slang-shaders/bezel/Mega_Bezel/shaders/mdapt/hsm-mdapt-pass2.slang

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#version 450
/*
Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 2
by Sp00kyFox, 2014
Eliminating isolated detections.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float VL_LO;
float VL_HI;
float CB_LO;
float CB_HI;
float HSM_DEDITHER_MODE;
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} params;
// #pragma parameter VL_LO "MDAPT VL LO Thresh" 1.25 0.0 10.0 0.05
// #pragma parameter VL_HI "MDAPT VL HI Thresh" 1.75 0.0 10.0 0.05
// #pragma parameter CB_LO "MDAPT CB LO Thresh" 5.25 0.0 25.0 0.05
// #pragma parameter CB_HI "MDAPT CB HI Thresh" 5.75 0.0 25.0 0.05
const float VL_LO = 1.25;
const float VL_HI = 1.75;
const float CB_LO = 5.25;
const float CB_HI = 5.75;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
#define and(x,y) min(x,y)
#define or(x,y) max(x,y)
vec2 sigmoid(vec2 signal){
return smoothstep(vec2(VL_LO, CB_LO), vec2(VL_HI, CB_HI), signal);
}
#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;
void main()
{
/*
NW UUL U2 UUR NE
ULL UL U1 UR URR
L2 L1 C R1 R2
DLL DL D1 DR DRR
SW DDL D2 DDR SE
*/
if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3)
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{
FragColor = texture(Source, vTexCoord);
return;
}
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vec2 C = TEX( 0., 0.).xy;
vec2 hits = vec2(0.0);
//phase 1
vec2 L1 = TEX(-1., 0.).xy;
vec2 R1 = TEX( 1., 0.).xy;
vec2 U1 = TEX( 0.,-1.).xy;
vec2 D1 = TEX( 0., 1.).xy;
//phase 2
vec2 L2 = and(TEX(-2., 0.).xy, L1);
vec2 R2 = and(TEX( 2., 0.).xy, R1);
vec2 U2 = and(TEX( 0.,-2.).xy, U1);
vec2 D2 = and(TEX( 0., 2.).xy, D1);
vec2 UL = and(TEX(-1.,-1.).xy, or(L1, U1));
vec2 UR = and(TEX( 1.,-1.).xy, or(R1, U1));
vec2 DL = and(TEX(-1., 1.).xy, or(L1, D1));
vec2 DR = and(TEX( 1., 1.).xy, or(R1, D1));
//phase 3
vec2 ULL = and(TEX(-2.,-1.).xy, or(L2, UL));
vec2 URR = and(TEX( 2.,-1.).xy, or(R2, UR));
vec2 DRR = and(TEX( 2., 1.).xy, or(R2, DR));
vec2 DLL = and(TEX(-2., 1.).xy, or(L2, DL));
vec2 UUL = and(TEX(-1.,-2.).xy, or(U2, UL));
vec2 UUR = and(TEX( 1.,-2.).xy, or(U2, UR));
vec2 DDR = and(TEX( 1., 2.).xy, or(D2, DR));
vec2 DDL = and(TEX(-1., 2.).xy, or(D2, DL));
//phase 4
hits += and(TEX(-2.,-2.).xy, or(UUL, ULL));
hits += and(TEX( 2.,-2.).xy, or(UUR, URR));
hits += and(TEX(-2., 2.).xy, or(DDL, DLL));
hits += and(TEX( 2., 2.).xy, or(DDR, DRR));
hits += (ULL + URR + DRR + DLL + L2 + R2) + vec2(0.0, 1.0) * (C + U1 + U2 + D1 + D2 + L1 + R1 + UL + UR + DL + DR + UUL + UUR + DDR + DDL);
FragColor = vec4(C * sigmoid(hits), C);
}