#version 450 /* SGENPT-MIX - Sega Genesis Pseudo Transparency Mixer Shader - v4 2011-2020 Hyllian - sergiogdb@gmail.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float SGPT_SHARPNESS; float SGPT_BLEND_OPTION; } params; #pragma parameter SGPT_SHARPNESS "SGENPT-MIX Sharpness" 1.0 0.0 1.0 0.1 #pragma parameter SGPT_BLEND_OPTION "OFF | Transparency | Checkerboard" 1.0 0.0 2.0 1.0 #define SGPT_SHARPNESS params.SGPT_SHARPNESS #define SGPT_BLEND_OPTION params.SGPT_BLEND_OPTION 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() { vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; // Reading the texels. vec3 C = texture(Source, vTexCoord ).xyz; vec3 L = texture(Source, vTexCoord -dx).xyz; vec3 R = texture(Source, vTexCoord +dx).xyz; vec3 U = texture(Source, vTexCoord -dy).xyz; vec3 D = texture(Source, vTexCoord +dy).xyz; vec3 color = C; if (SGPT_BLEND_OPTION > 0.0) { // Get min/max samples vec3 min_sample = min(C, max(L, R)); vec3 max_sample = max(C, min(L, R)); color = 0.5*C + 0.25*(L + R); if (SGPT_BLEND_OPTION > 1.0) { // Get min/max samples min_sample = max(min_sample, min(C, max(U, D))); max_sample = min(max_sample, max(C, min(U, D))); color = 0.5*C + 0.125*(L + R + U + D); } // Sharpness control vec3 aux = color; color = clamp(color, min_sample, max_sample); color = mix(aux, color, SGPT_SHARPNESS); } FragColor = vec4(color, 1.0); }