mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
66 lines
2.7 KiB
Plaintext
66 lines
2.7 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
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;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec3 OriginPass = texture(Source, vTexCoord).xyz;//No blending
|
||
|
|
||
|
//Blend 4 pixels together by sampling between them with linear interpolation
|
||
|
vec2 SquareBlend = (vTexCoord * params.SourceSize.xy - 0.5) * params.SourceSize.zw;
|
||
|
//Blend 2 horizontal pixels together the same way as before
|
||
|
vec2 HorizoBlend = (vTexCoord * params.SourceSize.xy - vec2(0.5,0.0)) * params.SourceSize.zw;
|
||
|
vec3 SquarePass = texture(Source, SquareBlend).xyz;
|
||
|
vec3 HorizoPass = texture(Source, HorizoBlend).xyz;
|
||
|
|
||
|
//Edge Detection for SquareBlend
|
||
|
vec3 SquareEdge = texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
|
||
|
texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
|
||
|
texture(Source, (SquareBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
|
||
|
SquareEdge = abs((SquareEdge / 3.0) - SquarePass);
|
||
|
//Try to adjust white / black range so that edges are black and non-edges are white
|
||
|
float SquareEdgeMask = 1.0-pow(1.0-pow(1.0-max(SquareEdge.x,max(SquareEdge.y,SquareEdge.z)),30.0),2.0);
|
||
|
|
||
|
//Edge Detection for HorizoBlend
|
||
|
vec3 HorizoEdge = texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 0.0, 1.0)) * params.SourceSize.zw).xyz +
|
||
|
texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 0.0)) * params.SourceSize.zw).xyz +
|
||
|
texture(Source, (HorizoBlend * params.SourceSize.xy + vec2( 1.0, 1.0)) * params.SourceSize.zw).xyz;
|
||
|
HorizoEdge = abs((HorizoEdge / 3.0) - HorizoPass);
|
||
|
//Try to adjust white / black range so that edges are black and non-edges are white
|
||
|
float HorizoEdgeMask = 1.0-pow(1.0-pow(1.0-max(HorizoEdge.x,max(HorizoEdge.y,HorizoEdge.z)),10.0),2.0);
|
||
|
|
||
|
//If SquarePass has a detected edge, use HorizoPass
|
||
|
vec3 Result = mix(HorizoPass,SquarePass,SquareEdgeMask);
|
||
|
//If HorizoPass has a detected edge, use OriginPass
|
||
|
Result = mix(OriginPass,Result,HorizoEdgeMask);
|
||
|
|
||
|
//It's complete
|
||
|
FragColor = vec4(Result,1.0);
|
||
|
}
|