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add warp shaders; closes #109
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104
warp/shaders/dilation.slang
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104
warp/shaders/dilation.slang
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#version 450
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/*
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Hyllian's dilation Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float DILATION_Y_WEIGHT, DILATION_U_WEIGHT, DILATION_V_WEIGHT;
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} params;
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#pragma parameter DILATION_Y_WEIGHT "Dilation Y Weight" 48.0 0.0 128.0 0.5
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#pragma parameter DILATION_U_WEIGHT "Dilation U Weight" 7.0 0.0 128.0 0.5
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#pragma parameter DILATION_V_WEIGHT "Dilation V Weight" 6.0 0.0 128.0 0.5
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#define mul(c,d) (d*c)
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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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layout(location = 1) out vec4 t2;
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layout(location = 2) out vec4 t3;
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layout(location = 3) out vec4 t4;
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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 * 1.0001;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t2 = vTexCoord.xxxy + vec4( -dx, 0., dx, -dy ); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0., dx, dy ); // G H I
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t2;
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layout(location = 2) in vec4 t3;
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layout(location = 3) in vec4 t4;
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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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const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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void main()
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{
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mat3 yuv_weighted = mat3(params.DILATION_Y_WEIGHT * yuv[0], params.DILATION_U_WEIGHT * yuv[1], params.DILATION_V_WEIGHT * yuv[2]);
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
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vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
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float di = max(max(b.x, b.y), max(b.z, max(b.w, e.x)));
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vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : (di==b.w) ? F : E;
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FragColor = vec4(res, 1.0);
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}
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101
warp/shaders/erosion.slang
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101
warp/shaders/erosion.slang
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#version 450
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/*
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Hyllian's erosion Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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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const float y_weight = 48.0;
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const float u_weight = 7.0;
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const float v_weight = 6.0;
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const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3 yuv_weighted = mat3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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#define mul(c,d) (d*c)
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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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layout(location = 1) out vec4 t2;
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layout(location = 2) out vec4 t3;
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layout(location = 3) out vec4 t4;
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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 * 1.0001;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t2 = vTexCoord.xxxy + vec4( -dx, 0., dx, -dy ); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0., dx, dy ); // G H I
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec4 t2;
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layout(location = 2) in vec4 t3;
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layout(location = 3) in vec4 t4;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
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vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
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float di = min(min(b.x, b.y), min(b.z, min(b.w, e.x)));
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vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : (di==b.w) ? F : E;
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FragColor = vec4(res, 1.0);
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}
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95
warp/shaders/smart-morph.slang
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95
warp/shaders/smart-morph.slang
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#version 450
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/*
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Smart Morph v1.1
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by Sp00kyFox, 2014
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Determines the brightest (or darkest) pixel X in the orthogonal neighborship of pixel E (including itself).
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Output is a linear combination of X and E weighted with their luma difference d (range: [0.0, 1.0]):
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w = sstp{sat[(d - CUTLO)/(CUTHI - CUTLO)]^PWR} * (STRMAX - STRMIN) + STRMIN
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with
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sstp(x) := smoothstep(0, 1, x) = -2x^3 + 3x^2
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sat(x) := saturate(x) = max(0, min(1, x))
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float SM_MODE, SM_PWR, SM_STRMIN, SM_STRMAX, SM_CUTLO, SM_CUTHI, SM_DEBUG;
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} params;
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#pragma parameter SM_MODE "SmartMorph Dilation / Erosion" 0.0 0.0 1.0 1.0 // Switches between dilation and erosion (line thinning or thickening).
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#pragma parameter SM_PWR "SmartMorph Luma Exponent" 0.5 0.0 10.0 0.1 // range: [0.0, +inf) - Raises d by the exponent of PWR. Smaller values for stronger morphing.
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#pragma parameter SM_STRMIN "SmartMorph MIN Strength" 0.0 0.0 1.0 0.01 // range: [0.0, STRMAX] - Minimal strength to apply
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#pragma parameter SM_STRMAX "SmartMorph MAX Strength" 1.0 0.0 1.0 0.01 // range: [STRMIN, 1.0] - Maximal strength to apply.
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#pragma parameter SM_CUTLO "SmartMorph LO Contrast Cutoff" 0.0 0.0 1.0 0.01 // range: [0.0, CUTHI) - Cutoff for low contrasts. For d smaller than CUTLO, STRMIN is applied.
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#pragma parameter SM_CUTHI "SmartMorph HI Contrast Cutoff" 1.0 0.0 1.0 0.01 // range: (CUTLO, 1.0] - Cutoff for high contrasts. For d bigger than CUTHI, STRMAX is applied.
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#pragma parameter SM_DEBUG "SmartMorph Adjust View" 0.0 0.0 1.0 1.0
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// STRMIN = CUTLO = 1.0 behaves equivalent to Hyllian's shaders.
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const vec3 y_weights = vec3(0.299, 0.587, 0.114);
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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#define mul(c,d) (d*c)
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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 * 1.0001;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec3 B = TEX( 0.,-1.).rgb;
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vec3 D = TEX(-1., 0.).rgb;
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vec3 E = TEX( 0., 0.).rgb;
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vec3 F = TEX( 1., 0.).rgb;
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vec3 H = TEX( 0., 1.).rgb;
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vec4 b = mul( mat4x3(B, D, H, F), y_weights );
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float e = dot(E, y_weights);
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float di = 0.0;
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if(params.SM_MODE > 0.5){
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di = min(min(b.x, b.y), min(b.z, min(b.w, e)));
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}
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else{
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di = max(max(b.x, b.y), max(b.z, max(b.w, e)));
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}
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vec3 res = (di==b.x) ? B : (di==b.y) ? D : (di==b.z) ? H : F;
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di = abs(e-di);
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float str = (di<=params.SM_CUTLO) ? params.SM_STRMIN : (di>=params.SM_CUTHI) ? params.SM_STRMAX : smoothstep( 0.0, 1.0, pow((di-params.SM_CUTLO)/(params.SM_CUTHI-params.SM_CUTLO), params.SM_PWR) ) * (params.SM_STRMAX-params.SM_STRMIN) + params.SM_STRMIN;
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if(params.SM_DEBUG > 0.5){
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FragColor.rgb = vec3(str);
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return;
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}
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FragColor.rgb = (di==0.0) ? E : mix(E, res, str);
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}
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