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Merge pull request #23 from rz5/master
(super-xbr) Use 'Original' instead of 'OriginalHistory1'. The latter
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commit
18bcb94089
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@ -34,7 +34,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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vec4 OriginalHistorySize1;
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} global;
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#pragma stage vertex
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@ -53,7 +52,7 @@ void main()
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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#define wp1 1.0
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#define wp2 0.0
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@ -121,29 +120,29 @@ void main()
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vec2 fp = fract(vTexCoord*global.SourceSize.xy);
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vec2 dir = fp - vec2(0.5, 0.5);
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if ((dir.x*dir.y) > 0.0)
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FragColor = (fp.x > 0.5) ? texture(Source, vTexCoord) : texture(OriginalHistory1, vTexCoord);
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FragColor = (fp.x > 0.5) ? texture(Source, vTexCoord) : texture(Original, vTexCoord);
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vec2 g1 = (fp.x>0.5) ? vec2(0.5*global.SourceSize.z, 0.0) : vec2(0.0, 0.5*global.SourceSize.w);
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vec2 g2 = (fp.x>0.5) ? vec2(0.0, 0.5*global.SourceSize.w) : vec2(0.5*global.SourceSize.z, 0.0);
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vec3 P0 = texture(OriginalHistory1, vTexCoord -3.0*g1 ).xyz;
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vec3 P1 = texture( Source, vTexCoord -3.0*g2).xyz;
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vec3 P2 = texture( Source, vTexCoord +3.0*g2).xyz;
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vec3 P3 = texture(OriginalHistory1, vTexCoord +3.0*g1 ).xyz;
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vec3 P0 = texture(Original, vTexCoord -3.0*g1 ).xyz;
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vec3 P1 = texture( Source, vTexCoord -3.0*g2).xyz;
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vec3 P2 = texture( Source, vTexCoord +3.0*g2).xyz;
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vec3 P3 = texture(Original, vTexCoord +3.0*g1 ).xyz;
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vec3 B = texture( Source, vTexCoord -2.0*g1 -g2).xyz;
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vec3 C = texture(OriginalHistory1, vTexCoord -g1 -2.0*g2).xyz;
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vec3 D = texture( Source, vTexCoord -2.0*g1 +g2).xyz;
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vec3 E = texture(OriginalHistory1, vTexCoord -g1 ).xyz;
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vec3 F = texture( Source, vTexCoord -g2).xyz;
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vec3 G = texture(OriginalHistory1, vTexCoord -g1 +2.0*g2).xyz;
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vec3 H = texture( Source, vTexCoord +g2).xyz;
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vec3 I = texture(OriginalHistory1, vTexCoord +g1 ).xyz;
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vec3 B = texture( Source, vTexCoord -2.0*g1 -g2).xyz;
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vec3 C = texture(Original, vTexCoord -g1 -2.0*g2).xyz;
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vec3 D = texture( Source, vTexCoord -2.0*g1 +g2).xyz;
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vec3 E = texture(Original, vTexCoord -g1 ).xyz;
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vec3 F = texture( Source, vTexCoord -g2).xyz;
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vec3 G = texture(Original, vTexCoord -g1 +2.0*g2).xyz;
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vec3 H = texture( Source, vTexCoord +g2).xyz;
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vec3 I = texture(Original, vTexCoord +g1 ).xyz;
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vec3 F4 = texture(OriginalHistory1, vTexCoord +g1 -2.0*g2).xyz;
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vec3 I4 = texture( Source, vTexCoord +2.0*g1 -g2).xyz;
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vec3 H5 = texture(OriginalHistory1, vTexCoord +g1 +2.0*g2).xyz;
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vec3 I5 = texture( Source, vTexCoord +2.0*g1 +g2).xyz;
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vec3 F4 = texture(Original, vTexCoord +g1 -2.0*g2).xyz;
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vec3 I4 = texture( Source, vTexCoord +2.0*g1 -g2).xyz;
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vec3 H5 = texture(Original, vTexCoord +g1 +2.0*g2).xyz;
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vec3 I5 = texture( Source, vTexCoord +2.0*g1 +g2).xyz;
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float b = RGBtoYUV( B );
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float c = RGBtoYUV( C );
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@ -1,19 +1,19 @@
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shaders = 3
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shader0 = super-xbr/super-xbr-pass0.slang
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shader0 = shaders/super-xbr/super-xbr-pass0.slang
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filter_linear0 = false
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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shader1 = super-xbr/super-xbr-pass1.slang
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shader1 = shaders/super-xbr/super-xbr-pass1.slang
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filter_linear1 = false
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scale_type_x1 = "source"
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scale_x1 = "2.000000"
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scale_type_y1 = "source"
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scale_y1 = "2.000000"
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shader2 = super-xbr/custom-jinc2-sharper.slang
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shader2 = shaders/super-xbr/custom-jinc2-sharper.slang
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filter_linear2 = false
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