mirror of
https://github.com/italicsjenga/slang-shaders.git
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62 lines
1.7 KiB
Plaintext
62 lines
1.7 KiB
Plaintext
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#version 450
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// PS1 Undither AntiBayer
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// by torridgristle
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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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#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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// PlayStation dithering pattern. The offset is selected based on the
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// pixel position in VRAM, by blocks of 4x4 pixels. The value is added
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// to the 8bit color components before they're truncated to 5 bits.
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//"const int dither_pattern[16] ="
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//" int[16](-4, 0, -3, 1,"
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//" 2, -2, 3, -1,"
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//" -3, 1, -4, 0,"
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//" 3, -1, 2, -2);" "\n"
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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 = 2) uniform sampler2D Source;
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void main()
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{
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vec3 OriginPass = texture(Source, vTexCoord).xyz;
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float PatternLUT[16] = float[](-4.0, 0.0, -3.0, 1.0,
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2.0, -2.0, 3.0, -1.0,
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-3.0, 1.0, -4.0, 0.0,
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3.0, -1.0, 2.0, -2.0);
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float PatternX = ceil(((mod(vTexCoord.x * params.SourceSize.x,4.00001)-0.5)/3.0)*3.0);
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float PatternY = ceil(((mod(vTexCoord.y * params.SourceSize.y,4.00001)-0.5)/3.0)*3.0);
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float Pattern = PatternLUT[int(PatternX+(PatternY*4))];
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vec3 Result = OriginPass;
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//Result = vec3(Pattern)/8.0 + 0.5;
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Result = (Result * 255.0 - Pattern - round(Pattern*0.25)*2.0) / 255.0;
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FragColor = vec4(Result,1.0);
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}
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