slang-shaders/xbr/other presets/shaders/2xBR-multipass/2xbr-lv1-c-pass1.slang

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#version 450
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
vec4 OutputSize;
vec4 xBR_lv1_mp_refpassSize;
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vec4 SourceSize;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
float dx = global.SourceSize.z;
float dy = global.SourceSize.w;
vTexCoord = TexCoord;
t1 = vec4(dx, 0, 0, dy); // F H
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D xBR_lv1_mp_refpass;
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mat4x2 sym_vectors = mat4x2(1, 1, 1, -1, -1, -1, -1, 1);
float remapFrom01(float v, float high)
{
return (high*v + 0.5);
}
vec2 unpack_info(float i)
{
vec2 info;
info.x = round(modf(i/2.0f, i));
info.y = i;
return info;
}
void main()
{
//get original texture coordinates relative to the current pass
vec2 OriginalCoord = floor(global.xBR_lv1_mp_refpassSize.xy * vTexCoord);
OriginalCoord = (OriginalCoord + 0.5) * global.xBR_lv1_mp_refpassSize.zw;
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float px, edr; // px = pixel to blend, edr = edge detection rule
vec2 pos = fract(vTexCoord*global.SourceSize.xy)-vec2(0.5, 0.5); // pos = pixel position
vec2 dir = sign(pos); // dir = pixel direction
vec2 g1 = dir*t1.xy;
vec2 g2 = dir*t1.zw;
vec3 F = texture(xBR_lv1_mp_refpass, OriginalCoord +g1).rgb;
vec3 H = texture(xBR_lv1_mp_refpass, OriginalCoord +g2).rgb;
vec3 E = texture(xBR_lv1_mp_refpass, OriginalCoord ).rgb;
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vec4 icomp = round(clamp(dir*sym_vectors, vec4(0.0), vec4(1.0))); // choose info component
float info = remapFrom01(dot(texture(Source, vTexCoord), icomp), 255.0f); // retrieve 1st pass info
vec2 flags = unpack_info(info); // retrieve 1st pass flags
edr = flags.x;
px = flags.y;
vec3 color = mix(E, mix(H, F, px), edr*0.5); // interpolate if there's edge
FragColor = vec4(color, 1.0);
}