slang-shaders/3dfx/shaders/3dfx_pass_1.slang

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2016-09-27 23:58:03 +10:00
#version 450
// "LeiFX" shader - Pixel filtering process
//
// Copyright (C) 2013-2014 leilei
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or (at your option)
// any later version.
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;
#define saturate(c) clamp(c, 0.0, 1.0)
#define lerp(c) mix(c)
#define mul(a,b) (b*a)
#define fmod(c) mod(c)
#define frac(c) fract(c)
#define tex2D(c,d) texture(c,d)
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define bool2 bvec2
#define bool3 bvec3
#define bool4 bvec4
#define float2x2 mat2x2
#define float3x3 mat3x3
#define float4x4 mat4x4
#define FILTCAP 0.04 // filtered pixel should not exceed this
#define FILTCAPG (FILTCAP / 2)
#define LEIFX_PIXELWIDTH 0.50f
#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()
{
float3 outcolor = tex2D(Source, vTexCoord).rgb;
float2 pixel;
pixel.x = params.SourceSize.z;
pixel.y = params.SourceSize.w;
float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x), 0)).rgb;
float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x, 0)).rgb;
float3 pixelblend;
// New filter
{
float3 pixeldiff;
float3 pixelmake;
float3 pixeldiffleft;
pixelmake.rgb = float3(0.0);
pixeldiff.rgb = pixel2.rgb- outcolor.rgb;
pixeldiffleft.rgb = pixel1.rgb - outcolor.rgb;
if (pixeldiff.r > FILTCAP) pixeldiff.r = FILTCAP;
if (pixeldiff.g > FILTCAPG) pixeldiff.g = FILTCAPG;
if (pixeldiff.b > FILTCAP) pixeldiff.b = FILTCAP;
if (pixeldiff.r < -FILTCAP) pixeldiff.r = -FILTCAP;
if (pixeldiff.g < -FILTCAPG) pixeldiff.g = -FILTCAPG;
if (pixeldiff.b < -FILTCAP) pixeldiff.b = -FILTCAP;
if (pixeldiffleft.r > FILTCAP) pixeldiffleft.r = FILTCAP;
if (pixeldiffleft.g > FILTCAPG) pixeldiffleft.g = FILTCAPG;
if (pixeldiffleft.b > FILTCAP) pixeldiffleft.b = FILTCAP;
if (pixeldiffleft.r < -FILTCAP) pixeldiffleft.r = -FILTCAP;
if (pixeldiffleft.g < -FILTCAPG) pixeldiffleft.g = -FILTCAPG;
if (pixeldiffleft.b < -FILTCAP) pixeldiffleft.b = -FILTCAP;
pixelmake.rgb = (pixeldiff.rgb / 4) + (pixeldiffleft.rgb / 16);
outcolor.rgb = (outcolor.rgb + pixelmake.rgb);
}
FragColor = vec4(outcolor, 1.0);
}