2017-01-07 05:55:29 +11:00
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#version 450
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/*
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Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 0
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by Sp00kyFox, 2014
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Neighbor anaylsis via dot product of the difference vectors.
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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 MODE;
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float PWR;
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} params;
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#pragma parameter MODE "GDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0
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#pragma parameter PWR "GDAPT Color Metric Exp" 2.0 0.0 10.0 0.1
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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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2019-01-21 15:36:53 +11:00
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#define dotfix(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix
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2017-01-07 05:55:29 +11:00
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).xyz
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// Reference: http://www.compuphase.com/cmetric.htm
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float eq(vec3 A, vec3 B)
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{
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vec3 diff = A-B;
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float ravg = (A.x + B.x) * 0.5;
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diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg);
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return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), params.PWR );
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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 vec2 t1;
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void main()
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{
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gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
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vTexCoord = TexCoord;
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t1 = params.SourceSize.zw;
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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 vec2 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 C = TEX( 0, 0);
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vec3 L = TEX(-1, 0);
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vec3 R = TEX( 1, 0);
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float tag = 0.0;
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if(params.MODE > 0.5){
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tag = ((L == R) && (C != L)) ? 1.0 : 0.0;
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}
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else{
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2019-01-21 15:36:53 +11:00
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tag = dotfix(normalize(C-L), normalize(C-R)) * eq(L,R);
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2017-01-07 05:55:29 +11:00
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}
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FragColor = vec4(C, tag);
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2019-01-21 15:36:53 +11:00
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}
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