add snes-hires-blend shader

This commit is contained in:
hunterk 2018-02-12 12:41:33 -06:00
parent b17e116f35
commit fa0b02bf66

View file

@ -0,0 +1,50 @@
#version 450
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;
layout(location = 1) out vec4 t1;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = params.SourceSize.zw;
float dx = ps.x;
float dy = ps.y;
t1 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // L, C, R
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// pixel location
float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
// reading the texels
vec3 l = texture(Source, t1.xw).xyz;
vec3 c = texture(Source, t1.yw).xyz;
vec3 r = texture(Source, t1.zw).xyz;
// output
FragColor = vec4((params.SourceSize.x > 500) ? (fp == 0 ? mix(c,r,0.5) : mix(c,l,0.5)) : c, 1.0);
}