mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
add smootheststep shader
This commit is contained in:
parent
6c35ed7673
commit
3f8da2fe14
62
retro/shaders/smootheststep.slang
Normal file
62
retro/shaders/smootheststep.slang
Normal file
|
@ -0,0 +1,62 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Fragment shader based on "Improved texture interpolation" by Iñigo Quílez
|
||||
Original description: http://www.iquilezles.org/www/articles/texture/texture.htm
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
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 p = vTexCoord.xy;
|
||||
|
||||
p = p * params.SourceSize.xy + vec2(0.5, 0.5);
|
||||
|
||||
vec2 i = floor(p);
|
||||
vec2 f = p - i;
|
||||
|
||||
// Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression!
|
||||
// f = smoothstep(0.0, 1.0, f);
|
||||
// f = f * f * ( -2.0 * f + 3.0);
|
||||
|
||||
// Quilez - This is sharper than smoothstep.
|
||||
//f = f * f * f * (f * (f * 6.0 - vec2(15.0, 15.0)) + vec2(10.0, 10.0));
|
||||
|
||||
// smootheststep - This is even sharper than Quilez!
|
||||
f = f * f * f * f * (f * (f * (-20.0 * f + vec2(70.0, 70.0)) - vec2(84.0, 84.0)) + vec2(35.0, 35.0));
|
||||
|
||||
p = i + f;
|
||||
|
||||
p = (p - vec2(0.5, 0.5)) * params.SourceSize.zw;
|
||||
|
||||
// final sum and weight normalization
|
||||
FragColor = vec4(texture(Source, p).rgb, 1.0);
|
||||
}
|
4
retro/smootheststep.slangp
Normal file
4
retro/smootheststep.slangp
Normal file
|
@ -0,0 +1,4 @@
|
|||
shaders = 1
|
||||
|
||||
shader0 = shaders/smootheststep.slang
|
||||
filter_linear0 = true
|
Loading…
Reference in a new issue