mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
Add Chckerboard-Dedither shader
- Smooths checkerboard dithering.
This commit is contained in:
parent
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20
dithering/checkerboard-dedither.slangp
Normal file
20
dithering/checkerboard-dedither.slangp
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shaders = 4
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shader0 = shaders/checkerboard-dedither/linearize.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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alias0 = LinearGamma
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shader1 = shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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shader2 = shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang
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filter_linear3 = false
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#version 450
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/*
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Checkerboard Dedither - pass1
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2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_OPTION;
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float CD_BLEND_LEVEL;
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} params;
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#pragma parameter CB-DEDITHER "[CHECKERBOARD-DEDITHER PARAMS]" 0.0 0.0 0.0 0.0
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#pragma parameter CD_BLEND_OPTION " [ OFF | ON ]" 1.0 0.0 1.0 1.0
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#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
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#define CD_BLEND_OPTION params.CD_BLEND_OPTION
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#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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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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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec3 C = texture(Source, vTexCoord ).xyz;
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vec3 L = texture(Source, vTexCoord -dx).xyz;
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vec3 R = texture(Source, vTexCoord +dx).xyz;
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vec3 U = texture(Source, vTexCoord -dy).xyz;
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vec3 D = texture(Source, vTexCoord +dy).xyz;
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vec3 UL = texture(Source, vTexCoord -dx -dy).xyz;
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vec3 UR = texture(Source, vTexCoord +dx -dy).xyz;
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vec3 DL = texture(Source, vTexCoord -dx +dy).xyz;
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vec3 DR = texture(Source, vTexCoord +dx +dy).xyz;
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vec3 color = C;
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// Get min/max samples
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vec3 min_sample = min_s(C, L, R);
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vec3 max_sample = max_s(C, L, R);
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float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y);
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diff *= (1.0 - CD_BLEND_LEVEL);
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if (CD_BLEND_OPTION == 1)
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{
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min_sample = max(min_sample, min_s(C, U, D));
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max_sample = min(max_sample, max_s(C, U, D));
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color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
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}
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color = clamp(color, min_sample, max_sample);
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float luma_diff = abs(dot(C, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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@ -0,0 +1,122 @@
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#version 450
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/*
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Checkerboard Dedither - pass2
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2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
|
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|
of this software and associated documentation files (the "Software"), to deal
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||||||
|
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
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|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_BLEND_LEVEL;
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} params;
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#pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1
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#define CD_BLEND_LEVEL params.CD_BLEND_LEVEL
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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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 LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec3 color = C.rgb;
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
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vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
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vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
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vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
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float count1 = 0.0;
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float count2 = 0.0;
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float diff = (1.0 - CD_BLEND_LEVEL);
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// UL U UR
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// L C R
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// DL D DR
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count1 += (step(Delta, L.a*D.a*R.a));
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count1 += (step(Delta, L.a*U.a*R.a));
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count1 += (step(Delta, L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a));
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count2 += (step(Delta, U.a*L.a*D.a));
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count2 += (step(Delta, U.a*R.a*D.a));
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count2 += (step(Delta, U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a));
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if ((count1 * count2) > 0.0)
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color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
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else if (count1 > 0.0)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
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else if (count2 > 0.0)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
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float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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@ -0,0 +1,121 @@
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#version 450
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/*
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Checkerboard Dedither - pass3
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2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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||||||
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of this software and associated documentation files (the "Software"), to deal
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||||||
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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
|
||||||
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furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
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The above copyright notice and this permission notice shall be included in
|
||||||
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all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CD_HUD_DETAILS;
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float CD_ADJUST_VIEW;
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} params;
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#pragma parameter CD_HUD_DETAILS " Details Threshold" 1.0 0.0 5.0 1.0
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#pragma parameter CD_ADJUST_VIEW " Adjust View" 0.0 0.0 1.0 1.0
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#define CD_HUD_DETAILS params.CD_HUD_DETAILS
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#define CD_ADJUST_VIEW params.CD_ADJUST_VIEW
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#define GAMMA_EXP 2.0
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#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
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vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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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 LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec3 color = C.rgb;
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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float count = 0.0;
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float count2 = 0.0;
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// UL U UR
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// L C R
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// DL D DR
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count += step(Delta, L.a);
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count += step(Delta, R.a);
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count += step(Delta, U.a);
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||||||
|
count += step(Delta, D.a);
|
||||||
|
count += step(Delta, UL.a*UR.a*DL.a*DR.a);
|
||||||
|
|
||||||
|
count2 += (step(Delta, L.a*UL.a*U.a + U.a*UR.a*R.a + R.a*DR.a*D.a + D.a*DL.a*L.a));
|
||||||
|
|
||||||
|
if ((count < CD_HUD_DETAILS) && (count2 < 1.0))
|
||||||
|
color = oriC;
|
||||||
|
|
||||||
|
float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
|
||||||
|
|
||||||
|
color = mix(color, vec3(luma_diff), CD_ADJUST_VIEW);
|
||||||
|
|
||||||
|
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||||||
|
}
|
41
dithering/shaders/checkerboard-dedither/linearize.slang
Normal file
41
dithering/shaders/checkerboard-dedither/linearize.slang
Normal file
|
@ -0,0 +1,41 @@
|
||||||
|
#version 450
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push
|
||||||
|
{
|
||||||
|
vec4 SourceSize;
|
||||||
|
vec4 OriginalSize;
|
||||||
|
vec4 OutputSize;
|
||||||
|
uint FrameCount;
|
||||||
|
float InputGamma;
|
||||||
|
} params;
|
||||||
|
|
||||||
|
|
||||||
|
#define InputGamma 2.0
|
||||||
|
|
||||||
|
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
||||||
|
|
||||||
|
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()
|
||||||
|
{
|
||||||
|
FragColor = vec4(GAMMA_IN(texture(Source, vTexCoord).rgb), 1.0);
|
||||||
|
}
|
Loading…
Reference in a new issue