mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +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/
88 lines
2.8 KiB
Plaintext
88 lines
2.8 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 OutputSize;
|
|
vec4 OriginalSize;
|
|
vec4 SourceSize;
|
|
float SCANLINE_BASE_BRIGHTNESS;
|
|
float SCANLINE_HORIZONTAL_MODULATION;
|
|
float SCANLINE_VERTICAL_MODULATION;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
/*
|
|
Author: rsn8887 (based on TheMaister)
|
|
License: Public domain
|
|
|
|
This is an integer prescale filter that should be combined
|
|
with a bilinear hardware filtering (GL_BILINEAR filter or some such) to achieve
|
|
a smooth scaling result with minimum blur. This is good for pixelgraphics
|
|
that are scaled by non-integer factors.
|
|
|
|
The prescale factor and texel coordinates are precalculated
|
|
in the vertex shader for speed.
|
|
*/
|
|
|
|
// Parameter lines go here:
|
|
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.60 0.0 1.0 0.01
|
|
#pragma parameter SCANLINE_HORIZONTAL_MODULATION "Scanline Horizontal Modulation" 0.0 0.0 2.00 0.01
|
|
#pragma parameter SCANLINE_VERTICAL_MODULATION "Scanline Vertical Modulation" 0.75 0.0 2.0 0.01
|
|
|
|
#define pi 3.141592654
|
|
|
|
#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 vec2 precalc_texel;
|
|
layout(location = 2) out vec2 precalc_scale;
|
|
layout(location = 3) out vec2 omega;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
omega = vec2(2.0 * pi * params.SourceSize.x, 2.0 * pi * params.SourceSize.y);
|
|
precalc_scale = max(floor(params.OutputSize.xy / params.SourceSize.xy), vec2(1.0, 1.0));
|
|
precalc_texel = vTexCoord * params.SourceSize.xy;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 precalc_texel;
|
|
layout(location = 2) in vec2 precalc_scale;
|
|
layout(location = 3) in vec2 omega;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec2 texel = precalc_texel;
|
|
vec2 scale = precalc_scale;
|
|
vec2 texel_floored = floor(texel);
|
|
vec2 s = fract(texel);
|
|
vec2 region_range = 0.5 - 0.5 / scale;
|
|
|
|
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
|
|
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
|
|
|
|
vec2 center_dist = s - 0.5;
|
|
vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
|
|
|
|
vec2 mod_texel = texel_floored + f;
|
|
|
|
vec3 res = texture(Source, mod_texel / params.SourceSize.xy).xyz;
|
|
|
|
// thick scanlines (thickness pre-calculated in vertex shader based on source resolution)
|
|
vec2 sine_comp = vec2(params.SCANLINE_HORIZONTAL_MODULATION, params.SCANLINE_VERTICAL_MODULATION);
|
|
|
|
vec3 scanline = res * (params.SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
|
|
|
|
FragColor = vec4(scanline.rgb, 1.0);
|
|
}
|