mirror of
https://github.com/italicsjenga/slang-shaders.git
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147 lines
3.9 KiB
Plaintext
147 lines
3.9 KiB
Plaintext
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#version 450
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// "LeiFX" shader - "dither" and reduction process
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//
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// Copyright (C) 2013-2014 leilei
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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// This table came from the wikipedia article about Ordered Dithering. NOT MAME. Just to clarify.
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float erroredtable[16] = {
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16,4,13,1,
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8,12,5,9,
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14,2,15,3,
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6,10,7,11
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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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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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 DITHERAMOUNT 0.5f // was 0.33f
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#define DITHERBIAS -1 // 0 to 16, biases the value of the dither up. - was 8
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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 = 2) uniform sampler2D Source;
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void main()
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{
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float2 res;
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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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res.x = params.SourceSize.x;
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res.y = params.SourceSize.y;
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float2 ditheu = vTexCoord.xy * res.xy;
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ditheu.x = vTexCoord.x * res.x;
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ditheu.y = vTexCoord.y * res.y;
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// Dither. Total rewrite.
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// NOW, WHAT PIXEL AM I!??
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int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4!
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vec3 color;
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vec3 colord;
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color.r = outcolor.r * 255;
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color.g = outcolor.g * 255;
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color.b = outcolor.b * 255;
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float yeh = 0.0;
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float ohyes = 0.0;
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// for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = pow(erroredtable[yeh-15], 0.72f);
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if (yeh++==ditdex) ohyes = erroredtable[0];
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else if (yeh++==ditdex) ohyes = erroredtable[1];
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else if (yeh++==ditdex) ohyes = erroredtable[2];
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else if (yeh++==ditdex) ohyes = erroredtable[3];
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else if (yeh++==ditdex) ohyes = erroredtable[4];
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else if (yeh++==ditdex) ohyes = erroredtable[5];
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else if (yeh++==ditdex) ohyes = erroredtable[6];
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else if (yeh++==ditdex) ohyes = erroredtable[7];
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else if (yeh++==ditdex) ohyes = erroredtable[8];
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else if (yeh++==ditdex) ohyes = erroredtable[9];
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else if (yeh++==ditdex) ohyes = erroredtable[10];
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else if (yeh++==ditdex) ohyes = erroredtable[11];
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else if (yeh++==ditdex) ohyes = erroredtable[12];
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else if (yeh++==ditdex) ohyes = erroredtable[13];
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else if (yeh++==ditdex) ohyes = erroredtable[14];
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else if (yeh++==ditdex) ohyes = erroredtable[15];
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colord.r = color.r + ohyes;
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colord.g = color.g + (ohyes / 2);
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colord.b = color.b + ohyes;
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outcolor.rgb = colord.rgb * 0.003921568627451; // divide by 255, i don't trust em
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//
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// Reduce to 16-bit color
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//
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float3 why = float3(1.0);
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float3 reduceme = float3(1.0);
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float radooct = 32; // 32 is usually the proper value
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reduceme.r = pow(outcolor.r, why.r);
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reduceme.r *= radooct;
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reduceme.r = int(floor(reduceme.r));
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reduceme.r /= radooct;
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reduceme.r = pow(reduceme.r, why.r);
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reduceme.g = pow(outcolor.g, why.g);
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reduceme.g *= radooct * 2;
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reduceme.g = int(floor(reduceme.g));
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reduceme.g /= radooct * 2;
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reduceme.g = pow(reduceme.g, why.g);
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reduceme.b = pow(outcolor.b, why.b);
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reduceme.b *= radooct;
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reduceme.b = int(floor(reduceme.b));
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reduceme.b /= radooct;
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reduceme.b = pow(reduceme.b, why.b);
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outcolor.rgb = reduceme.rgb;
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FragColor = vec4(outcolor, 1.0);
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}
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