slang-shaders/sharpen/shaders/anime4k/anime4k-compute-gradient.slang

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#version 450
// MIT License
// Copyright (c) 2019 bloc97
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#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 * 1.0001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float dx = params.SourceSize.z;
float dy = params.SourceSize.w;
vec4 c0 = texture(Source, vTexCoord);
//[tl t tr]
//[ l r]
//[bl b br]
float t = texture(Source, vTexCoord + vec2( 0, -dy)).a;
float tl = texture(Source, vTexCoord + vec2(-dx, -dy)).a;
float tr = texture(Source, vTexCoord + vec2( dx, -dy)).a;
float l = texture(Source, vTexCoord + vec2(-dx, 0)).a;
float r = texture(Source, vTexCoord + vec2( dx, 0)).a;
float b = texture(Source, vTexCoord + vec2( 0, dy)).a;
float bl = texture(Source, vTexCoord + vec2(-dx, dy)).a;
float br = texture(Source, vTexCoord + vec2( dx, dy)).a;
//Horizontal Gradient
//[-1 0 1]
//[-2 0 2]
//[-1 0 1]
float xgrad = (-tl + tr - l - l + r + r - bl + br);
//Vertical Gradient
//[-1 -2 -1]
//[ 0 0 0]
//[ 1 2 1]
float ygrad = (-tl - t - t - tr + bl + b + b + br);
//Computes the luminance's gradient and saves it in the unused alpha channel
FragColor = vec4(c0.r, c0.g, c0.b, 1 - clamp(sqrt(xgrad * xgrad + ygrad * ygrad), 0, 1));
}