#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; float LEIFX_BLURFACTOR; } params; #pragma parameter LEIFX_BLURFACTOR "LeiFX Blur Factor" 0.69 0.00 1.00 0.01 #define LEIFX_BLURFACTOR params.LEIFX_BLURFACTOR 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 #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; // Sample things. float blendy; // to blend unblended with blend... trying to smooth the jag :( float blenda; float blendfactor; float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x * 0.15), 0)).rgb; float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x * 0.22, 0)).rgb; float3 pixel0 = tex2D(Source, vTexCoord + float2(0, 0)).rgb; float3 pixelblend; float gary1 = dot(pixel1.rgb,float3(1.0)); float gary2 = dot(pixel2.rgb,float3(1.0)); float mean = 1.0; mean = gary1 - gary2; if (mean < 0) mean *= -1; if (mean > 1) mean = 1; mean = pow(mean, LEIFX_BLURFACTOR); if (mean > 1) mean = 1; { // variably BLEND IT ALL TO H*CK!!!! blendy = 1 - mean; blenda = 1 - blendy; pixel0 /= 3; pixel1 /= 3; pixel2 /= 3; pixelblend.rgb = pixel0 + pixel1 + pixel2; outcolor.rgb = (pixelblend.rgb * blendy) + (outcolor.rgb * blenda); } FragColor = vec4(outcolor, 1.0); }