#version 450 // "LeiFX" shader - Pixel filtering process // // Copyright (C) 2013-2014 leilei // // 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. layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define saturate(c) clamp(c, 0.0, 1.0) #define lerp(c) mix(c) #define mul(a,b) (b*a) #define fmod(c) mod(c) #define frac(c) fract(c) #define tex2D(c,d) texture(c,d) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define bool2 bvec2 #define bool3 bvec3 #define bool4 bvec4 #define float2x2 mat2x2 #define float3x3 mat3x3 #define float4x4 mat4x4 #define FILTCAP 0.04 // filtered pixel should not exceed this #define FILTCAPG (FILTCAP / 2) #define LEIFX_PIXELWIDTH 0.50f #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() { float3 outcolor = tex2D(Source, vTexCoord).rgb; float2 pixel; pixel.x = params.SourceSize.z; pixel.y = params.SourceSize.w; float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x), 0)).rgb; float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x, 0)).rgb; float3 pixelblend; // New filter { float3 pixeldiff; float3 pixelmake; float3 pixeldiffleft; pixelmake.rgb = float3(0.0); pixeldiff.rgb = pixel2.rgb- outcolor.rgb; pixeldiffleft.rgb = pixel1.rgb - outcolor.rgb; if (pixeldiff.r > FILTCAP) pixeldiff.r = FILTCAP; if (pixeldiff.g > FILTCAPG) pixeldiff.g = FILTCAPG; if (pixeldiff.b > FILTCAP) pixeldiff.b = FILTCAP; if (pixeldiff.r < -FILTCAP) pixeldiff.r = -FILTCAP; if (pixeldiff.g < -FILTCAPG) pixeldiff.g = -FILTCAPG; if (pixeldiff.b < -FILTCAP) pixeldiff.b = -FILTCAP; if (pixeldiffleft.r > FILTCAP) pixeldiffleft.r = FILTCAP; if (pixeldiffleft.g > FILTCAPG) pixeldiffleft.g = FILTCAPG; if (pixeldiffleft.b > FILTCAP) pixeldiffleft.b = FILTCAP; if (pixeldiffleft.r < -FILTCAP) pixeldiffleft.r = -FILTCAP; if (pixeldiffleft.g < -FILTCAPG) pixeldiffleft.g = -FILTCAPG; if (pixeldiffleft.b < -FILTCAP) pixeldiffleft.b = -FILTCAP; pixelmake.rgb = (pixeldiff.rgb / 4) + (pixeldiffleft.rgb / 16); outcolor.rgb = (outcolor.rgb + pixelmake.rgb); } FragColor = vec4(outcolor, 1.0); }