add Hyllian's sgenpt dedithering shader and preset

This commit is contained in:
hunterk 2020-11-13 15:25:55 -06:00
parent f38aa5a41e
commit 05bccc5209
2 changed files with 110 additions and 0 deletions

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shaders = 1
shader0 = shaders/sgenpt-mix.slang
filter_linear0 = false
scale_type0 = source
scale0 = 1.0

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#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);
}