#version 450 /* Checkerboard Dedither - pass1 2011-2022 Hyllian - sergiogdb@gmail.com 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 CD_BLEND_OPTION; float CD_BLEND_LEVEL; } params; #pragma parameter CB-DEDITHER "[CHECKERBOARD-DEDITHER PARAMS]" 0.0 0.0 0.0 0.0 #pragma parameter CD_BLEND_OPTION " [ OFF | ON ]" 1.0 0.0 1.0 1.0 #pragma parameter CD_BLEND_LEVEL " Blend Level" 1.0 0.0 1.0 0.1 #define CD_BLEND_OPTION params.CD_BLEND_OPTION #define CD_BLEND_LEVEL params.CD_BLEND_LEVEL const vec3 Y = vec3( 0.299, 0.587, 0.114); vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));} vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));} 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; void main() { vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw; vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw; // Reading the texels. vec3 C = texture(Source, vTexCoord ).xyz; vec3 L = texture(Source, vTexCoord -dx).xyz; vec3 R = texture(Source, vTexCoord +dx).xyz; vec3 U = texture(Source, vTexCoord -dy).xyz; vec3 D = texture(Source, vTexCoord +dy).xyz; vec3 UL = texture(Source, vTexCoord -dx -dy).xyz; vec3 UR = texture(Source, vTexCoord +dx -dy).xyz; vec3 DL = texture(Source, vTexCoord -dx +dy).xyz; vec3 DR = texture(Source, vTexCoord +dx +dy).xyz; vec3 color = C; // Get min/max samples vec3 min_sample = min_s(C, L, R); vec3 max_sample = max_s(C, L, R); float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y); diff *= (1.0 - CD_BLEND_LEVEL); if (CD_BLEND_OPTION == 1) { min_sample = max(min_sample, min_s(C, U, D)); max_sample = min(max_sample, max_s(C, U, D)); color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D); } color = clamp(color, min_sample, max_sample); float luma_diff = abs(dot(C, Y)-dot(color, Y)); FragColor = vec4(color, luma_diff); }