mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
71 lines
1.7 KiB
Plaintext
71 lines
1.7 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Super-res shader - Shiandow
|
||
|
|
||
|
Ported from Shiandow's code by Hyllian, 2016.
|
||
|
|
||
|
This file is a part of MPDN Extensions.
|
||
|
https://github.com/zachsaw/MPDN_Extensions
|
||
|
|
||
|
This library 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 3.0 of the License, or (at your option) any later version.
|
||
|
|
||
|
This library 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 library.
|
||
|
*/
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
#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 Original;
|
||
|
|
||
|
const vec3 Y = vec3(.2126, .7152, .0722);
|
||
|
|
||
|
|
||
|
float RGBtoYUV(vec3 color)
|
||
|
{
|
||
|
return dot(color, Y);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 tex = vTexCoord;
|
||
|
|
||
|
vec4 c0 = texture(Source, tex);
|
||
|
vec4 c1 = texture(Original, tex);
|
||
|
|
||
|
FragColor = vec4(c0.xyz - c1.xyz, RGBtoYUV(c0.rgb));
|
||
|
}
|