#version 450 /* Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 4 by Sp00kyFox, 2014 Blends pixels based on detected dithering patterns. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float VL; float CB; float DEBUG; float linear_gamma; } params; #pragma parameter VL "MDAPT Vertical Lines" 0.0 0.0 1.0 1.0 #pragma parameter CB "MDAPT Checkerboard" 1.0 0.0 1.0 1.0 #pragma parameter DEBUG "MDAPT Adjust View" 0.0 0.0 1.0 1.0 #pragma parameter linear_gamma "MDAPT Linear Gamma Blend" 0.0 0.0 1.0 1.0 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; layout(set = 0, binding = 3) uniform sampler2D mdapt_refpass; //#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) //#define TEXt0(dx,dy) texture(mdapt_refpass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) vec4 TEX(float dx, float dy){ if(params.linear_gamma > 0.5) return pow(texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2)); else return texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw); } vec4 TEXt0(float dx, float dy){ if(params.linear_gamma > 0.5) return pow(texture(mdapt_refpass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw), vec4(2.2)); else return texture(mdapt_refpass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw); } bool eq(vec3 A, vec3 B){ return (A == B); } float and_(float a, float b){ return min(a,b); } float or_(float a, float b){ return max(a,b); } float or_(float a, float b, float c, float d, float e, float f, float g, float h, float i){ return max(a, max(b, max(c, max(d, max(e, max(f, max(g, max(h,i)))))))); } vec2 and_(vec2 a, vec2 b){ return min(a,b); } vec2 or_(vec2 a, vec2 b){ return max(a,b); } vec2 or_(vec2 a, vec2 b, vec2 c, vec2 d){ return max(a, max(b, max(c,d))); } void main() { /* UL U UR L C R DL D DR */ vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz; vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz; vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz; vec2 U = TEX( 0.,-1.).xy; vec2 D = TEX( 0., 1.).xy; float prVL = 0.0, prCB = 0.0; vec3 fVL = vec3(0.0), fCB = vec3(0.0); // Backpropagation C.xy = or_(C.xy, and_(C.zw, or_(L.xy, R.xy, U.xy, D.xy))); if(params.VL > 0.5){ float prSum = L.x + R.x; prVL = max(L.x, R.x); prVL = (prVL == 0.0) ? 1.0 : prSum/prVL; fVL = (prVL*c + L.x*l + R.x*r)/(prVL + prSum); prVL = C.x; } if(params.CB > 0.5){ vec3 u = TEXt0( 0.,-1.).xyz; vec3 d = TEXt0( 0., 1.).xyz; float eqCL = float(eq(c,l)); float eqCR = float(eq(c,r)); float eqCU = float(eq(c,u)); float eqCD = float(eq(c,d)); float prU = or_(U.y, eqCU); float prD = or_(D.y, eqCD); float prL = or_(L.y, eqCL); float prR = or_(R.y, eqCR); float prSum = prU + prD + prL + prR; prCB = max(prL, max(prR, max(prU,prD))); prCB = (prCB == 0.0) ? 1.0 : prSum/prCB; //standard formula: C/2 + (L + R + D + U)/8 fCB = (prCB*c + prU*u + prD*d + prL*l + prR*r)/(prCB + prSum); float UL = TEX(-1.,-1.).y; vec3 ul = TEXt0(-1.,-1.).xyz; float UR = TEX( 1.,-1.).y; vec3 ur = TEXt0( 1.,-1.).xyz; float DL = TEX(-1., 1.).y; vec3 dl = TEXt0(-1., 1.).xyz; float DR = TEX( 1., 1.).y; vec3 dr = TEXt0( 1., 1.).xyz; // Checkerboard Smoothing prCB = or_(C.y, and_(L.y, eqCL), and_(R.y, eqCR), and_(U.y, eqCU), and_(D.y, eqCD), and_(UL, float(eq(c,ul))), and_(UR, float(eq(c,ur))), and_(DL, float(eq(c,dl))), and_(DR, float(eq(c,dr)))); } if(params.DEBUG > 0.5) FragColor = vec4(prVL, prCB, 0.0, 0.0); vec4 final = (prCB >= prVL) ? vec4(mix(c, fCB, prCB), 1.0) : vec4(mix(c, fVL, prVL), 1.0); FragColor = (params.linear_gamma > 0.5) ? pow(final, vec4(1.0 / 2.2)) : final; }