#version 450 /* Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 2 by Sp00kyFox, 2014 Eliminating isolated detections. */ layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float VL_LO; float VL_HI; float CB_LO; float CB_HI; } params; #pragma parameter VL_LO "MDAPT VL LO Thresh" 1.25 0.0 10.0 0.05 #pragma parameter VL_HI "MDAPT VL HI Thresh" 1.75 0.0 10.0 0.05 #pragma parameter CB_LO "MDAPT CB LO Thresh" 5.25 0.0 25.0 0.05 #pragma parameter CB_HI "MDAPT CB HI Thresh" 5.75 0.0 25.0 0.05 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw) #define and(x,y) min(x,y) #define or(x,y) max(x,y) vec2 sigmoid(vec2 signal){ return smoothstep(vec2(params.VL_LO, params.CB_LO), vec2(params.VL_HI, params.CB_HI), signal); } #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() { /* NW UUL U2 UUR NE ULL UL U1 UR URR L2 L1 C R1 R2 DLL DL D1 DR DRR SW DDL D2 DDR SE */ vec2 C = TEX( 0., 0.).xy; vec2 hits = vec2(0.0); //phase 1 vec2 L1 = TEX(-1., 0.).xy; vec2 R1 = TEX( 1., 0.).xy; vec2 U1 = TEX( 0.,-1.).xy; vec2 D1 = TEX( 0., 1.).xy; //phase 2 vec2 L2 = and(TEX(-2., 0.).xy, L1); vec2 R2 = and(TEX( 2., 0.).xy, R1); vec2 U2 = and(TEX( 0.,-2.).xy, U1); vec2 D2 = and(TEX( 0., 2.).xy, D1); vec2 UL = and(TEX(-1.,-1.).xy, or(L1, U1)); vec2 UR = and(TEX( 1.,-1.).xy, or(R1, U1)); vec2 DL = and(TEX(-1., 1.).xy, or(L1, D1)); vec2 DR = and(TEX( 1., 1.).xy, or(R1, D1)); //phase 3 vec2 ULL = and(TEX(-2.,-1.).xy, or(L2, UL)); vec2 URR = and(TEX( 2.,-1.).xy, or(R2, UR)); vec2 DRR = and(TEX( 2., 1.).xy, or(R2, DR)); vec2 DLL = and(TEX(-2., 1.).xy, or(L2, DL)); vec2 UUL = and(TEX(-1.,-2.).xy, or(U2, UL)); vec2 UUR = and(TEX( 1.,-2.).xy, or(U2, UR)); vec2 DDR = and(TEX( 1., 2.).xy, or(D2, DR)); vec2 DDL = and(TEX(-1., 2.).xy, or(D2, DL)); //phase 4 hits += and(TEX(-2.,-2.).xy, or(UUL, ULL)); hits += and(TEX( 2.,-2.).xy, or(UUR, URR)); hits += and(TEX(-2., 2.).xy, or(DDL, DLL)); hits += and(TEX( 2., 2.).xy, or(DDR, DRR)); hits += (ULL + URR + DRR + DLL + L2 + R2) + vec2(0.0, 1.0) * (C + U1 + U2 + D1 + D2 + L1 + R1 + UL + UR + DL + DR + UUL + UUR + DDR + DDL); FragColor = vec4(C * sigmoid(hits), C); }