mirror of
https://github.com/italicsjenga/slang-shaders.git
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155 lines
4.9 KiB
Plaintext
155 lines
4.9 KiB
Plaintext
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#version 450
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/*
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SGENPT-MIX - Sega Genesis Pseudo Transparency Mixer Shader - v8 - Pass2
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2011-2020 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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 SGPT_BLEND_OPTION_P2;
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float SGPT_BLEND_LEVEL_P2;
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float SGPT_ADJUST_VIEW_P2;
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float SGPT_ON;
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} params;
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#pragma parameter SGPT_ON " SGENPT-MIX ON" 0 0 1 1
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#pragma parameter SGPT_BLEND_OPTION_P2 " Pass 2 Blend - OFF | VL | CB | CB-S | Both | Both2 | Both-S" 2.0 0.0 6.0 1.0
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#pragma parameter SGPT_BLEND_LEVEL_P2 " Pass 2 - Both Blend Level " 1.0 0.0 1.0 0.1
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// #pragma parameter SGPT_ADJUST_VIEW_P2 " Pass 2 - Adjust View" 0.0 0.0 1.0 1.0
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#define SGPT_BLEND_OPTION_P2 (params.SGPT_BLEND_OPTION_P2 * params.SGPT_ON)
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#define SGPT_BLEND_LEVEL_P2 params.SGPT_BLEND_LEVEL_P2
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#define SGPT_ADJUST_VIEW_P2 0
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#define GAMMA_IN(color) color*color
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#define GAMMA_OUT(color) sqrt(color)
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const vec3 Y = vec3(.2126, .7152, .0722);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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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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#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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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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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec3 C = GAMMA_IN(texture(Source, vTexCoord ).xyz);
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vec3 L = GAMMA_IN(texture(Source, vTexCoord -dx).xyz);
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vec3 R = GAMMA_IN(texture(Source, vTexCoord +dx).xyz);
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vec3 U = GAMMA_IN(texture(Source, vTexCoord -dy).xyz);
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vec3 D = GAMMA_IN(texture(Source, vTexCoord +dy).xyz);
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vec3 UL = GAMMA_IN(texture(Source, vTexCoord -dx -dy).xyz);
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vec3 UR = GAMMA_IN(texture(Source, vTexCoord +dx -dy).xyz);
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vec3 DL = GAMMA_IN(texture(Source, vTexCoord -dx +dy).xyz);
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vec3 DR = GAMMA_IN(texture(Source, vTexCoord +dx +dy).xyz);
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vec3 color = C;
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// Get min/max samples
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vec3 min_sample = min_s(C, L, R);
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vec3 max_sample = max_s(C, L, R);
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float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y);
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if (SGPT_BLEND_OPTION_P2 == 1)
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{
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min_sample = max_s(min_sample, min_s(C, DL, DR), min_s(C, UL, UR));
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max_sample = min_s(max_sample, max_s(C, DL, DR), max_s(C, UL, UR));
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diff *= (1.0 - SGPT_BLEND_LEVEL_P2);
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color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
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}
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else if (SGPT_BLEND_OPTION_P2 == 2)
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{
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min_sample = max(min_sample, min_s(C, U, D));
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max_sample = min(max_sample, max_s(C, U, D));
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diff *= (1.0 - SGPT_BLEND_LEVEL_P2);
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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}
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else if (SGPT_BLEND_OPTION_P2 == 3)
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{
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min_sample = min_s(min_sample, U, D);
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max_sample = max_s(max_sample, U, D);
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diff *= (1.0 - SGPT_BLEND_LEVEL_P2);
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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}
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else if (SGPT_BLEND_OPTION_P2 == 4)
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{
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min_sample = min_s(min_sample, U, D);
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max_sample = max_s(max_sample, U, D);
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diff *= (1.0 - SGPT_BLEND_LEVEL_P2);
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color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
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}
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else if (SGPT_BLEND_OPTION_P2 == 5)
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{
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min_sample = min(min_sample, min(min_s(D, DL, DR), min_s(U, UL, UR)));
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max_sample = max(max_sample, max(max_s(D, DL, DR), max_s(U, UL, UR)));
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diff *= (1.0 - SGPT_BLEND_LEVEL_P2);
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color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
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}
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color = clamp(color, min_sample, max_sample);
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color = mix(color, vec3(dot(abs(C-color), vec3(1.0, 1.0, 1.0))), SGPT_ADJUST_VIEW_P2);
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FragColor = vec4(GAMMA_OUT(color), 1.0);
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}
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