragma parameter original_blending "Original Blending" 0.2 0.0 0.5 0.01
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#define LCD_blending params.LCD_blending
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#define original_blending params.original_blending
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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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#pragma stage vertex
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//vertex shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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 vec2 tex_coord_1;
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layout(location = 2) out vec2 tex_coord_2;
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layout(location = 3) out vec2 lower_bound;
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layout(location = 4) out vec2 upper_bound;
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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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vec2 texel = params.SourceSize.zw; //size of one texel
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tex_coord_1 = vTexCoord + vec2(0.0, texel.y); //down
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tex_coord_2 = vTexCoord + vec2(0.0, -texel.y); //up
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lower_bound = vec2(0.0); //lower texture bounds
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upper_bound = texel * (params.OutputSize.xy - 2.0); //upper texture bounds
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}
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#pragma stage fragment
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment definitions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#define epsilon 0.1
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#define line_alpha 0.5 //arbitrary 0<a<1 value used to distinguish vertical line fragments from the border and cell fragments later one
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//ANY CHANGE TO THIS SHOULD BE REPEATED IN lcd_pass_0 SO IT CAN PROPERLY SET THE ALPHA VALUES
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment functions //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//a simple blur technique that softens harsh color transitions and applies the results to fragmetns that lie on the darkened vertical lines of the image
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//specialized to sample from the original input as well as the LCD overlay and allow mixing between the results
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//fragment shader //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 tex_coord_1;
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layout(location = 2) in vec2 tex_coord_2;
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layout(location = 3) in vec2 lower_bound;
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layout(location = 4) in vec2 upper_bound;
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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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layout(set = 0, binding = 3) uniform sampler2D PASS1;
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vec4 simple_blur(vec4 COLOR)
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{
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//clamp the blur coords to the input texture size so it doesn't attempt to sample off the texture (it'll retrieve vec4(0.,0.,0.,0.) and darken the edges otherwise)
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vec2 new_tex_coord_1 = clamp(tex_coord_1, lower_bound, upper_bound);
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vec2 new_tex_coord_2 = clamp(tex_coord_2, lower_bound, upper_bound);
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//sample adjacent texels based on the coordinates above
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vec4 adjacent_texel_1 = texture(Source, new_tex_coord_1); //LCD, down
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vec4 adjacent_texel_2 = texture(Source, new_tex_coord_2); //LCD, up
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vec4 adjacent_texel_3 = texture(PASS1, new_tex_coord_1); //original, down
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vec4 adjacent_texel_4 = texture(PASS1, new_tex_coord_2); //original, up
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//sum the differences between neighboring texels and apply modifiers
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vec3 LCD_color = ( (COLOR.rgb - adjacent_texel_1.rgb) +
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(COLOR.rgb - adjacent_texel_2.rgb) ) * LCD_blending;
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vec3 original_color = ( (COLOR.rgb - adjacent_texel_3.rgb) +
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(COLOR.rgb - adjacent_texel_4.rgb) ) * original_blending;
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//subtract the values calculated above from the input color
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COLOR.rgb -= original_color + LCD_color;
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//return new value
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return COLOR;
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}
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void main()
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{
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//sample input texture
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vec4 out_color = texture(Source, vTexCoord);
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//determine if the current fragment is located on the darkened vertical lines
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bool is_on_line = bool(abs(out_color.a - line_alpha) < epsilon);
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//apply simple_blur to line fragments, otherwise keep out_color equal to the input value
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out_color = (simple_blur(out_color) * float(is_on_line)) + (out_color * float(!is_on_line));
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FragColor = out_color;
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}
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