#version 450 /* Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 1 by Sp00kyFox, 2014 Preparing checkerboard patterns. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; #define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) float and(float a, float b){ return min(a,b); } float and(float a, float b, float c){ return min(a, min(b,c)); } float or(float a, float b){ return max(a,b); } float or(float a, float b, float c, float d, float e){ return max(a, max(b, max(c, max(d,e)))); } 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() { /* UL U UR L C R DL D DR */ vec3 C = TEX( 0., 0.).xyz; vec3 L = TEX(-1., 0.).xyz; vec3 R = TEX( 1., 0.).xyz; vec3 D = TEX( 0., 1.).xyz; vec3 U = TEX( 0.,-1.).xyz; float UL = TEX(-1.,-1.).z; float UR = TEX( 1.,-1.).z; float DL = TEX(-1., 1.).z; float DR = TEX( 1., 1.).z; // Checkerboard Pattern Completion float prCB = or(C.z, and(L.z, R.z, or(U.x, D.x)), and(U.z, D.z, or(L.y, R.y)), and(C.x, or(and(UL, UR), and(DL, DR))), and(C.y, or(and(UL, DL), and(UR, DR)))); FragColor = vec4(C.x, prCB, 0.0, 0.0); }