#version 450 /* Average Luminance Shader, Smart Smoothing Difference Shader Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com 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. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Thanks to HunterK for the mipmap hint. :D */ layout(push_constant) uniform Push { vec4 SourceSize; float STH; } params; #pragma parameter STH "Smart Smoothing Threshold" 0.7 0.4 1.2 0.05 #define STH params.STH #define COMPAT_TEXTURE(c,d) texture(c,d) #define SourceSize params.SourceSize #define InputSize SourceSize #define TEX0 vTexCoord 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 * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D WhitePointPass; #define PassPrev2Texture WhitePointPass float df (vec3 A, vec3 B) { float diff = length(A-B); float luma = clamp(length(0.5*min(A,B) + 0.25*(A+B) + 1e-8), 0.0001, 1.0); float diff1 = diff/luma; return 1.0 - clamp(7.0*(max(1.5*diff,diff1)-STH), 0.0, 0.9999); } void main() { float xtotal = floor(InputSize.x/64.0); float ytotal = floor(InputSize.y/64.0); float ltotal = 0.0; vec2 dx = vec2(SourceSize.z, 0.0)*64.0; vec2 dy = vec2(0.0, SourceSize.w)*64.0; vec2 offset = 0.25*(dx+dy); for (float i = 0.0; i <= xtotal; i++) { for (float j = 0.0; j <= ytotal; j++) { ltotal+= max(0.25, length(textureLod(Source, i*dx + j*dy + offset, 6.0).rgb)); } } ltotal = 0.577350269 * ltotal / ((xtotal+1.0)*(ytotal+1.0)); dx = vec2(SourceSize.z, 0.0); dy = vec2(0.0, SourceSize.w); vec3 l1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy -dx).xyz; vec3 ct = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy ).xyz; vec3 r1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy +dx).xyz; vec3 t1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy -dy).xyz; vec3 b1 = COMPAT_TEXTURE(PassPrev2Texture, TEX0.xy +dy).xyz; float dl = df(ct, l1); float dr = df(ct, r1); float dt = df(ct, t1); float db = df(ct, b1); float resx = dl; float resy = dr; float resz = floor(9.0*dt)/10.0 + floor(9.0*db)/100.0; FragColor = vec4(resx,resy,resz,pow(ltotal, 0.65)); }