mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
171 lines
4.9 KiB
Plaintext
171 lines
4.9 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Hyllian's Data Dependent Triangulation Shader
|
|
|
|
Copyright (C) 2011-2016 Hyllian/Jararaca - 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;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define saturate(c) clamp(c, 0.0, 1.0)
|
|
#define lerp(a,b,c) mix(a,b,c)
|
|
#define mul(a,b) (b*a)
|
|
#define fmod(c,d) mod(c,d)
|
|
#define frac(c) fract(c)
|
|
#define tex2D(c,d) texture(c,d)
|
|
#define float2 vec2
|
|
#define float3 vec3
|
|
#define float4 vec4
|
|
#define int2 ivec2
|
|
#define int3 ivec3
|
|
#define int4 ivec4
|
|
#define bool2 bvec2
|
|
#define bool3 bvec3
|
|
#define bool4 bvec4
|
|
#define float2x2 mat2x2
|
|
#define float3x3 mat3x3
|
|
#define float4x4 mat4x4
|
|
|
|
#define decal Source
|
|
|
|
const float3 dtt = float3(65536,255,1);
|
|
|
|
float reduce(float3 color)
|
|
{
|
|
return dot(color, dtt);
|
|
}
|
|
|
|
float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
|
|
{
|
|
return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
|
|
}
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec4 t1;
|
|
layout(location = 2) out vec2 loc;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord * 1.0001;
|
|
|
|
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
|
|
float dx = ps.x;
|
|
float dy = ps.y;
|
|
|
|
t1.xy = float2( dx, 0); // F
|
|
t1.zw = float2( 0, dy); // H
|
|
loc = vTexCoord*params.SourceSize.xy;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in vec2 loc;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
float2 pos = frac(loc)-float2(0.5, 0.5); // pos = pixel position
|
|
float2 dir = sign(pos); // dir = pixel direction
|
|
|
|
float2 g1 = dir*t1.xy;
|
|
float2 g2 = dir*t1.zw;
|
|
|
|
float3 A = tex2D(decal, vTexCoord ).xyz;
|
|
float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
|
|
float3 C = tex2D(decal, vTexCoord +g2).xyz;
|
|
float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
|
|
|
|
float a = reduce(A);
|
|
float b = reduce(B);
|
|
float c = reduce(C);
|
|
float d = reduce(D);
|
|
|
|
float p = abs(pos.x);
|
|
float q = abs(pos.y);
|
|
|
|
float k = distance(pos,g1 * params.SourceSize.xy);
|
|
float l = distance(pos,g2 * params.SourceSize.xy);
|
|
|
|
if (abs(a-d) < abs(b-c))
|
|
{
|
|
if (k < l)
|
|
{
|
|
C = A + D - B;
|
|
}
|
|
else if (k > l)
|
|
{
|
|
B = A + D - C;
|
|
}
|
|
}
|
|
else if (abs(a-d) > abs(b-c))
|
|
{
|
|
D = B + C - A;
|
|
}
|
|
|
|
float3 color_old = bilinear(p, q, A, B, C, D);
|
|
|
|
float2 texsize = params.SourceSize.xy;//IN.texture_size;
|
|
const float scale_factor = 1.0;
|
|
float2 delta = 0.5 / (texsize * scale_factor);
|
|
float dx = delta.x;
|
|
float dy = delta.y;
|
|
|
|
float3 c00 = tex2D(decal, vTexCoord + float2(-dx, -dy)).xyz;
|
|
float3 c01 = tex2D(decal, vTexCoord + float2(-dx, 0)).xyz;
|
|
float3 c02 = tex2D(decal, vTexCoord + float2(-dx, dy)).xyz;
|
|
float3 c10 = tex2D(decal, vTexCoord + float2(0, -dy)).xyz;
|
|
float3 c11 = tex2D(decal, vTexCoord + float2(0, 0)).xyz;
|
|
float3 c12 = tex2D(decal, vTexCoord + float2(0, dy)).xyz;
|
|
float3 c20 = tex2D(decal, vTexCoord + float2(dx, -dy)).xyz;
|
|
float3 c21 = tex2D(decal, vTexCoord + float2(dx, 0)).xyz;
|
|
float3 c22 = tex2D(decal, vTexCoord + float2(dx, dy)).xyz;
|
|
|
|
float3 first = lerp(c00, c20, frac(scale_factor * vTexCoord.x * texsize.x + 0.5));
|
|
float3 second = lerp(c02, c22, frac(scale_factor * vTexCoord.x * texsize.x + 0.5));
|
|
|
|
float3 mid_horiz = lerp(c01, c21, frac(scale_factor * vTexCoord.x * texsize.x + 0.5));
|
|
float3 mid_vert = lerp(c10, c12, frac(scale_factor * vTexCoord.y * texsize.y + 0.5));
|
|
|
|
float3 res = lerp(first, second, frac(scale_factor * vTexCoord.y * texsize.y + 0.5));
|
|
|
|
float color = float4(0.28 * (res + mid_horiz + mid_vert) + 4.7 * abs(res - lerp(mid_horiz, mid_vert, 0.5)), 1.0).x;
|
|
|
|
FragColor = float4((color + color_old) / 2.0, 1.0);
|
|
}
|