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https://github.com/italicsjenga/slang-shaders.git
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118 lines
4.4 KiB
Plaintext
118 lines
4.4 KiB
Plaintext
#version 450
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/*
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Copyright (C) 2016 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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/* Default Vertex shader */
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 FragCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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//vec2 texsize = IN.texture_size;
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float dx = 0.25*params.SourceSize.z;
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float dy = 0.25*params.SourceSize.w;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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vec4 yx = vec4( dx, dy, -dx, -dy);
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vec4 xh = vec4(3*dx, dy, -3*dx, -dy);
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vec4 yv = vec4( dx, 3*dy, -dx, -3*dy);
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vec4 ox = 2*yx;
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vec3 c11 = texture(Source, vTexCoord ).xyz;
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vec3 s00 = texture(Source, vTexCoord + yx.zw).xyz;
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vec3 s20 = texture(Source, vTexCoord + yx.xw).xyz;
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vec3 s22 = texture(Source, vTexCoord + yx.xy).xyz;
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vec3 s02 = texture(Source, vTexCoord + yx.zy).xyz;
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vec3 h00 = texture(Source, vTexCoord + xh.zw).xyz;
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vec3 h20 = texture(Source, vTexCoord + xh.xw).xyz;
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vec3 h22 = texture(Source, vTexCoord + xh.xy).xyz;
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vec3 h02 = texture(Source, vTexCoord + xh.zy).xyz;
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vec3 v00 = texture(Source, vTexCoord + yv.zw).xyz;
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vec3 v20 = texture(Source, vTexCoord + yv.xw).xyz;
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vec3 v22 = texture(Source, vTexCoord + yv.xy).xyz;
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vec3 v02 = texture(Source, vTexCoord + yv.zy).xyz;
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vec3 o00 = texture(Source, vTexCoord + ox.zw).xyz;
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vec3 o20 = texture(Source, vTexCoord + ox.xw).xyz;
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vec3 o22 = texture(Source, vTexCoord + ox.xy).xyz;
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vec3 o02 = texture(Source, vTexCoord + ox.zy).xyz;
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float m1 = 1.0/(dot(abs(s00 - s22), dt) + 0.00001);
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float m2 = 1.0/(dot(abs(s02 - s20), dt) + 0.00001);
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float h1 = 1.0/(dot(abs(s00 - h22), dt) + 0.00001);
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float h2 = 1.0/(dot(abs(s02 - h20), dt) + 0.00001);
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float h3 = 1.0/(dot(abs(h00 - s22), dt) + 0.00001);
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float h4 = 1.0/(dot(abs(h02 - s20), dt) + 0.00001);
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float v1 = 1.0/(dot(abs(s00 - v22), dt) + 0.00001);
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float v2 = 1.0/(dot(abs(s02 - v20), dt) + 0.00001);
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float v3 = 1.0/(dot(abs(v00 - s22), dt) + 0.00001);
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float v4 = 1.0/(dot(abs(v02 - s20), dt) + 0.00001);
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vec3 t1 = 0.5*(m1*(s00 + s22) + m2*(s02 + s20))/(m1 + m2);
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vec3 t2 = 0.5*(h1*(s00 + h22) + h2*(s02 + h20) + h3*(h00 + s22) + h4*(h02 + s20))/(h1 + h2 + h3 + h4);
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vec3 t3 = 0.5*(v1*(s00 + v22) + v2*(s02 + v20) + v3*(v00 + s22) + v4*(v02 + s20))/(v1 + v2 + v3 + v4);
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float k00 = dot(abs(o00 - c11), dt) + 0.00001;
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float k20 = dot(abs(o20 - c11), dt) + 0.00001;
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float k22 = dot(abs(o22 - c11), dt) + 0.00001;
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float k02 = dot(abs(o02 - c11), dt) + 0.00001;
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float kr1 = min(dot(abs(s00 - s22), dt), dot(abs(o00 - o22), dt));
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float kr2 = min(dot(abs(s02 - s20), dt), dot(abs(o20 - o02), dt));
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float w1 = (k22 < k00) ? 0.0 : kr2;
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float w2 = (k02 < k20) ? 0.0 : kr1;
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float w3 = (k00 < k22) ? 0.0 : kr2;
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float w4 = (k20 < k02) ? 0.0 : kr1;
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c11 = (w1*o00 + w2*o20 + w3*o22 + w4*o02 + 0.001*c11)/(w1 + w2 + w3 + w4 + 0.001);
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float k1 = 1.0/(dot(abs(t1 - c11), dt) + 0.00001);
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float k2 = 1.0/(dot(abs(t2 - c11), dt) + 0.00001);
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float k3 = 1.0/(dot(abs(t3 - c11), dt) + 0.00001);
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FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1 + k2 + k3), 1.0);
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}
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