mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
157 lines
5 KiB
Plaintext
157 lines
5 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Sgenpt-Mix - pass3
|
||
|
|
||
|
2011-2022 Hyllian - sergiogdb@gmail.com
|
||
|
|
||
|
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;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float CB_MITIG_NEIGHBRS;
|
||
|
float CB_MITIG_LINES;
|
||
|
float CB_ADJUST_VIEW;
|
||
|
// float UseGamma;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter CB_MITIG_NEIGHBRS " Checkerboard - Mitigate Errors in Neighbors" 1.0 0.0 4.0 1.0
|
||
|
#define CB_MITIG_NEIGHBRS params.CB_MITIG_NEIGHBRS
|
||
|
|
||
|
#pragma parameter CB_MITIG_LINES " Checkerboard - Mitigate Errors in Regions" 1.0 0.0 1.0 1.0
|
||
|
#define CB_MITIG_LINES params.CB_MITIG_LINES
|
||
|
|
||
|
#pragma parameter CB_ADJUST_VIEW " Checkerboard - Show Debug View" 0.0 0.0 1.0 1.0
|
||
|
#define CB_ADJUST_VIEW params.CB_ADJUST_VIEW
|
||
|
|
||
|
// #pragma parameter UseGamma " Gamma Slider" 1.0 0.0 1.0 0.1
|
||
|
|
||
|
|
||
|
// #define UseGamma params.UseGamma
|
||
|
// #define CBDOuputGamma (UseGamma+1.0)
|
||
|
|
||
|
// #define GAMMA_OUT(color) pow(color, vec3(1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma, 1.0 / CBDOuputGamma))
|
||
|
|
||
|
#define PATTERN(A) step(Delta,A)
|
||
|
|
||
|
const float Delta = 0.000000001;
|
||
|
const vec3 Y = vec3( 0.299, 0.587, 0.114);
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
|
||
|
#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(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
||
|
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
||
|
|
||
|
// Reading the texels.
|
||
|
vec4 C = texture(Source, vTexCoord );
|
||
|
vec4 L = texture(Source, vTexCoord -dx );
|
||
|
vec4 R = texture(Source, vTexCoord +dx );
|
||
|
vec4 U = texture(Source, vTexCoord -dy);
|
||
|
vec4 D = texture(Source, vTexCoord +dy);
|
||
|
vec4 UL = texture(Source, vTexCoord -dx -dy);
|
||
|
vec4 UR = texture(Source, vTexCoord +dx -dy);
|
||
|
vec4 DL = texture(Source, vTexCoord -dx +dy);
|
||
|
vec4 DR = texture(Source, vTexCoord +dx +dy);
|
||
|
|
||
|
vec4 L2 = texture(Source, vTexCoord -2.0*dx );
|
||
|
vec4 R2 = texture(Source, vTexCoord +2.0*dx );
|
||
|
vec4 U2 = texture(Source, vTexCoord -2.0*dy);
|
||
|
vec4 D2 = texture(Source, vTexCoord +2.0*dy);
|
||
|
|
||
|
vec4 L3 = texture(Source, vTexCoord -3.0*dx );
|
||
|
vec4 R3 = texture(Source, vTexCoord +3.0*dx );
|
||
|
vec4 U3 = texture(Source, vTexCoord -3.0*dy);
|
||
|
vec4 D3 = texture(Source, vTexCoord +3.0*dy);
|
||
|
|
||
|
vec3 color = C.rgb;
|
||
|
|
||
|
vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
|
||
|
|
||
|
float count = 0.0;
|
||
|
float count2 = 0.0;
|
||
|
float count3 = 0.0;
|
||
|
|
||
|
// U3
|
||
|
// U2
|
||
|
// UL U UR
|
||
|
// L3 L2 L C R R2 R3
|
||
|
// DL D DR
|
||
|
// D2
|
||
|
// D3
|
||
|
|
||
|
count += PATTERN(L.a);
|
||
|
count += PATTERN(R.a);
|
||
|
count += PATTERN(U.a);
|
||
|
count += PATTERN(D.a);
|
||
|
count += PATTERN(UL.a*UR.a*DL.a*DR.a);
|
||
|
|
||
|
count2 += PATTERN(L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a);
|
||
|
|
||
|
count3 += PATTERN(L3.a*L2.a*L.a);
|
||
|
count3 += PATTERN(L2.a*L.a*R.a);
|
||
|
count3 += PATTERN(L.a*R.a*R2.a);
|
||
|
count3 += PATTERN(R.a*R2.a*R3.a);
|
||
|
|
||
|
count3 += PATTERN(U3.a*U2.a*U.a);
|
||
|
count3 += PATTERN(U2.a*U.a*D.a);
|
||
|
count3 += PATTERN(U.a*D.a*D2.a);
|
||
|
count3 += PATTERN(D.a*D2.a*D3.a);
|
||
|
|
||
|
if ((count < CB_MITIG_NEIGHBRS) && (count2 < 1.0))
|
||
|
color = oriC;
|
||
|
else if ((CB_MITIG_LINES == 1.0) && (count3 < 1.0))
|
||
|
color = oriC;
|
||
|
|
||
|
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||
|
|
||
|
color = mix(color, vec3(luma_diff), CB_ADJUST_VIEW);
|
||
|
|
||
|
FragColor = vec4(color, 1.0);
|
||
|
}
|