mirror of
https://github.com/italicsjenga/slang-shaders.git
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101 lines
2.2 KiB
Plaintext
101 lines
2.2 KiB
Plaintext
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#version 450
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/*
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Scale2xPlus shader
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- Copyright (C) 2007 guest(r) - guest.r@gmail.com
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- License: GNU-GPL
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The Scale2x algorithm:
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- Scale2x Homepage: http://scale2x.sourceforge.net/
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- Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
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- License: GNU-GPL
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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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} params;
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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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 texCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord; // E
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D
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t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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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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float2 fp = frac(texCoord*params.SourceSize.xy);
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// Reading the texels
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float3 B = tex2D(decal, t1.xy).xyz;
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float3 D = tex2D(decal, t1.zw).xyz;
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float3 E = tex2D(decal, texCoord).xyz;
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float3 F = tex2D(decal, t2.xy).xyz;
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float3 H = tex2D(decal, t2.zw).xyz;
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float3 E0 = D == B && B != H && D != F ? D : E;
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float3 E1 = B == F && B != H && D != F ? F : E;
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float3 E2 = D == H && B != H && D != F ? D : E;
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float3 E3 = H == F && B != H && D != F ? F : E;
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// Product interpolation
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FragColor = float4((E3*fp.x+E2*(1-fp.x))*fp.y+(E1*fp.x+E0*(1-fp.x))*(1-fp.y),1);
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}
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