mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
112 lines
3.7 KiB
Plaintext
112 lines
3.7 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Sgenpt-Mix - pass1
|
||
|
|
||
|
2011-2022 Hyllian - sergiogdb@gmail.com
|
||
|
|
||
|
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;
|
||
|
float SGPT_BLEND_OPTION;
|
||
|
float CB_BLEND_LEVEL;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter HSM_SGENPT_EMPTY_LINE " " 0 0 0.001 0.001
|
||
|
#pragma parameter HSM_SGENPT_TITLE "[ --- HYLLIAN SGENPT-MIX DE-DITHERING --- ]:" 0 0 0.01 0.01
|
||
|
|
||
|
#pragma parameter SGPT_BLEND_OPTION " Mode: OFF | CHECKERBOARD | VERTICAL LINES | BOTH" 0.0 0.0 3.0 1.0
|
||
|
#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION
|
||
|
|
||
|
#pragma parameter CB_BLEND_LEVEL " Checkerboard Blend Level" 1.0 0.0 1.0 0.1
|
||
|
#define CB_BLEND_LEVEL params.CB_BLEND_LEVEL
|
||
|
|
||
|
|
||
|
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||
|
|
||
|
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
||
|
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
#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()
|
||
|
{
|
||
|
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||
|
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||
|
|
||
|
// Reading the texels.
|
||
|
vec3 C = texture(Source, vTexCoord ).xyz;
|
||
|
vec3 L = texture(Source, vTexCoord -dx).xyz;
|
||
|
vec3 R = texture(Source, vTexCoord +dx).xyz;
|
||
|
vec3 U = texture(Source, vTexCoord -dy).xyz;
|
||
|
vec3 D = texture(Source, vTexCoord +dy).xyz;
|
||
|
vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
|
||
|
vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
|
||
|
vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
|
||
|
vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
|
||
|
|
||
|
vec3 color = C;
|
||
|
|
||
|
if (SGPT_BLEND_OPTION == 1 || SGPT_BLEND_OPTION == 3)
|
||
|
{
|
||
|
float diff = dot(max(C, max(L, R)) - min(C, min(L, R)), Y);
|
||
|
|
||
|
diff *= (1.0 - CB_BLEND_LEVEL);
|
||
|
|
||
|
vec3 min_sample = max(min_s(C, L, R), min_s(C, U, D));
|
||
|
vec3 max_sample = min(max_s(C, L, R), max_s(C, U, D));
|
||
|
|
||
|
color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
|
||
|
|
||
|
color = clamp(color, min_sample, max_sample);
|
||
|
}
|
||
|
|
||
|
float luma_diff = abs(dot(C, Y)-dot(color, Y));
|
||
|
|
||
|
FragColor = vec4(color, luma_diff);
|
||
|
}
|