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https://github.com/italicsjenga/slang-shaders.git
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96 lines
2.5 KiB
Plaintext
96 lines
2.5 KiB
Plaintext
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#version 450
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/*
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Hyllian's Deposterize Shader - Pass0
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Copyright (C) 2011/2016 Hyllian/Jararaca - sergiogdb@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float EQ_THRESH1;
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float DIFF_THRESH1;
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} params;
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#pragma parameter EQ_THRESH1 "Eq Limit Horizontal" 0.01 0.0 1.0 0.01
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#pragma parameter DIFF_THRESH1 "Diff Limit Horizontal" 0.06 0.0 1.0 0.01
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#define EQ params.EQ_THRESH1
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#define DF params.DIFF_THRESH1
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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vec3 df3(vec3 c1, vec3 c2)
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{
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return abs(c1 - c2);
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}
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bvec3 eq3(vec3 A, vec3 B)
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{
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return lessThanEqual(df3(A, B) , vec3(EQ));
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 t1;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vec2 ps = vec2(params.SourceSize.zw);
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float dx = ps.x;
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float dy = ps.y;
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t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 res;
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vec3 D = texture(Source, t1.xw).rgb;
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vec3 E = texture(Source, t1.yw).rgb;
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vec3 F = texture(Source, t1.zw).rgb;
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bvec3 test1 = eq3(D, F);
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bvec3 test2 = eq3(D, E);
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bvec3 test3 = eq3(E, F);
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bvec3 test4 = lessThanEqual(df3(E, F) , vec3(DF, DF, DF));
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bvec3 test5 = lessThanEqual(df3(D, E) , vec3(DF, DF, DF));
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res = ((test1 == bvec3(false)) && ((test4 == bvec3(true)) && (test2 == bvec3(true)) || (test5 == bvec3(true)) && (test3 == bvec3(true)))) ? 0.5*(D+F) : E;
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FragColor = vec4(res, 1.0);
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}
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