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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-21 23:31:30 +11:00
add bayer-matrix, gendither and gdapt shaders
This commit is contained in:
parent
7c2c7406ab
commit
5f1b86f316
4
dithering/bayer-matrix-dithering.slangp
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4
dithering/bayer-matrix-dithering.slangp
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shaders = 1
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shader0 = shaders/bayer-matrix-dithering.slang
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filter_linear0 = false
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11
dithering/gdapt.slangp
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11
dithering/gdapt.slangp
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shaders = 2
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shader0 = shaders/gdapt/gdapt-pass0.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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shader1 = shaders/gdapt/gdapt-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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4
dithering/gendither.slangp
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4
dithering/gendither.slangp
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shaders = 1
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shader0 = shaders/gendither.slang
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filter_linear0 = false
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87
dithering/shaders/bayer-matrix-dithering.slang
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87
dithering/shaders/bayer-matrix-dithering.slang
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#version 450
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// 8x8 Bayer matrix dithering
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// by Martins Upitis
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// license: "All the content here is and will be free to use for everyone, but a donation is always nice."
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// url: http://devlog-martinsh.blogspot.com/2011/03/glsl-8x8-bayer-matrix-dithering.html
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// adapted for RetroArch by hunterk
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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 animate;
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float dither_size;
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} params;
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#pragma parameter animate "Dithering Animation" 0.0 0.0 1.0 1.0
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#pragma parameter dither_size "Dither Size" 0.0 0.0 0.95 0.05
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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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float find_closest(int x, int y, float c0)
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{
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int dither[8][8] = {
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{ 0, 32, 8, 40, 2, 34, 10, 42}, /* 8x8 Bayer ordered dithering */
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{48, 16, 56, 24, 50, 18, 58, 26}, /* pattern. Each input pixel */
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{12, 44, 4, 36, 14, 46, 6, 38}, /* is scaled to the 0..63 range */
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{60, 28, 52, 20, 62, 30, 54, 22}, /* before looking in this table */
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{ 3, 35, 11, 43, 1, 33, 9, 41}, /* to determine the action. */
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{51, 19, 59, 27, 49, 17, 57, 25},
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{15, 47, 7, 39, 13, 45, 5, 37},
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{63, 31, 55, 23, 61, 29, 53, 21} };
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float limit = 0.0;
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if(x < 8)
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{
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limit = (dither[x][y]+1)/64.0;
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}
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if(c0 < limit)
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return 0.0;
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return 1.0;
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}
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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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float Scale = 3.0 + mod(2.0 * params.FrameCount, 32.0) * params.animate + params.dither_size;
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vec4 lum = vec4(0.299, 0.587, 0.114, 0);
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float grayscale = dot(texture(Source, vTexCoord), lum);
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vec3 rgb = texture(Source, vTexCoord).rgb;
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vec2 xy = (vTexCoord * params.OutputSize.xy) * Scale;
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int x = int(mod(xy.x, 8));
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int y = int(mod(xy.y, 8));
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vec3 finalRGB;
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finalRGB.r = find_closest(x, y, rgb.r);
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finalRGB.g = find_closest(x, y, rgb.g);
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finalRGB.b = find_closest(x, y, rgb.b);
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float final = find_closest(x, y, grayscale);
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FragColor = vec4(finalRGB, 1.0);
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}
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78
dithering/shaders/gdapt/gdapt-pass0.slang
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78
dithering/shaders/gdapt/gdapt-pass0.slang
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#version 450
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/*
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Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 0
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by Sp00kyFox, 2014
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Neighbor anaylsis via dot product of the difference vectors.
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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 MODE;
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float PWR;
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} params;
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#pragma parameter MODE "GDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0
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#pragma parameter PWR "GDAPT Color Metric Exp" 2.0 0.0 10.0 0.1
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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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#define dot(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).xyz
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// Reference: http://www.compuphase.com/cmetric.htm
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float eq(vec3 A, vec3 B)
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{
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vec3 diff = A-B;
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float ravg = (A.x + B.x) * 0.5;
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diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg);
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return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), params.PWR );
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}
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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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layout(location = 1) out vec2 t1;
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void main()
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{
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gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
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vTexCoord = TexCoord;
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t1 = params.SourceSize.zw;
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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 = 1) in vec2 t1;
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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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vec3 C = TEX( 0, 0);
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vec3 L = TEX(-1, 0);
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vec3 R = TEX( 1, 0);
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float tag = 0.0;
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if(params.MODE > 0.5){
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tag = ((L == R) && (C != L)) ? 1.0 : 0.0;
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}
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else{
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tag = dot(normalize(C-L), normalize(C-R)) * eq(L,R);
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}
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FragColor = vec4(C, tag);
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}
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93
dithering/shaders/gdapt/gdapt-pass1.slang
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93
dithering/shaders/gdapt/gdapt-pass1.slang
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#version 450
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/*
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Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 1
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by Sp00kyFox, 2014
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Blends pixels based on detected dithering patterns.
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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 STEPS;
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float DEBUG;
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} params;
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#pragma parameter STEPS "GDAPT Error Prevention LVL" 1.0 0.0 5.0 1.0
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#pragma parameter DEBUG "GDAPT Adjust View" 0.0 0.0 1.0 1.0
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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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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1)
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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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layout(location = 1) out vec2 t1;
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void main()
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{
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gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
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vTexCoord = TexCoord;
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t1 = params.SourceSize.zw;
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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 = 1) in vec2 t1;
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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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vec4 C = TEX( 0, 0);
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vec4 L = TEX(-1, 0);
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vec4 R = TEX( 1, 0);
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float str = 0.0;
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if(params.STEPS == 0.0){
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str = C.w;
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}
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else if(params.STEPS == 1.0){
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str = min(max(L.w, R.w), C.w);
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}
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else if(params.STEPS == 2.0){
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str = min(max(min(max(TEX(-2,0).w, R.w), L.w), min(R.w, TEX(2,0).w)), C.w);
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}
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else if(params.STEPS == 3.0){
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float tmp = min(R.w, TEX(2,0).w);
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str = min(max(min(max(min(max(TEX(-3,0).w, R.w), TEX(-2,0).w), tmp), L.w), min(tmp, TEX(3,0).w)), C.w);
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}
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else if(params.STEPS == 4.0){
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float tmp1 = min(R.w, TEX(2,0).w);
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float tmp2 = min(tmp1, TEX(3,0).w);
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str = min(max(min(max(min(max(min(max(TEX(-4,0).w, R.w), TEX(-3,0).w), tmp1), TEX(-2,0).w), tmp2), L.w), min(tmp2, TEX(4,0).w)), C.w);
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}
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else{
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float tmp1 = min(R.w, TEX(2,0).w);
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float tmp2 = min(tmp1, TEX(3,0).w);
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float tmp3 = min(tmp2, TEX(4,0).w);
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str = min(max(min(max(min(max(min(max(min(max(TEX(-5,0).w, R.w), TEX(-4,0).w), tmp1), TEX(-3,0).w), tmp2), TEX(-2,0).w), tmp3), L.w), min(tmp3, TEX(5,0).w)), C.w);
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}
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if(params.DEBUG > 0.5)
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FragColor = vec4(str);
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float sum = L.w + R.w;
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float wght = max(L.w, R.w);
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wght = (wght == 0.0) ? 1.0 : sum/wght;
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FragColor = vec4(mix(C.xyz, (wght*C.xyz + L.w*L.xyz + R.w*R.xyz)/(wght + sum), str), 1.0);
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}
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101
dithering/shaders/gendither.slang
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101
dithering/shaders/gendither.slang
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#version 450
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// Gendither
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//
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// Copyright (C) 2013-2014 leilei
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// adapted for slang format by hunterk
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or (at your option)
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// any later version.
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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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} params;
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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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// This table is a lazy jailbar pattern
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int erroredtable[16] = {
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0,1,0,1,
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16,15,16,15,
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0,1,0,1,
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16,15,16,15
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};
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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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vec3 final = texture(Source, vTexCoord).rgb;
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vec2 ditheu = vTexCoord.xy * params.SourceSize.xy;
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// Dither
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int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4!
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ivec3 color;
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ivec3 colord;
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color.r = int(final.r) * 224;
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color.g = int(final.g) * 224;
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color.b = int(final.b) * 224;
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int yeh = 0;
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int ohyes = 0;
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// looping through a lookup table matrix
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for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = erroredtable[yeh-15];
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colord.r = color.r + ohyes;
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colord.g = color.g + ohyes;
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colord.b = color.b + ohyes;
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final.rgb += colord.rgb * 0.003921568627451; // divide by 255, i don't trust em
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// Reduce color depth
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float why = 1.0;
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vec3 reduceme = vec3(1.0);
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float radooct = 4.4; // 32 is usually the proper value // 4.4 was eyeballed
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reduceme.r = pow(final.r, why);
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reduceme.r *= radooct;
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reduceme.r = int(floor(reduceme.r));
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reduceme.r /= radooct;
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reduceme.r = pow(reduceme.r, why);
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reduceme.g = pow(final.g, why);
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reduceme.g *= radooct;
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reduceme.g = int(floor(reduceme.g));
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reduceme.g /= radooct;
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reduceme.g = pow(reduceme.g, why);
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reduceme.b = pow(final.b, why);
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reduceme.b *= radooct;
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reduceme.b = int(floor(reduceme.b));
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reduceme.b /= radooct;
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reduceme.b = pow(reduceme.b, why);
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// Brightness cap
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reduceme.rgb = clamp(reduceme.rgb, vec3(0.0), vec3(0.875));
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FragColor = vec4(reduceme.rgb, 1.0);
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}
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