#version 450 /* Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 0 by Sp00kyFox, 2014 Neighbor analysis via color metric and dot product of the difference vectors. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float MODE; float PWR; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; float MDAPT_MODE; } global; #pragma parameter HSM_DEDITHERING_TITLE "[ --- MDAPT DE-DITHERING --- ]:" 0 0 0.01 0.01 #pragma parameter MDAPT_MODE " Mode - OFF | Strict | Relaxed | Stripes" 0 0 3 1 // #pragma parameter MODE "MDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0 // #pragma parameter PWR "MDAPT Color Metric Exp" 2.0 0.0 10.0 0.1 const float PWR = 2; #define dotfix(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix #define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) // Reference: http://www.compuphase.com/cmetric.htm float eq(vec3 A, vec3 B) { vec3 diff = A-B; float ravg = (A.x + B.x) * 0.5; diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg); return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), PWR ); } float and_(float a, float b, float c, float d, float e, float f){ return min(a, min(b, min(c, min(d, min(e,f))))); } #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() { /* U L C R D */ if (global.MDAPT_MODE < 1) { FragColor = texture(Source, vTexCoord); return; } vec3 C = TEX( 0., 0.).xyz; vec3 L = TEX(-1., 0.).xyz; vec3 R = TEX( 1., 0.).xyz; vec3 U = TEX( 0.,-1.).xyz; vec3 D = TEX( 0., 1.).xyz; vec3 res = vec3(0.0); if(global.MDAPT_MODE == 1){ res.x = float((L == R) && (C != L)); res.y = float((U == D) && (C != U)); res.z = float(bool(res.x) && bool(res.y) && (L == U)); } else{ vec3 dCL = normalize(C-L), dCR = normalize(C-R), dCD = normalize(C-D), dCU = normalize(C-U); res.x = dotfix(dCL, dCR) * eq(L,R); res.y = dotfix(dCU, dCD) * eq(U,D); res.z = and_(res.x, res.y, dotfix(dCL, dCU) * eq(L,U), dotfix(dCL, dCD) * eq(L,D), dotfix(dCR, dCU) * eq(R,U), dotfix(dCR, dCD) * eq(R,D)); } FragColor = vec4(res, 1.0); }