slang-shaders/dithering/shaders/mdapt/passes/mdapt-pass1.slang
2017-05-18 12:27:53 -05:00

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#version 450
/*
Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 1
by Sp00kyFox, 2014
Preparing checkerboard patterns.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
float and(float a, float b){
return min(a,b);
}
float and(float a, float b, float c){
return min(a, min(b,c));
}
float or(float a, float b){
return max(a,b);
}
float or(float a, float b, float c, float d, float e){
return max(a, max(b, max(c, max(d,e))));
}
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;
void main()
{
/*
UL U UR
L C R
DL D DR
*/
vec3 C = TEX( 0., 0.).xyz;
vec3 L = TEX(-1., 0.).xyz;
vec3 R = TEX( 1., 0.).xyz;
vec3 D = TEX( 0., 1.).xyz;
vec3 U = TEX( 0.,-1.).xyz;
float UL = TEX(-1.,-1.).z;
float UR = TEX( 1.,-1.).z;
float DL = TEX(-1., 1.).z;
float DR = TEX( 1., 1.).z;
// Checkerboard Pattern Completion
float prCB = or(C.z,
and(L.z, R.z, or(U.x, D.x)),
and(U.z, D.z, or(L.y, R.y)),
and(C.x, or(and(UL, UR), and(DL, DR))),
and(C.y, or(and(UL, DL), and(UR, DR))));
FragColor = vec4(C.x, prCB, 0.0, 0.0);
}