slang-shaders/sharpen/shaders/anime4k/anime4k-pushgrad-weak.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;
float STRENGTH_PUSH, STRENGTH_GRAD;
} params;
#pragma parameter STRENGTH_GRAD "Gradient strength" 0.3 0.0 1.0 0.1
#define STRENGTH_GRAD params.STRENGTH_GRAD
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;
//#define strength 0.7
float min3(vec4 a, vec4 b, vec4 c) {
return min(min(a.a, b.a), c.a);
}
float max3(vec4 a, vec4 b, vec4 c) {
return max(max(a.a, b.a), c.a);
}
vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
return cc * (1 - STRENGTH_GRAD) + ((a + b + c) / 3) * STRENGTH_GRAD;
}
void main()
{
float dx = params.SourceSize.z;
float dy = params.SourceSize.w;
vec4 cc = texture(Source, vTexCoord); //Current Color
vec4 t = texture(Source, vTexCoord + vec2( 0, -dy));
vec4 tl = texture(Source, vTexCoord + vec2(-dx, -dy));
vec4 tr = texture(Source, vTexCoord + vec2( dx, -dy));
vec4 l = texture(Source, vTexCoord + vec2(-dx, 0));
vec4 r = texture(Source, vTexCoord + vec2( dx, 0));
vec4 b = texture(Source, vTexCoord + vec2( 0, dy));
vec4 bl = texture(Source, vTexCoord + vec2(-dx, dy));
vec4 br = texture(Source, vTexCoord + vec2( dx, dy));
vec4 lightestColor = cc;
//Kernel 0 and 4
float maxDark = max3(br, b, bl);
float minLight = min3(tl, t, tr);
if (minLight > cc.a && minLight > maxDark) {
FragColor = getAverage(cc, tl, t, tr);
return;
} else {
maxDark = max3(tl, t, tr);
minLight = min3(br, b, bl);
if (minLight > cc.a && minLight > maxDark) {
FragColor = getAverage(cc, br, b, bl);
return;
}
}
//Kernel 1 and 5
maxDark = max3(cc, l, b);
minLight = min3(r, t, tr);
if (minLight > maxDark) {
FragColor = getAverage(cc, r, t, tr);
return;
} else {
maxDark = max3(cc, r, t);
minLight = min3(bl, l, b);
if (minLight > maxDark) {
FragColor = getAverage(cc, bl, l, b);
return;
}
}
//Kernel 2 and 6
maxDark = max3(l, tl, bl);
minLight = min3(r, br, tr);
if (minLight > cc.a && minLight > maxDark) {
FragColor = getAverage(cc, r, br, tr);
return;
} else {
maxDark = max3(r, br, tr);
minLight = min3(l, tl, bl);
if (minLight > cc.a && minLight > maxDark) {
FragColor = getAverage(cc, l, tl, bl);
return;
}
}
//Kernel 3 and 7
maxDark = max3(cc, l, t);
minLight = min3(r, br, b);
if (minLight > maxDark) {
FragColor = getAverage(cc, r, br, b);
return;
} else {
maxDark = max3(cc, r, b);
minLight = min3(t, l, tl);
if (minLight > maxDark) {
FragColor = getAverage(cc, t, l, tl);
return;
}
}
FragColor = cc;
}