From a47a6ac869d129e35026489b12e688c0baa13c77 Mon Sep 17 00:00:00 2001 From: hunterk Date: Thu, 18 May 2017 12:46:03 -0500 Subject: [PATCH] add cbod shaders and preset --- dithering/cbod_v1.slangp | 12 +++ dithering/shaders/cbod-v1/cbod-v1-pass1.slang | 81 +++++++++++++++++++ dithering/shaders/cbod-v1/cbod-v1-pass2.slang | 81 +++++++++++++++++++ 3 files changed, 174 insertions(+) create mode 100644 dithering/cbod_v1.slangp create mode 100644 dithering/shaders/cbod-v1/cbod-v1-pass1.slang create mode 100644 dithering/shaders/cbod-v1/cbod-v1-pass2.slang diff --git a/dithering/cbod_v1.slangp b/dithering/cbod_v1.slangp new file mode 100644 index 0000000..5107e5b --- /dev/null +++ b/dithering/cbod_v1.slangp @@ -0,0 +1,12 @@ +shaders = 2 +shader0 = shaders/cbod-v1/cbod-v1-pass1.slang +shader1 = shaders/cbod-v1/cbod-v1-pass2.slang + +filter_linear0 = false +scale_type0 = source +scale0 = 1.0 + +filter_linear1 = false +scale_type1 = source +scale1 = 1.0 + diff --git a/dithering/shaders/cbod-v1/cbod-v1-pass1.slang b/dithering/shaders/cbod-v1/cbod-v1-pass1.slang new file mode 100644 index 0000000..41a2d18 --- /dev/null +++ b/dithering/shaders/cbod-v1/cbod-v1-pass1.slang @@ -0,0 +1,81 @@ +#version 450 + +/* +/ "Conditional Blending of Dither" Shader v1.0 - Pass 1 +/ Copyright (c) 2013, Alexander Kulagin +/ All Rights reserved. +/ +/ Redistribution and use in source and binary forms, with or without +/ modification, are permitted provided that the following conditions are met: +/ +/ * Redistributions of source code must retain the above copyright notice, +/ this list of conditions and the following disclaimer. +/ +/ * Redistributions in binary form must reproduce the above copyright +/ notice, this list of conditions and the following disclaimer in the +/ documentation and/or other materials provided with the distribution. +/ +/ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +/ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +/ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +/ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE +/ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +/ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +/ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +/ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +/ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +/ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +/ POSSIBILITY OF SUCH DAMAGE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec2 uv = vTexCoord - (params.SourceSize.zw) * 0.25; + vec2 uv_shift = (params.SourceSize.zw); + vec3 src = texture(Source, uv).rgb; + + // Searching for the Vertical Dithering Zones + vec3 dither_v_zone = vec3(texture(Source, uv + vec2(uv_shift.x, 0.)).rgb == texture(Source, uv - vec2(uv_shift.x, 0.)).rgb); + dither_v_zone = vec3(smoothstep(0.2, 1.0, dot(dither_v_zone, vec3(0.33333)))); + + // Searching for High Contrast "Safe" Zones + vec3 safe_zone = vec3(abs(dot(texture(Source, uv).rgb - texture(Source, uv - vec2(uv_shift.x, 0.)).rgb, vec3(0.3333)))); + safe_zone = vec3(lessThan(safe_zone , vec3(0.45))); + + // Horizontal Bluring by 1 pixel + vec3 blur_h = (texture(Source, uv).rgb + texture(Source, uv - vec2(uv_shift.x, 0.)).rgb) * 0.5; + + // Final Blend between Source and Blur using Dithering Zone and Safe Zone + vec3 finalcolor = mix(src, blur_h, dither_v_zone * safe_zone); + + FragColor = vec4(finalcolor, 1.0); +} \ No newline at end of file diff --git a/dithering/shaders/cbod-v1/cbod-v1-pass2.slang b/dithering/shaders/cbod-v1/cbod-v1-pass2.slang new file mode 100644 index 0000000..c3dbd68 --- /dev/null +++ b/dithering/shaders/cbod-v1/cbod-v1-pass2.slang @@ -0,0 +1,81 @@ +#version 450 + +/* +/ "Conditional Blending of Dither" Shader v1.0 - Pass 2 +/ Copyright (c) 2013, Alexander Kulagin +/ All Rights reserved. +/ +/ Redistribution and use in source and binary forms, with or without +/ modification, are permitted provided that the following conditions are met: +/ +/ * Redistributions of source code must retain the above copyright notice, +/ this list of conditions and the following disclaimer. +/ +/ * Redistributions in binary form must reproduce the above copyright +/ notice, this list of conditions and the following disclaimer in the +/ documentation and/or other materials provided with the distribution. +/ +/ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" +/ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +/ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +/ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE +/ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR +/ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF +/ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +/ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN +/ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) +/ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE +/ POSSIBILITY OF SUCH DAMAGE. +*/ + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + vec2 uv = vTexCoord - (params.SourceSize.zw) * 0.25; + vec2 uv_shift = (params.SourceSize.zw); + vec3 src = texture(Source, uv).rgb; + + // Searching for the Horizontal Dithering Zones + vec3 dither_h_zone = vec3(texture(Source, uv + vec2(0., uv_shift.y)).rgb == texture(Source, uv - vec2(0., uv_shift.y)).rgb); + dither_h_zone = vec3(smoothstep(0.2, 1.0, dot(dither_h_zone, vec3(0.33333)))); + + // Searching for High Contrast "Safe" Zones + vec3 safe_zone = vec3(abs(dot(texture(Source, uv).rgb - texture(Source, uv - vec2(0., uv_shift.y)).rgb, vec3(0.3333)))); + safe_zone = vec3(lessThan(safe_zone , vec3(0.45))); + + // Vertical Bluring by 1 pixel + vec3 blur_v = (texture(Source, uv).rgb + texture(Source, uv - vec2(0., uv_shift.y)).rgb) * 0.5; + + // Final Blend between Source and Blur using Dithering Zone and Safe Zone + vec3 finalcolor = mix(src, blur_v, dither_h_zone * safe_zone); + + FragColor = vec4(finalcolor, 1.0); +} \ No newline at end of file