Add Slang ports of the auto-box shaders

This commit is contained in:
Monroe88 2018-04-15 16:15:26 -05:00
parent 533fbb6547
commit 540fa91c62
3 changed files with 148 additions and 0 deletions

44
auto-box/box-center.slang Normal file
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#version 450
/*
Box Center Shader
Centers pre-scaled output into the viewport, to prevent unintentional non-integer scaling. Maintains 1x scale of the input.
Author: Themaister
License: Public domain
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
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;
vec2 box_scale = vec2(1.0);
vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale;
vec2 middle = vec2(0.5);
vec2 diff = TexCoord - middle;
vTexCoord = middle + diff * scale;
}
#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(texture(Source, vTexCoord).rgb, 1.0);
}

54
auto-box/box-max.slang Normal file
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#version 450
/*
Box Max Shader
Automatically scales output to the maximum integer scale possible.
Author: Themaister
License: Public domain
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
float min(vec2 x)
{
if (x.x > x.y)
return x.y;
else
return x.x;
}
void main()
{
gl_Position = global.MVP * Position;
vec2 box_scale = floor(global.OutputSize.xy / global.SourceSize.xy);
box_scale = vec2(min(box_scale), min(box_scale));
vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale;
vec2 middle = vec2(0.5);
vec2 diff = TexCoord - middle;
vTexCoord = middle + diff * scale;
}
#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(texture(Source, vTexCoord).rgb, 1.0);
}

50
auto-box/box.slang Normal file
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#version 450
/*
Box Shader
Scales output according to the scale factor parameters.
Author: Themaister
License: Public domain
*/
layout(std140, set = 0, binding = 0) uniform UBO
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
mat4 MVP;
float x_scale;
float y_scale;
} global;
#pragma parameter x_scale "X Scale" 3.0 1.0 100.0 1.0
#pragma parameter y_scale "Y Scale" 3.0 1.0 100.0 1.0
#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;
vec2 box_scale = vec2(global.x_scale, global.y_scale);
vec2 scale = (global.OutputSize.xy / global.SourceSize.xy) / box_scale;
vec2 middle = vec2(0.5);
vec2 diff = TexCoord - middle;
vTexCoord = middle + diff * scale;
}
#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(texture(Source, vTexCoord).rgb, 1.0);
}