mirror of
https://github.com/italicsjenga/slang-shaders.git
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129 lines
3.4 KiB
Plaintext
129 lines
3.4 KiB
Plaintext
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#version 450
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/*
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ScaleFX - Pass 1
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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 1 calculates the strength of interpolation candidates.
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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 SFX_CLR;
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float SFX_SAA;
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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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// #pragma parameter SFX_CLR "ScaleFX Threshold" 0.50 0.01 1.00 0.01
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#define SFX_CLR 0.5
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// #pragma parameter SFX_SAA "ScaleFX Filter AA" 1.00 0.00 1.00 1.00
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#define SFX_SAA 1
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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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// corner strength
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float str(float d, vec2 a, vec2 b){
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float diff = a.x - a.y;
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float wght1 = max(SFX_CLR - d, 0) / SFX_CLR;
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float wght2 = clamp((1-d) + (min(a.x, b.x) + a.x > min(a.y, b.y) + a.y ? diff : -diff), 0., 1.);
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return (SFX_SAA == 1. || 2.*d < a.x + a.y) ? (wght1 * wght2) * (a.x * a.y) : 0.;
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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 pattern
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A B x y z x y
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D E F o w w z
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G H I
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*/
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// HSM Removed
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// #define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
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// HSM Added
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#define TEX(x, y) HSM_TextureOffset(Source, vTexCoord, vec2(x, y), params.SourceSize.xy)
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// metric data
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vec4 A = TEX(-1,-1), B = TEX( 0,-1);
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vec4 D = TEX(-1, 0), E = TEX( 0, 0), F = TEX( 1, 0);
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vec4 G = TEX(-1, 1), H = TEX( 0, 1), I = TEX( 1, 1);
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// corner strength
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vec4 res;
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res.x = str(D.z, vec2(D.w, E.y), vec2(A.w, D.y));
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res.y = str(F.x, vec2(E.w, E.y), vec2(B.w, F.y));
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res.z = str(H.z, vec2(E.w, H.y), vec2(H.w, I.y));
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res.w = str(H.x, vec2(D.w, H.y), vec2(G.w, G.y));
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FragColor = res;
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}
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