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https://github.com/italicsjenga/slang-shaders.git
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add cbod shaders and preset
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parent
7226419f24
commit
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12
dithering/cbod_v1.slangp
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12
dithering/cbod_v1.slangp
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shaders = 2
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shader0 = shaders/cbod-v1/cbod-v1-pass1.slang
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shader1 = shaders/cbod-v1/cbod-v1-pass2.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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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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81
dithering/shaders/cbod-v1/cbod-v1-pass1.slang
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dithering/shaders/cbod-v1/cbod-v1-pass1.slang
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#version 450
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/*
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/ "Conditional Blending of Dither" Shader v1.0 - Pass 1
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/ Copyright (c) 2013, Alexander Kulagin <coastkid3d@gmail.com>
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/ All Rights reserved.
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/
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/ Redistribution and use in source and binary forms, with or without
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/ modification, are permitted provided that the following conditions are met:
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/
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/ * Redistributions of source code must retain the above copyright notice,
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/ this list of conditions and the following disclaimer.
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/
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/ * Redistributions in binary form must reproduce the above copyright
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/ notice, this list of conditions and the following disclaimer in the
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/ documentation and/or other materials provided with the distribution.
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/
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/ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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/ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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/ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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/ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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/ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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/ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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/ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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/ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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/ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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/ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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/ POSSIBILITY OF SUCH DAMAGE.
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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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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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#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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vec2 uv = vTexCoord - (params.SourceSize.zw) * 0.25;
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vec2 uv_shift = (params.SourceSize.zw);
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vec3 src = texture(Source, uv).rgb;
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// Searching for the Vertical Dithering Zones
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vec3 dither_v_zone = vec3(texture(Source, uv + vec2(uv_shift.x, 0.)).rgb == texture(Source, uv - vec2(uv_shift.x, 0.)).rgb);
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dither_v_zone = vec3(smoothstep(0.2, 1.0, dot(dither_v_zone, vec3(0.33333))));
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// Searching for High Contrast "Safe" Zones
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vec3 safe_zone = vec3(abs(dot(texture(Source, uv).rgb - texture(Source, uv - vec2(uv_shift.x, 0.)).rgb, vec3(0.3333))));
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safe_zone = vec3(lessThan(safe_zone , vec3(0.45)));
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// Horizontal Bluring by 1 pixel
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vec3 blur_h = (texture(Source, uv).rgb + texture(Source, uv - vec2(uv_shift.x, 0.)).rgb) * 0.5;
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// Final Blend between Source and Blur using Dithering Zone and Safe Zone
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vec3 finalcolor = mix(src, blur_h, dither_v_zone * safe_zone);
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FragColor = vec4(finalcolor, 1.0);
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}
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81
dithering/shaders/cbod-v1/cbod-v1-pass2.slang
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81
dithering/shaders/cbod-v1/cbod-v1-pass2.slang
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#version 450
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/*
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/ "Conditional Blending of Dither" Shader v1.0 - Pass 2
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/ Copyright (c) 2013, Alexander Kulagin <coastkid3d@gmail.com>
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/ All Rights reserved.
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/
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/ Redistribution and use in source and binary forms, with or without
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/ modification, are permitted provided that the following conditions are met:
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/
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/ * Redistributions of source code must retain the above copyright notice,
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/ this list of conditions and the following disclaimer.
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/
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/ * Redistributions in binary form must reproduce the above copyright
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/ notice, this list of conditions and the following disclaimer in the
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/ documentation and/or other materials provided with the distribution.
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/
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/ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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/ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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/ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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/ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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/ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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/ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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/ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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/ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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/ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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/ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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/ POSSIBILITY OF SUCH DAMAGE.
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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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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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#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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vec2 uv = vTexCoord - (params.SourceSize.zw) * 0.25;
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vec2 uv_shift = (params.SourceSize.zw);
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vec3 src = texture(Source, uv).rgb;
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// Searching for the Horizontal Dithering Zones
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vec3 dither_h_zone = vec3(texture(Source, uv + vec2(0., uv_shift.y)).rgb == texture(Source, uv - vec2(0., uv_shift.y)).rgb);
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dither_h_zone = vec3(smoothstep(0.2, 1.0, dot(dither_h_zone, vec3(0.33333))));
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// Searching for High Contrast "Safe" Zones
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vec3 safe_zone = vec3(abs(dot(texture(Source, uv).rgb - texture(Source, uv - vec2(0., uv_shift.y)).rgb, vec3(0.3333))));
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safe_zone = vec3(lessThan(safe_zone , vec3(0.45)));
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// Vertical Bluring by 1 pixel
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vec3 blur_v = (texture(Source, uv).rgb + texture(Source, uv - vec2(0., uv_shift.y)).rgb) * 0.5;
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// Final Blend between Source and Blur using Dithering Zone and Safe Zone
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vec3 finalcolor = mix(src, blur_v, dither_h_zone * safe_zone);
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FragColor = vec4(finalcolor, 1.0);
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}
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