slang-shaders/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang

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#version 450
/*
Copyright (C) 2016 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float AAOFFSET;
} params;
#pragma parameter AAOFFSET "AA offset first pass" 1.0 0.25 2.0 0.05
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 * 1.000001;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 tex = vTexCoord;
vec2 texsize = params.SourceSize.xy;
float dx = params.AAOFFSET/texsize.x;
float dy = params.AAOFFSET/texsize.y;
vec3 dt = vec3(1.0, 1.0, 1.0);
vec4 yx = vec4 ( dx, dy, -dx, -dy);
vec4 xh = yx*vec4(4.0,1.5,4.0,1.5);
vec4 yv = yx*vec4(1.5,4.0,1.5,4.0);
vec3 c11 = texture(Source, tex ).xyz;
vec3 s00 = texture(Source, tex + yx.zw).xyz;
vec3 s20 = texture(Source, tex + yx.xw).xyz;
vec3 s22 = texture(Source, tex + yx.xy).xyz;
vec3 s02 = texture(Source, tex + yx.zy).xyz;
vec3 h00 = texture(Source, tex + xh.zw).xyz;
vec3 h20 = texture(Source, tex + xh.xw).xyz;
vec3 h22 = texture(Source, tex + xh.xy).xyz;
vec3 h02 = texture(Source, tex + xh.zy).xyz;
vec3 v00 = texture(Source, tex + yv.zw).xyz;
vec3 v20 = texture(Source, tex + yv.xw).xyz;
vec3 v22 = texture(Source, tex + yv.xy).xyz;
vec3 v02 = texture(Source, tex + yv.zy).xyz;
float m1=1.0/(dot(abs(s00-s22),dt)+0.00001);
float m2=1.0/(dot(abs(s02-s20),dt)+0.00001);
float h1=1.0/(dot(abs(s00-h22),dt)+0.00001);
float h2=1.0/(dot(abs(s02-h20),dt)+0.00001);
float h3=1.0/(dot(abs(h00-s22),dt)+0.00001);
float h4=1.0/(dot(abs(h02-s20),dt)+0.00001);
float v1=1.0/(dot(abs(s00-v22),dt)+0.00001);
float v2=1.0/(dot(abs(s02-v20),dt)+0.00001);
float v3=1.0/(dot(abs(v00-s22),dt)+0.00001);
float v4=1.0/(dot(abs(v02-s20),dt)+0.00001);
vec3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2);
vec3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4);
vec3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4);
float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001);
float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001);
float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001);
FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0);
}