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/
62 lines
1.6 KiB
Plaintext
62 lines
1.6 KiB
Plaintext
#version 450
|
|
// SPDX-License-Identifier: Unlicense
|
|
#pragma name FSR_EASU
|
|
|
|
// FSR - [EASU] EDGE ADAPTIVE SPATIAL UPSAMPLING
|
|
|
|
// filter_linear0 = true
|
|
// scale_type0 = viewport
|
|
// scale0 = 1.0
|
|
|
|
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;
|
|
|
|
#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 A_GPU 1
|
|
#define A_GLSL 1
|
|
#include "ffx_a.h"
|
|
|
|
#define FSR_EASU_F 1
|
|
AU4 con0, con1, con2, con3;
|
|
|
|
AF4 FsrEasuRF(AF2 p) { return textureGather(Source, p, 0); }
|
|
AF4 FsrEasuGF(AF2 p) { return textureGather(Source, p, 1); }
|
|
AF4 FsrEasuBF(AF2 p) { return textureGather(Source, p, 2); }
|
|
|
|
#include "ffx_fsr1.h"
|
|
|
|
void main() {
|
|
FsrEasuCon(con0, con1, con2, con3,
|
|
params.SourceSize.x, params.SourceSize.y, // Viewport size (top left aligned) in the input image which is to be scaled.
|
|
params.SourceSize.x, params.SourceSize.y, // The size of the input image.
|
|
params.OutputSize.x, params.OutputSize.y); // The output resolution.
|
|
|
|
AU2 gxy = AU2(vTexCoord.xy * params.OutputSize.xy); // Integer pixel position in output.
|
|
AF3 Gamma2Color = AF3(0, 0, 0);
|
|
FsrEasuF(Gamma2Color, gxy, con0, con1, con2, con3);
|
|
|
|
FragColor = vec4(Gamma2Color, 1.0);
|
|
}
|