mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Merge pull request #21 from rz5/master
(crt-lottes-multipass) Style nits
This commit is contained in:
commit
97f02f97f2
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@ -2,25 +2,25 @@
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// -- config -- //
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#define hardScan -8.0
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#define warpX 0.031
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#define warpY 0.041
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#define maskDark 0.5
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#define maskLight 1.5
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#define shadowMask 1
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#define brightboost 1
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#define bloomAmount 1.0/16.0
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#define hardBloomScan -2.0
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#define shape 2.0
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#define hardScan -8.0
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#define warpX 0.031
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#define warpY 0.041
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#define maskDark 0.5
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#define maskLight 1.5
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#define shadowMask 1
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#define brightboost 1
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#define bloomAmount 1.0/16.0
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#define hardBloomScan -2.0
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#define shape 2.0
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#define DO_BLOOM
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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@ -30,8 +30,8 @@ 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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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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// PUBLIC DOMAIN CRT STYLED SCAN-LINE SHADER
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@ -64,126 +64,162 @@ layout(set = 0, binding = 9) uniform sampler2D horz7plus1;
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// Assuming using sRGB typed textures this should not be needed.
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float ToSrgb1(float c)
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{
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return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);
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return(c < 0.0031308 ? c*12.92 : 1.055*pow(c, 0.41666) - 0.055);
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}
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vec3 ToSrgb(vec3 c)
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{
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return vec3(ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));
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return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.SourceSize.xy;return -((pos-floor(pos))-vec2(0.5));}
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vec2 Dist(vec2 pos)
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{
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pos = pos*global.SourceSize.xy;
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return -((pos - floor(pos)) - vec2(0.5));
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}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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float Gaus(float pos, float scale)
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{
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return exp2(scale*pow(abs(pos), shape));
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}
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// Return scanline weight.
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float Scan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardScan);}
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float Scan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, hardScan);
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}
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// Return scanline weight for bloom.
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float BloomScan(vec2 pos,float off){
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float dst=Dist(pos).y;
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return Gaus(dst+off,hardBloomScan);}
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float BloomScan(vec2 pos, float off)
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{
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float dst = Dist(pos).y;
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return Gaus(dst + off, hardBloomScan);
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}
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// Allow nearest three lines to effect pixel.
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vec3 Tri(vec2 pos){
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vec3 a=texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0);
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vec3 b=texture(horz5, pos).rgb;//Horz5(pos, 0.0);
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vec3 c=texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0);
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float wa=Scan(pos,-1.0);
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float wb=Scan(pos, 0.0);
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float wc=Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;}
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vec3 Tri(vec2 pos)
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{
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vec3 a = texture(horz3minus1, pos).rgb;//Horz3(pos,-1.0);
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vec3 b = texture(horz5, pos).rgb;//Horz5(pos, 0.0);
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vec3 c = texture(horz3plus1, pos).rgb;//Horz3(pos, 1.0);
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float wa = Scan(pos, -1.0);
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float wb = Scan(pos, 0.0);
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float wc = Scan(pos, 1.0);
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return a*wa+b*wb+c*wc;
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}
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// Small bloom.
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vec3 Bloom(vec2 pos){
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vec3 a=texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0);
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vec3 b=texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0);
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vec3 c=texture(horz7, pos).rgb;//Horz7(pos, 0.0);
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vec3 d=texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0);
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vec3 e=texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0);
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float wa=BloomScan(pos,-2.0);
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float wb=BloomScan(pos,-1.0);
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float wc=BloomScan(pos, 0.0);
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float wd=BloomScan(pos, 1.0);
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float we=BloomScan(pos, 2.0);
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return a*wa+b*wb+c*wc+d*wd+e*we;}
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vec3 Bloom(vec2 pos)
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{
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vec3 a = texture(horz5minus2, pos).rgb;//Horz5(pos,-2.0);
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vec3 b = texture(horz7minus1, pos).rgb;//Horz7(pos,-1.0);
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vec3 c = texture(horz7, pos).rgb;//Horz7(pos, 0.0);
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vec3 d = texture(horz7plus1, pos).rgb;//Horz7(pos, 1.0);
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vec3 e = texture(horz5plus2, pos).rgb;//Horz5(pos, 2.0);
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float wa = BloomScan(pos, -2.0);
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float wb = BloomScan(pos, -1.0);
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float wc = BloomScan(pos, 0.0);
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float wd = BloomScan(pos, 1.0);
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float we = BloomScan(pos, 2.0);
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return a*wa+b*wb+c*wc+d*wd+e*we;
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos){
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pos=pos*2.0-1.0;
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pos*=vec2(1.0+(pos.y*pos.y)*warpX,1.0+(pos.x*pos.x)*warpY);
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return pos*0.5+0.5;}
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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// Shadow mask.
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vec3 Mask(vec2 pos){
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vec3 mask=vec3(maskDark,maskDark,maskDark);
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vec3 Mask(vec2 pos)
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{
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0) {
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float line=maskLight;
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float odd=0.0;
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if(fract(pos.x/6.0)<0.5)odd=1.0;
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if(fract((pos.y+odd)/2.0)<0.5)line=maskDark;
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pos.x=fract(pos.x/3.0);
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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mask*=line;
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}
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// Very compressed TV style shadow mask.
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if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x*0.166666666) < 0.5) odd = 1.0;
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if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark;
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pos.x = fract(pos.x*0.333333333);
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// Aperture-grille.
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else if (shadowMask == 2.0) {
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pos.x=fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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mask*=line;
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}
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x*0.333333333);
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0) {
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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// VGA style shadow mask.
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else if (shadowMask == 4.0) {
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pos.xy=floor(pos.xy*vec2(1.0,0.5));
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pos.x+=pos.y*3.0;
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pos.x=fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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if(pos.x<0.333)mask.r=maskLight;
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else if(pos.x<0.666)mask.g=maskLight;
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else mask.b=maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x*0.166666666);
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return mask;}
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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return mask;
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}
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void main()
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{
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vec2 pos=Warp(vTexCoord);
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vec3 outColor = Tri(pos);
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#ifdef DO_BLOOM
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//Add Bloom
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outColor.rgb+=Bloom(pos)*bloomAmount;
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#endif
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if(shadowMask > 0.0)
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outColor.rgb*=Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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//hacky clamp fix
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vec2 bordertest = (pos);
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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vec2 pos = Warp(vTexCoord);
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vec3 outColor = Tri(pos);
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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}
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#ifdef DO_BLOOM
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//Add Bloom
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outColor.rgb += Bloom(pos)*bloomAmount;
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#endif
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if (shadowMask > 0.0)
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outColor.rgb *= Mask(vTexCoord.xy / global.OutputSize.zw * 1.000001);
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/* TODO/FIXME - hacky clamp fix */
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vec2 bordertest = (pos);
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if ( bordertest.x > 0.0001 && bordertest.x < 0.9999 && bordertest.y > 0.0001 && bordertest.y < 0.9999)
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outColor.rgb = outColor.rgb;
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else
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outColor.rgb = vec3(0.0);
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FragColor = vec4(ToSrgb(outColor.rgb), 1.0);
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}
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@ -1,15 +1,15 @@
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#version 450
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#define hardPix -3.0
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#define brightboost 1
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#define shape 2.0
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#define hardPix -3.0
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#define brightboost 1
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#define shape 2.0
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 REFERENCESize;
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mat4 MVP;
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 REFERENCESize;
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} global;
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#pragma stage vertex
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@ -19,8 +19,8 @@ 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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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
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// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
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}
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@ -32,32 +32,46 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
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// Nearest emulated sample given floating point position and texel offset.
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// Also zero's off screen.
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vec3 Fetch(vec2 pos,vec2 off){
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pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
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return brightboost * texture(REFERENCE,pos.xy).rgb;
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vec3 Fetch(vec2 pos, vec2 off)
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{
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pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
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return brightboost * texture(REFERENCE, pos.xy).rgb;
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}
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// Distance in emulated pixels to nearest texel.
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vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
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vec2 Dist(vec2 pos)
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{
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pos = pos*global.REFERENCESize.xy;
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return -((pos - floor(pos)) - vec2(0.5));
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}
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// 1D Gaussian.
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float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
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float Gaus(float pos, float scale)
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{
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return exp2(scale*pow(abs(pos), shape));
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}
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// 3-tap Gaussian filter along horz line.
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vec3 Horz3(vec2 pos,float off){
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vec3 b=Fetch(pos,vec2(-1.0,off));
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vec3 c=Fetch(pos,vec2( 0.0,off));
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vec3 d=Fetch(pos,vec2( 1.0,off));
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float dst=Dist(pos).x;
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// Convert distance to weight.
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float scale=hardPix;
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float wb=Gaus(dst-1.0,scale);
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float wc=Gaus(dst+0.0,scale);
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float wd=Gaus(dst+1.0,scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
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vec3 Horz3(vec2 pos, float off)
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{
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vec3 b = Fetch(pos,vec2(-1.0, off));
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vec3 c = Fetch(pos,vec2( 0.0, off));
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vec3 d = Fetch(pos,vec2( 1.0, off));
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float dst = Dist(pos).x;
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// Convert distance to weight.
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float scale = hardPix;
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float wb = Gaus(dst - 1.0, scale);
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float wc = Gaus(dst + 0.0, scale);
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float wd = Gaus(dst + 1.0, scale);
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// Return filtered sample.
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return (b*wb+c*wc+d*wd) / (wb+wc+wd);
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}
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void main()
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{
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FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0);
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}
|
||||
FragColor = vec4(Horz3(vTexCoord, -1.0).rgb, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,32 +32,46 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 3-tap Gaussian filter along horz line.
|
||||
vec3 Horz3(vec2 pos,float off){
|
||||
vec3 b=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
// Return filtered sample.
|
||||
return (b*wb+c*wc+d*wd)/(wb+wc+wd);}
|
||||
vec3 Horz3(vec2 pos, float off)
|
||||
{
|
||||
vec3 b = Fetch(pos,vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos,vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos,vec2( 1.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardPix;
|
||||
float wb = Gaus(dst - 1.0, scale);
|
||||
float wc = Gaus(dst + 0.0, scale);
|
||||
float wd = Gaus(dst + 1.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (b*wb+c*wc+d*wd) / (wb+wc+wd);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0);
|
||||
}
|
||||
FragColor = vec4(Horz3(vTexCoord, 1.0).rgb, 1.0);
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,36 +32,50 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 5-tap Gaussian filter along horz line.
|
||||
vec3 Horz5(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 2.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wa=Gaus(dst-2.0,scale);
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
float we=Gaus(dst+2.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
|
||||
vec3 Horz5(vec2 pos,float off)
|
||||
{
|
||||
vec3 a = Fetch(pos,vec2(-2.0, off));
|
||||
vec3 b = Fetch(pos,vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos,vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos,vec2( 1.0, off));
|
||||
vec3 e = Fetch(pos,vec2( 2.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardPix;
|
||||
float wa = Gaus(dst - 2.0, scale);
|
||||
float wb = Gaus(dst - 1.0, scale);
|
||||
float wc = Gaus(dst + 0.0, scale);
|
||||
float wd = Gaus(dst + 1.0, scale);
|
||||
float we = Gaus(dst + 2.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz5(vTexCoord, 0.0).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,36 +32,50 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 5-tap Gaussian filter along horz line.
|
||||
vec3 Horz5(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 2.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wa=Gaus(dst-2.0,scale);
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
float we=Gaus(dst+2.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
|
||||
vec3 Horz5(vec2 pos,float off)
|
||||
{
|
||||
vec3 a = Fetch(pos,vec2(-2.0, off));
|
||||
vec3 b = Fetch(pos,vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos,vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos,vec2( 1.0, off));
|
||||
vec3 e = Fetch(pos,vec2( 2.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardPix;
|
||||
float wa = Gaus(dst - 2.0, scale);
|
||||
float wb = Gaus(dst - 1.0, scale);
|
||||
float wc = Gaus(dst + 0.0, scale);
|
||||
float wd = Gaus(dst + 1.0, scale);
|
||||
float we = Gaus(dst + 2.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz5(vTexCoord, -2.0).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardPix -3.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,36 +32,50 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 5-tap Gaussian filter along horz line.
|
||||
vec3 Horz5(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 c=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 2.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardPix;
|
||||
float wa=Gaus(dst-2.0,scale);
|
||||
float wb=Gaus(dst-1.0,scale);
|
||||
float wc=Gaus(dst+0.0,scale);
|
||||
float wd=Gaus(dst+1.0,scale);
|
||||
float we=Gaus(dst+2.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);}
|
||||
vec3 Horz5(vec2 pos,float off)
|
||||
{
|
||||
vec3 a = Fetch(pos,vec2(-2.0, off));
|
||||
vec3 b = Fetch(pos,vec2(-1.0, off));
|
||||
vec3 c = Fetch(pos,vec2( 0.0, off));
|
||||
vec3 d = Fetch(pos,vec2( 1.0, off));
|
||||
vec3 e = Fetch(pos,vec2( 2.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardPix;
|
||||
float wa = Gaus(dst - 2.0, scale);
|
||||
float wb = Gaus(dst - 1.0, scale);
|
||||
float wc = Gaus(dst + 0.0, scale);
|
||||
float wd = Gaus(dst + 1.0, scale);
|
||||
float we = Gaus(dst + 2.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz5(vTexCoord, 2.0).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardBloomPix -1.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,40 +32,54 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-3.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 c=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 f=Fetch(pos,vec2( 2.0,off));
|
||||
vec3 g=Fetch(pos,vec2( 3.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardBloomPix;
|
||||
float wa=Gaus(dst-3.0,scale);
|
||||
float wb=Gaus(dst-2.0,scale);
|
||||
float wc=Gaus(dst-1.0,scale);
|
||||
float wd=Gaus(dst+0.0,scale);
|
||||
float we=Gaus(dst+1.0,scale);
|
||||
float wf=Gaus(dst+2.0,scale);
|
||||
float wg=Gaus(dst+3.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
|
||||
vec3 Horz7(vec2 pos, float off)
|
||||
{
|
||||
vec3 a = Fetch(pos, vec2(-3.0, off));
|
||||
vec3 b = Fetch(pos, vec2(-2.0, off));
|
||||
vec3 c = Fetch(pos, vec2(-1.0, off));
|
||||
vec3 d = Fetch(pos, vec2( 0.0, off));
|
||||
vec3 e = Fetch(pos, vec2( 1.0, off));
|
||||
vec3 f = Fetch(pos, vec2( 2.0, off));
|
||||
vec3 g = Fetch(pos, vec2( 3.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardBloomPix;
|
||||
float wa = Gaus(dst - 3.0, scale);
|
||||
float wb = Gaus(dst - 2.0, scale);
|
||||
float wc = Gaus(dst - 1.0, scale);
|
||||
float wd = Gaus(dst + 0.0, scale);
|
||||
float we = Gaus(dst + 1.0, scale);
|
||||
float wf = Gaus(dst + 2.0, scale);
|
||||
float wg = Gaus(dst + 3.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz7(vTexCoord, 0.0).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardBloomPix -1.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,40 +32,54 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-3.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 c=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 f=Fetch(pos,vec2( 2.0,off));
|
||||
vec3 g=Fetch(pos,vec2( 3.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardBloomPix;
|
||||
float wa=Gaus(dst-3.0,scale);
|
||||
float wb=Gaus(dst-2.0,scale);
|
||||
float wc=Gaus(dst-1.0,scale);
|
||||
float wd=Gaus(dst+0.0,scale);
|
||||
float we=Gaus(dst+1.0,scale);
|
||||
float wf=Gaus(dst+2.0,scale);
|
||||
float wg=Gaus(dst+3.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
|
||||
vec3 Horz7(vec2 pos, float off)
|
||||
{
|
||||
vec3 a = Fetch(pos, vec2(-3.0, off));
|
||||
vec3 b = Fetch(pos, vec2(-2.0, off));
|
||||
vec3 c = Fetch(pos, vec2(-1.0, off));
|
||||
vec3 d = Fetch(pos, vec2( 0.0, off));
|
||||
vec3 e = Fetch(pos, vec2( 1.0, off));
|
||||
vec3 f = Fetch(pos, vec2( 2.0, off));
|
||||
vec3 g = Fetch(pos, vec2( 3.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardBloomPix;
|
||||
float wa = Gaus(dst - 3.0, scale);
|
||||
float wb = Gaus(dst - 2.0, scale);
|
||||
float wc = Gaus(dst - 1.0, scale);
|
||||
float wd = Gaus(dst + 0.0, scale);
|
||||
float we = Gaus(dst + 1.0, scale);
|
||||
float wf = Gaus(dst + 2.0, scale);
|
||||
float wg = Gaus(dst + 3.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz7(vTexCoord, -1.0).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#version 450
|
||||
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define brightboost 1
|
||||
#define shape 2.0
|
||||
#define hardBloomPix -1.5
|
||||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 REFERENCESize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -19,8 +19,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
// vTexCoord = floor(global.REFERENCESize.xy * TexCoord);
|
||||
// vTexCoord = (vTexCoord + 0.5) * global.REFERENCESize.zw;
|
||||
}
|
||||
|
@ -32,40 +32,54 @@ layout(set = 0, binding = 2) uniform sampler2D REFERENCE;
|
|||
|
||||
// Nearest emulated sample given floating point position and texel offset.
|
||||
// Also zero's off screen.
|
||||
vec3 Fetch(vec2 pos,vec2 off){
|
||||
pos=vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
return brightboost * texture(REFERENCE,pos.xy).rgb;
|
||||
vec3 Fetch(vec2 pos, vec2 off)
|
||||
{
|
||||
pos = vTexCoord;//(floor(pos*global.REFERENCESize.xy+off)+vec2(0.5,0.5)) * global.REFERENCESize.zw;
|
||||
|
||||
return brightboost * texture(REFERENCE, pos.xy).rgb;
|
||||
}
|
||||
|
||||
// Distance in emulated pixels to nearest texel.
|
||||
vec2 Dist(vec2 pos){pos=pos*global.REFERENCESize.xy;return -((pos-floor(pos))-vec2(0.5));}
|
||||
vec2 Dist(vec2 pos)
|
||||
{
|
||||
pos = pos*global.REFERENCESize.xy;
|
||||
|
||||
return -((pos - floor(pos)) - vec2(0.5));
|
||||
}
|
||||
|
||||
// 1D Gaussian.
|
||||
float Gaus(float pos,float scale){return exp2(scale*pow(abs(pos),shape));}
|
||||
float Gaus(float pos, float scale)
|
||||
{
|
||||
return exp2(scale*pow(abs(pos), shape));
|
||||
}
|
||||
|
||||
// 7-tap Gaussian filter along horz line.
|
||||
vec3 Horz7(vec2 pos,float off){
|
||||
vec3 a=Fetch(pos,vec2(-3.0,off));
|
||||
vec3 b=Fetch(pos,vec2(-2.0,off));
|
||||
vec3 c=Fetch(pos,vec2(-1.0,off));
|
||||
vec3 d=Fetch(pos,vec2( 0.0,off));
|
||||
vec3 e=Fetch(pos,vec2( 1.0,off));
|
||||
vec3 f=Fetch(pos,vec2( 2.0,off));
|
||||
vec3 g=Fetch(pos,vec2( 3.0,off));
|
||||
float dst=Dist(pos).x;
|
||||
// Convert distance to weight.
|
||||
float scale=hardBloomPix;
|
||||
float wa=Gaus(dst-3.0,scale);
|
||||
float wb=Gaus(dst-2.0,scale);
|
||||
float wc=Gaus(dst-1.0,scale);
|
||||
float wd=Gaus(dst+0.0,scale);
|
||||
float we=Gaus(dst+1.0,scale);
|
||||
float wf=Gaus(dst+2.0,scale);
|
||||
float wg=Gaus(dst+3.0,scale);
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);}
|
||||
vec3 Horz7(vec2 pos, float off)
|
||||
{
|
||||
vec3 a = Fetch(pos, vec2(-3.0, off));
|
||||
vec3 b = Fetch(pos, vec2(-2.0, off));
|
||||
vec3 c = Fetch(pos, vec2(-1.0, off));
|
||||
vec3 d = Fetch(pos, vec2( 0.0, off));
|
||||
vec3 e = Fetch(pos, vec2( 1.0, off));
|
||||
vec3 f = Fetch(pos, vec2( 2.0, off));
|
||||
vec3 g = Fetch(pos, vec2( 3.0, off));
|
||||
float dst = Dist(pos).x;
|
||||
|
||||
// Convert distance to weight.
|
||||
float scale = hardBloomPix;
|
||||
float wa = Gaus(dst - 3.0, scale);
|
||||
float wb = Gaus(dst - 2.0, scale);
|
||||
float wc = Gaus(dst - 1.0, scale);
|
||||
float wd = Gaus(dst + 0.0, scale);
|
||||
float we = Gaus(dst + 1.0, scale);
|
||||
float wf = Gaus(dst + 2.0, scale);
|
||||
float wg = Gaus(dst + 3.0, scale);
|
||||
|
||||
// Return filtered sample.
|
||||
return (a*wa+b*wb+c*wc+d*wd+e*we+f*wf+g*wg)/(wa+wb+wc+wd+we+wf+wg);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(Horz7(vTexCoord, 1.0).rgb, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,10 +4,10 @@
|
|||
|
||||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
mat4 MVP;
|
||||
vec4 OutputSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 SourceSize;
|
||||
} global;
|
||||
|
||||
#pragma stage vertex
|
||||
|
@ -17,8 +17,8 @@ layout(location = 0) out vec2 vTexCoord;
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
gl_Position = global.MVP * Position;
|
||||
vTexCoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
|
@ -28,5 +28,5 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
|
|||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0);
|
||||
}
|
||||
FragColor = vec4(pow(texture(Source, vTexCoord).rgb, vec3(GAMMA)), 1.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue