slang-shaders/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-scalefx/hsm-scalefx-pass1.slang

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2022-06-25 10:06:45 +10:00
#version 450
/*
ScaleFX - Pass 1
by Sp00kyFox, 2017-03-01
Filter: Nearest
Scale: 1x
ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
originally intended as an improvement upon Scale3x but became a new filter in
its own right.
ScaleFX interpolates edges up to level 6 and makes smooth transitions between
different slopes. The filtered picture will only consist of colours present
in the original.
Pass 1 calculates the strength of interpolation candidates.
Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
float SFX_CLR;
float SFX_SAA;
float HSM_SCALEFX_ON;
// float HSM_SCALEFX_SOURCE_RES_DIVISION_FACTOR;
} params;
// #pragma parameter SFX_CLR "ScaleFX Threshold" 0.50 0.01 1.00 0.01
#define SFX_CLR 0.5
// #pragma parameter SFX_SAA "ScaleFX Filter AA" 1.00 0.00 1.00 1.00
#define SFX_SAA 1
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
} global;
#include "hsm-scalefx.inc"
#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(binding = 1) uniform sampler2D Source;
// corner strength
float str(float d, vec2 a, vec2 b){
float diff = a.x - a.y;
float wght1 = max(SFX_CLR - d, 0) / SFX_CLR;
float wght2 = clamp((1-d) + (min(a.x, b.x) + a.x > min(a.y, b.y) + a.y ? diff : -diff), 0., 1.);
return (SFX_SAA == 1. || 2.*d < a.x + a.y) ? (wght1 * wght2) * (a.x * a.y) : 0.;
}
void main()
{
if (HSM_SCALEFX_ON < 0.5)
{
FragColor = texture(Source, vTexCoord);
return;
}
/* grid metric pattern
A B x y z x y
D E F o w w z
G H I
*/
// HSM Removed
// #define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
// HSM Added
#define TEX(x, y) HSM_TextureOffset(Source, vTexCoord, vec2(x, y), params.SourceSize.xy)
// metric data
vec4 A = TEX(-1,-1), B = TEX( 0,-1);
vec4 D = TEX(-1, 0), E = TEX( 0, 0), F = TEX( 1, 0);
vec4 G = TEX(-1, 1), H = TEX( 0, 1), I = TEX( 1, 1);
// corner strength
vec4 res;
res.x = str(D.z, vec2(D.w, E.y), vec2(A.w, D.y));
res.y = str(F.x, vec2(E.w, E.y), vec2(B.w, F.y));
res.z = str(H.z, vec2(E.w, H.y), vec2(H.w, I.y));
res.w = str(H.x, vec2(D.w, H.y), vec2(G.w, G.y));
FragColor = res;
}