mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
1942bdafce
Checkerboard treatment on par with checkerboar-dedither shaders (it’ll indeed be incorporated eventually); Vertical Lines dedither improved, less false positives (though a bit of false negative); CB and VL independent options.
143 lines
4.8 KiB
Plaintext
143 lines
4.8 KiB
Plaintext
#version 450
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/*
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Sgenpt-Mix - pass2
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2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float CB_BLEND_LEVEL;
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} params;
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#pragma parameter CB_BLEND_LEVEL " Checkerboard Blend Level" 1.0 0.0 1.0 0.1
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#define CB_BLEND_LEVEL params.CB_BLEND_LEVEL
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#define PATTERN(A) step(Delta,A)
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const float Delta = 0.000000001;
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D LinearGamma;
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void main()
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{
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vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
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vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
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// Reading the texels.
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vec4 C = texture(Source, vTexCoord );
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vec4 L = texture(Source, vTexCoord -dx );
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vec4 R = texture(Source, vTexCoord +dx );
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vec4 U = texture(Source, vTexCoord -dy);
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vec4 D = texture(Source, vTexCoord +dy);
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vec4 UL = texture(Source, vTexCoord -dx -dy);
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vec4 UR = texture(Source, vTexCoord +dx -dy);
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vec4 DL = texture(Source, vTexCoord -dx +dy);
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vec4 DR = texture(Source, vTexCoord +dx +dy);
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vec4 L2 = texture(Source, vTexCoord -2.0*dx );
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vec4 R2 = texture(Source, vTexCoord +2.0*dx );
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vec4 U2 = texture(Source, vTexCoord -2.0*dy);
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vec4 D2 = texture(Source, vTexCoord +2.0*dy);
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vec4 UL2 = texture(Source, vTexCoord -2.0*dx -dy);
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vec4 UR2 = texture(Source, vTexCoord +2.0*dx -dy);
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vec4 DL2 = texture(Source, vTexCoord -2.0*dx +dy);
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vec4 DR2 = texture(Source, vTexCoord +2.0*dx +dy);
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vec4 LU2 = texture(Source, vTexCoord -dx -2.0*dy);
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vec4 RU2 = texture(Source, vTexCoord +dx -2.0*dy);
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vec4 LD2 = texture(Source, vTexCoord -dx +2.0*dy);
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vec4 RD2 = texture(Source, vTexCoord +dx -2.0*dy);
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vec3 color = C.rgb;
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vec3 oriC = texture(LinearGamma, vTexCoord ).rgb;
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vec3 oriL = texture(LinearGamma, vTexCoord -dx ).rgb;
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vec3 oriR = texture(LinearGamma, vTexCoord +dx ).rgb;
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vec3 oriU = texture(LinearGamma, vTexCoord -dy).rgb;
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vec3 oriD = texture(LinearGamma, vTexCoord +dy).rgb;
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float count1 = 0.0;
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float count2 = 0.0;
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float diff = (1.0 - CB_BLEND_LEVEL);
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// LU2 U2 RU2
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// UL2 UL U UR UR2
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// L2 L C R R2
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// DL2 DL D DR DR2
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// LD2 D2 RD2
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count1 += PATTERN(L.a*D.a*R.a);
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count1 += PATTERN(L.a*U.a*R.a);
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count1 += PATTERN(L.a*UL.a*R.a*UR.a + L.a*DL.a*R.a*DR.a);
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count1 += PATTERN(U.a*D2.a*(UL.a*LD2.a + UR.a*RD2.a) + U2.a*D.a*(LU2.a*DL.a + RU2.a*DR.a));
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count2 += PATTERN(U.a*L.a*D.a);
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count2 += PATTERN(U.a*R.a*D.a);
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count2 += PATTERN(U.a*UR.a*D.a*DR.a + D.a*DL.a*U.a*UL.a);
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count2 += PATTERN(L.a*R2.a*(DL.a*DR2.a + UL.a*UR2.a) + L2.a*R.a*(DL2.a*DR.a + UL2.a*UR.a));
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if ((count1 * count2) > 0.0 && count1 == count2)
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color = 0.5*(1.0+diff)*oriC + 0.125*(1.0-diff)*(oriL + oriR + oriU + oriD);
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else if (count1 > 0.0 && count1 > count2)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriL + oriR);
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else if (count2 > 0.0 && count2 > count1)
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color = 0.5*(1.0+diff)*oriC + 0.25*(1.0-diff)*(oriU + oriD);
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float luma_diff = abs(dot(oriC, Y)-dot(color, Y));
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FragColor = vec4(color, luma_diff);
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}
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