slang-shaders/scalenx/shaders/scale2xplus.slang
2017-01-23 15:08:27 -06:00

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#version 450
/*
Scale2xPlus shader
- Copyright (C) 2007 guest(r) - guest.r@gmail.com
- License: GNU-GPL
The Scale2x algorithm:
- Scale2x Homepage: http://scale2x.sourceforge.net/
- Copyright (C) 2001, 2002, 2003, 2004 Andrea Mazzoleni
- License: GNU-GPL
*/
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
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 texCoord;
layout(location = 1) out vec4 t1;
layout(location = 2) out vec4 t2;
void main()
{
gl_Position = global.MVP * Position;
texCoord = TexCoord; // E
float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
t1 = TexCoord.xyxy + float4( 0,-dy,-dx, 0); // B, D
t2 = TexCoord.xyxy + float4( dx, 0, 0, dy); // F, H
}
#pragma stage fragment
layout(location = 0) in vec2 texCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
float2 fp = frac(texCoord*params.SourceSize.xy);
// Reading the texels
float3 B = tex2D(decal, t1.xy).xyz;
float3 D = tex2D(decal, t1.zw).xyz;
float3 E = tex2D(decal, texCoord).xyz;
float3 F = tex2D(decal, t2.xy).xyz;
float3 H = tex2D(decal, t2.zw).xyz;
float3 E0 = D == B && B != H && D != F ? D : E;
float3 E1 = B == F && B != H && D != F ? F : E;
float3 E2 = D == H && B != H && D != F ? D : E;
float3 E3 = H == F && B != H && D != F ? F : E;
// Product interpolation
FragColor = float4((E3*fp.x+E2*(1-fp.x))*fp.y+(E1*fp.x+E0*(1-fp.x))*(1-fp.y),1);
}