mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
48 lines
1.3 KiB
Plaintext
48 lines
1.3 KiB
Plaintext
#version 450
|
|
|
|
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 * 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 COLOR_PALETTE;
|
|
|
|
void main()
|
|
{
|
|
//sample the input textures
|
|
|
|
vec4 out_color = texture(Source, vTexCoord.xy);
|
|
|
|
//input grayscale values:
|
|
//0.000 black - 0.333 medium gray - 0.667 light gray - 1.000 white
|
|
//multiply grayscale value by 3 to obtain int value in range [0, 3], acts as index for arrays storing custom palette UV coordinates and alpha value
|
|
|
|
vec2 palette_coordinate = vec2(0.5, (abs(1 - out_color.r) * 0.75) + 0.125); //directly map input grayscale value to color palette y coordinate
|
|
out_color = vec4(texture(COLOR_PALETTE, palette_coordinate).rgb, ceil(abs(1.0 - out_color.r))); //sample color from palette, alpha = 1 if color is not transparent
|
|
|
|
FragColor = out_color;
|
|
}
|