mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 09:21:30 +11:00
commit
e518f8fae0
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@ -3,9 +3,9 @@
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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; /* .xy is Cg equivalent of output_size */
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize; /* .xy is Cg equivalent of both texture_size and video_size */
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vec4 SourceSize;
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} global;
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#pragma stage vertex
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@ -50,7 +50,6 @@ void main()
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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 vec2 FragCoord;
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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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@ -80,8 +79,6 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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// Set to 0 to use linear filter and gain speed
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#define ENABLE_LANCZOS 1
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vec4 dilate(vec4 col)
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{
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vec4 x = mix(vec4(1.0), col, DILATION);
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@ -104,7 +101,7 @@ float curve_distance(float x, float sharp)
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return mix(x, curve, sharp);
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}
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mat4x4 get_color_matrix(sampler2D tex, vec2 co, vec2 dx)
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mat4x4 get_color_matrix(vec2 co, vec2 dx)
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{
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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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@ -123,10 +120,10 @@ vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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/* main_fragment */
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void main()
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{
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vec2 dx = vec2(1.0 / global.SourceSize.x, 0.0);
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vec2 dy = vec2(0.0, 1.0 / global.SourceSize.y);
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vec2 dx = vec2(global.SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, global.SourceSize.w);
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vec2 pix_co = vTexCoord * global.SourceSize.xy - vec2(0.5, 0.5);
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vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) / global.SourceSize.xy;
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vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * global.SourceSize.zw;
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vec2 dist = fract(pix_co);
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float curve_x;
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vec3 col, col2;
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@ -137,11 +134,11 @@ void main()
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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coeffs = FIX(coeffs);
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coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs);
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coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
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coeffs /= dot(coeffs, vec4(1.0));
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col = filter_lanczos(coeffs, get_color_matrix(Source, tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(Source, tex_co + dy, dx));
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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#else
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curve_x = curve_distance(dist.x, SHARPNESS_H);
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@ -153,13 +150,13 @@ void main()
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col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float bright = (max(col.r, max(col.g, col.b)) + luma) / 2.0;
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
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float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
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float mask = 1.0 - MASK_STRENGTH;
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vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
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vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.zw * (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
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vec3 mask_weight;
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@ -167,7 +164,8 @@ void main()
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else mask_weight = vec3(mask, mask, 1.0);
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if (global.SourceSize.y >= SCANLINE_CUTOFF) scan_weight = 1.0;
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if (global.SourceSize.y >= SCANLINE_CUTOFF)
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scan_weight = 1.0;
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col2 = col.rgb;
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col *= vec3(scan_weight);
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