mirror of
https://github.com/italicsjenga/slang-shaders.git
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117 lines
2.8 KiB
Plaintext
117 lines
2.8 KiB
Plaintext
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#version 450
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/*
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ScaleFX - Pass 0
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by Sp00kyFox, 2017-03-01
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Filter: Nearest
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Scale: 1x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 0 prepares metric data for the next pass.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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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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float HSM_SCALEFX_ON;
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// float HSM_SCALEFX_SOURCE_RES_DIVISION_FACTOR;
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} params;
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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} global;
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#include "hsm-scalefx.inc"
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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(binding = 1) uniform sampler2D Source;
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// Reference: http://www.compuphase.com/cmetric.htm
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float dist(vec3 A, vec3 B)
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{
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float r = 0.5 * (A.r + B.r);
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vec3 d = A - B;
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vec3 c = vec3(2 + r, 4, 3 - r);
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return sqrt(dot(c*d, d)) / 3;
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}
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void main()
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{
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if (HSM_SCALEFX_ON < 0.5)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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/* grid metric
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A B C x y z
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E F o w
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*/
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// HSM Removed
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// #define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y)).rgb
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// HSM Added
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#define TEX(x, y) HSM_TextureOffset(Source, vTexCoord, vec2(x, y), params.SourceSize.xy).rgb
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// read texels
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vec3 A = TEX(-1,-1);
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vec3 B = TEX( 0,-1);
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vec3 C = TEX( 1,-1);
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vec3 E = TEX( 0, 0);
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vec3 F = TEX( 1, 0);
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// output
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FragColor = vec4(dist(E,A), dist(E,B), dist(E,C), dist(E,F));
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}
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