#version 450 // MIT License // Copyright (c) 2019 bloc97 // 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 STRENGTH_PUSH, STRENGTH_GRAD; } params; #pragma parameter STRENGTH_GRAD "Gradient strength" 0.3 0.0 1.0 0.1 #define STRENGTH_GRAD params.STRENGTH_GRAD 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; //#define strength 0.7 float min3(vec4 a, vec4 b, vec4 c) { return min(min(a.a, b.a), c.a); } float max3(vec4 a, vec4 b, vec4 c) { return max(max(a.a, b.a), c.a); } vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) { return cc * (1 - STRENGTH_GRAD) + ((a + b + c) / 3) * STRENGTH_GRAD; } void main() { float dx = params.SourceSize.z; float dy = params.SourceSize.w; vec4 cc = texture(Source, vTexCoord); //Current Color vec4 t = texture(Source, vTexCoord + vec2( 0, -dy)); vec4 tl = texture(Source, vTexCoord + vec2(-dx, -dy)); vec4 tr = texture(Source, vTexCoord + vec2( dx, -dy)); vec4 l = texture(Source, vTexCoord + vec2(-dx, 0)); vec4 r = texture(Source, vTexCoord + vec2( dx, 0)); vec4 b = texture(Source, vTexCoord + vec2( 0, dy)); vec4 bl = texture(Source, vTexCoord + vec2(-dx, dy)); vec4 br = texture(Source, vTexCoord + vec2( dx, dy)); vec4 lightestColor = cc; //Kernel 0 and 4 float maxDark = max3(br, b, bl); float minLight = min3(tl, t, tr); if (minLight > cc.a && minLight > maxDark) { FragColor = getAverage(cc, tl, t, tr); return; } else { maxDark = max3(tl, t, tr); minLight = min3(br, b, bl); if (minLight > cc.a && minLight > maxDark) { FragColor = getAverage(cc, br, b, bl); return; } } //Kernel 1 and 5 maxDark = max3(cc, l, b); minLight = min3(r, t, tr); if (minLight > maxDark) { FragColor = getAverage(cc, r, t, tr); return; } else { maxDark = max3(cc, r, t); minLight = min3(bl, l, b); if (minLight > maxDark) { FragColor = getAverage(cc, bl, l, b); return; } } //Kernel 2 and 6 maxDark = max3(l, tl, bl); minLight = min3(r, br, tr); if (minLight > cc.a && minLight > maxDark) { FragColor = getAverage(cc, r, br, tr); return; } else { maxDark = max3(r, br, tr); minLight = min3(l, tl, bl); if (minLight > cc.a && minLight > maxDark) { FragColor = getAverage(cc, l, tl, bl); return; } } //Kernel 3 and 7 maxDark = max3(cc, l, t); minLight = min3(r, br, b); if (minLight > maxDark) { FragColor = getAverage(cc, r, br, b); return; } else { maxDark = max3(cc, r, b); minLight = min3(t, l, tl); if (minLight > maxDark) { FragColor = getAverage(cc, t, l, tl); return; } } FragColor = cc; }