#version 450 /* Smart Smoothing Difference Shader Copyright (C) 2019 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #pragma name SmoothPass layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float STH; } params; #pragma parameter STH "Smart Smoothing Threshold" 0.7 0.4 1.2 0.05 #define STH params.STH #define SourceSize params.SourceSize #define COMPAT_TEXTURE(c,d) texture(c,d) 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; float df (vec3 A, vec3 B) { float diff = abs(A-B); float m = max(max(diff.r,diff.g),diff.b); return smoothstep(0.0, 0.99, m); } void main() { vec2 dx = vec2(SourceSize.z, 0.0); vec2 dy = vec2(0.0, SourceSize.w); vec3 l1 = COMPAT_TEXTURE(Source, vTexCoord.xy -dx).xyz; vec3 ct = COMPAT_TEXTURE(Source, vTexCoord.xy ).xyz; vec3 r1 = COMPAT_TEXTURE(Source, vTexCoord.xy +dx).xyz; float dl = df(ct, l1); float dr = df(ct, r1); float resx = dl; float resy = dr; FragColor = vec4(resx,resy,1.0,1.0); }