diff --git a/dithering/sgenpt-mix.slangp b/dithering/sgenpt-mix.slangp new file mode 100644 index 0000000..3bd73ab --- /dev/null +++ b/dithering/sgenpt-mix.slangp @@ -0,0 +1,6 @@ +shaders = 1 + +shader0 = shaders/sgenpt-mix.slang +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 diff --git a/dithering/shaders/sgenpt-mix.slang b/dithering/shaders/sgenpt-mix.slang new file mode 100644 index 0000000..b7120ae --- /dev/null +++ b/dithering/shaders/sgenpt-mix.slang @@ -0,0 +1,104 @@ +#version 450 + +/* + SGENPT-MIX - Sega Genesis Pseudo Transparency Mixer Shader - v4 + + 2011-2020 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 SGPT_SHARPNESS; + float SGPT_BLEND_OPTION; +} params; + +#pragma parameter SGPT_SHARPNESS "SGENPT-MIX Sharpness" 1.0 0.0 1.0 0.1 +#pragma parameter SGPT_BLEND_OPTION "OFF | Transparency | Checkerboard" 1.0 0.0 2.0 1.0 +#define SGPT_SHARPNESS params.SGPT_SHARPNESS +#define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION + +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; + +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. + vec3 C = texture(Source, vTexCoord ).xyz; + vec3 L = texture(Source, vTexCoord -dx).xyz; + vec3 R = texture(Source, vTexCoord +dx).xyz; + vec3 U = texture(Source, vTexCoord -dy).xyz; + vec3 D = texture(Source, vTexCoord +dy).xyz; + + vec3 color = C; + + if (SGPT_BLEND_OPTION > 0.0) + { + // Get min/max samples + vec3 min_sample = min(C, max(L, R)); + vec3 max_sample = max(C, min(L, R)); + + color = 0.5*C + 0.25*(L + R); + + if (SGPT_BLEND_OPTION > 1.0) + { + // Get min/max samples + min_sample = max(min_sample, min(C, max(U, D))); + max_sample = min(max_sample, max(C, min(U, D))); + + color = 0.5*C + 0.125*(L + R + U + D); + } + + // Sharpness control + vec3 aux = color; + color = clamp(color, min_sample, max_sample); + color = mix(aux, color, SGPT_SHARPNESS); + } + + FragColor = vec4(color, 1.0); +}