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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-24 16:41:31 +11:00
add old 3dfx shader
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18
3dfx/shaders/old/3dfx_4x1.slangp
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18
3dfx/shaders/old/3dfx_4x1.slangp
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shaders = 6
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shader0 = 3dfx_pass_0.slang
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shader1 = 3dfx_pass_1.slang
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shader2 = 3dfx_pass_2.slang
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shader3 = 3dfx_pass_2.slang
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shader4 = 3dfx_pass_2.slang
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shader5 = 3dfx_pass_2.slang
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filter_linear0 = true
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filter_linear1 = true
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filter_linear2 = true
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filter_linear3 = true
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filter_linear4 = true
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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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147
3dfx/shaders/old/3dfx_pass_0.slang
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147
3dfx/shaders/old/3dfx_pass_0.slang
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#version 450
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// "LeiFX" shader - "dither" and reduction process
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//
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// Copyright (C) 2013-2014 leilei
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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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// This table came from the wikipedia article about Ordered Dithering. NOT MAME. Just to clarify.
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float erroredtable[16] = {
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16,4,13,1,
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8,12,5,9,
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14,2,15,3,
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6,10,7,11
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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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} params;
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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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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 DITHERAMOUNT 0.5f // was 0.33f
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#define DITHERBIAS -1 // 0 to 16, biases the value of the dither up. - was 8
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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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float2 res;
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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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res.x = params.SourceSize.x;
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res.y = params.SourceSize.y;
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float2 ditheu = vTexCoord.xy * res.xy;
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ditheu.x = vTexCoord.x * res.x;
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ditheu.y = vTexCoord.y * res.y;
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// Dither. Total rewrite.
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// NOW, WHAT PIXEL AM I!??
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int ditdex = int(mod(ditheu.x, 4.0)) * 4 + int(mod(ditheu.y, 4.0)); // 4x4!
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vec3 color;
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vec3 colord;
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color.r = outcolor.r * 255;
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color.g = outcolor.g * 255;
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color.b = outcolor.b * 255;
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float yeh = 0.0;
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float ohyes = 0.0;
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// for (yeh=ditdex; yeh<(ditdex+16); yeh++) ohyes = pow(erroredtable[yeh-15], 0.72f);
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if (yeh++==ditdex) ohyes = erroredtable[0];
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else if (yeh++==ditdex) ohyes = erroredtable[1];
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else if (yeh++==ditdex) ohyes = erroredtable[2];
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else if (yeh++==ditdex) ohyes = erroredtable[3];
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else if (yeh++==ditdex) ohyes = erroredtable[4];
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else if (yeh++==ditdex) ohyes = erroredtable[5];
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else if (yeh++==ditdex) ohyes = erroredtable[6];
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else if (yeh++==ditdex) ohyes = erroredtable[7];
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else if (yeh++==ditdex) ohyes = erroredtable[8];
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else if (yeh++==ditdex) ohyes = erroredtable[9];
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else if (yeh++==ditdex) ohyes = erroredtable[10];
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else if (yeh++==ditdex) ohyes = erroredtable[11];
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else if (yeh++==ditdex) ohyes = erroredtable[12];
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else if (yeh++==ditdex) ohyes = erroredtable[13];
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else if (yeh++==ditdex) ohyes = erroredtable[14];
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else if (yeh++==ditdex) ohyes = erroredtable[15];
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colord.r = color.r + ohyes;
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colord.g = color.g + (ohyes / 2);
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colord.b = color.b + ohyes;
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outcolor.rgb = colord.rgb * 0.003921568627451; // divide by 255, i don't trust em
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//
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// Reduce to 16-bit color
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//
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float3 why = float3(1.0);
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float3 reduceme = float3(1.0);
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float radooct = 32; // 32 is usually the proper value
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reduceme.r = pow(outcolor.r, why.r);
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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.r);
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reduceme.g = pow(outcolor.g, why.g);
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reduceme.g *= radooct * 2;
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reduceme.g = int(floor(reduceme.g));
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reduceme.g /= radooct * 2;
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reduceme.g = pow(reduceme.g, why.g);
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reduceme.b = pow(outcolor.b, why.b);
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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.b);
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outcolor.rgb = reduceme.rgb;
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FragColor = vec4(outcolor, 1.0);
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}
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92
3dfx/shaders/old/3dfx_pass_1.slang
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92
3dfx/shaders/old/3dfx_pass_1.slang
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@ -0,0 +1,92 @@
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#version 450
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// "LeiFX" shader - Gamma process
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//
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// Copyright (C) 2013-2014 leilei
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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float mod2(float x, float y)
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{
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return x - y * floor (x/y);
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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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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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float2 res;
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res.x = params.SourceSize.x;
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res.y = params.SourceSize.y;
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// Gamma scanlines
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// the Voodoo drivers usually supply a 1.3 gamma setting whether people liked it or not
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// but it was enough to brainwash the competition for looking 'too dark'
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float gammaed = 0.15;
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float leifx_linegamma = gammaed;
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float2 dithet = vTexCoord.xy * res.xy;
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dithet.y = vTexCoord.y * res.y;
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float horzline1 = (mod2(dithet.y, 2.0));
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if (horzline1 < 1) leifx_linegamma = 0;
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float leifx_gamma = 1.3 - gammaed + leifx_linegamma;
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outcolor.r = pow(outcolor.r, 1.0 / leifx_gamma);
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outcolor.g = pow(outcolor.g, 1.0 / leifx_gamma);
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outcolor.b = pow(outcolor.b, 1.0 / leifx_gamma);
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FragColor = vec4(outcolor, 1.0);
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}
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114
3dfx/shaders/old/3dfx_pass_2.slang
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3dfx/shaders/old/3dfx_pass_2.slang
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@ -0,0 +1,114 @@
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#version 450
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// "LeiFX" shader - Pixel filtering process
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//
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// Copyright (C) 2013-2014 leilei
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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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float LEIFX_BLURFACTOR;
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} params;
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#pragma parameter LEIFX_BLURFACTOR "LeiFX Blur Factor" 0.69 0.00 1.00 0.01
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#define LEIFX_BLURFACTOR params.LEIFX_BLURFACTOR
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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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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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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float2 pixel;
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pixel.x = params.SourceSize.z;
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pixel.y = params.SourceSize.w;
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// Sample things.
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float blendy; // to blend unblended with blend... trying to smooth the jag :(
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float blenda;
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float blendfactor;
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float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x * 0.15), 0)).rgb;
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float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x * 0.22, 0)).rgb;
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float3 pixel0 = tex2D(Source, vTexCoord + float2(0, 0)).rgb;
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float3 pixelblend;
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float gary1 = dot(pixel1.rgb,float3(1.0));
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float gary2 = dot(pixel2.rgb,float3(1.0));
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float mean = 1.0;
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mean = gary1 - gary2;
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if (mean < 0) mean *= -1;
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if (mean > 1) mean = 1;
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mean = pow(mean, LEIFX_BLURFACTOR);
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if (mean > 1)
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mean = 1;
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{
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// variably BLEND IT ALL TO H*CK!!!!
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blendy = 1 - mean;
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blenda = 1 - blendy;
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pixel0 /= 3;
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pixel1 /= 3;
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pixel2 /= 3;
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pixelblend.rgb = pixel0 + pixel1 + pixel2;
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outcolor.rgb = (pixelblend.rgb * blendy) + (outcolor.rgb * blenda);
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}
|
||||||
|
|
||||||
|
FragColor = vec4(outcolor, 1.0);
|
||||||
|
}
|
Loading…
Reference in a new issue