mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
3c00e990dc
Features: - uses bayer 4x4 matrix - color depth can be selected with a parameter - dithering will be calculated according to selected color depth
215 lines
6.6 KiB
Plaintext
215 lines
6.6 KiB
Plaintext
#version 450
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/*
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* gizmo98 bayer 4x4 dithering shader
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* Copyright (C) 2023 gizmo98
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* version 0.1, 16.05.2023
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* ---------------------------------------------------------------------------------------
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* - initial commit
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*
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* https://github.com/gizmo98/gizmo-crt-shader
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*
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* uses parts of texture anti-aliasing shader from Ikaros https://www.shadertoy.com/view/ldsSRX
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float COLOR_DEPTH;
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float DITHER_TUNE;
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float EGA_PALETTE;
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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 parameter COLOR_DEPTH "Color depth in Bits" 1.0 1.0 8.0 1.0
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#pragma parameter DITHER_TUNE "Tune dithering" 0.0 -64.0 64.0 1.0
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#pragma parameter EGA_PALETTE "EGA palette" 0.0 0.0 1.0 1.0
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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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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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vec4 DitherPattern(vec4 col, vec2 coord)
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{
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mat4 bayerMatrix;
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bayerMatrix[0] = vec4(0.0, 8.0, 2.0, 10.0);
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bayerMatrix[1] = vec4(12.0, 4.0, 14.0, 6.0);
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bayerMatrix[2] = vec4(3.0, 11.0, 1.0, 9.0);
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bayerMatrix[3] = vec4(15.0, 7.0, 13.0, 5.0);
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ivec2 st = ivec2(fract(coord.xy / 4.0) * 4.0);
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float threshold = bayerMatrix[st.x][st.y];
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float multiplier = pow(2.0,8.0 - params.COLOR_DEPTH) - 1.0;
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threshold = (threshold / 15.0) - 0.5;
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threshold *= ((multiplier + params.DITHER_TUNE) / 255.0);
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col.rgb += threshold;
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return col;
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}
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vec2 saturateA(in vec2 x)
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{
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return clamp(x, 0.0, 1.0);
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}
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vec2 magnify(in vec2 uv, in vec2 res)
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{
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uv *= res;
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return (saturateA(fract(uv) / saturateA(fwidth(uv))) + floor(uv) - 0.5) / res.xy;
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}
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vec4 textureAA(in vec2 uv){
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vec2 texSize = vec2(textureSize(Source, 0));
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uv = magnify(uv,texSize.xy);
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vec2 uv1 = uv*texSize.xy;
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vec2 iuv = floor(uv1);
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vec4 col = texture( Source, uv );
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col = DitherPattern( col , iuv - 0.5);
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return col;
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}
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vec4 ColorDepthReduction(vec4 col)
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{
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float divider = pow(2.0,params.COLOR_DEPTH) - 1.0;
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col.rgb *= divider;
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col.rgb = floor(col.rgb) + step(0.5, fract(col.rgb));
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col.rgb /= divider;
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return col;
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}
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vec4 EGAPalette(vec4 col)
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{
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float divider = 3.0;
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vec3 c = floor(col.rgb * divider) + step(0.5, fract(col.rgb * divider));
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if (c.rgb == vec3(0.0,0.0,0.0) ||
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c.rgb == vec3(1.0,1.0,1.0) ||
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c.rgb == vec3(2.0,2.0,2.0) ||
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c.rgb == vec3(3.0,3.0,3.0) ||
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c.rgb == vec3(2.0,1.0,0.0))
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col.rgb = col.rgb;
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// bright green
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else if (c.rgb == vec3(0.0,3.0,0.0)||
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c.rgb == vec3(0.0,3.0,2.0)||
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c.rgb == vec3(2.0,3.0,0.0)||
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c.rgb == vec3(0.0,3.0,1.0)||
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c.rgb == vec3(1.0,3.0,1.0)||
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c.rgb == vec3(1.0,3.0,0.0)||
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c.rgb == vec3(2.0,3.0,1.0)||
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c.rgb == vec3(2.0,3.0,2.0))
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col.rgb = vec3(1.0,3.0,1.0) / divider;
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// green
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else if (c.rgb == vec3(0.0,2.0,0.0)||
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c.rgb == vec3(0.0,2.0,1.0)||
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c.rgb == vec3(0.0,1.0,0.0)||
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c.rgb == vec3(0.0,1.0,1.0)||
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c.rgb == vec3(1.0,2.0,1.0)||
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c.rgb == vec3(1.0,2.0,0.0)||
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c.rgb == vec3(0.0,1.0,1.0))
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col.rgb = vec3(0.0,2.0,0.0) / divider;
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// bright red
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else if (c.rgb == vec3(3.0,0.0,0.0)||
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c.rgb == vec3(3.0,0.0,1.0)||
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c.rgb == vec3(3.0,1.0,0.0)||
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c.rgb == vec3(3.0,1.0,1.0))
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col.rgb = vec3(3.0,1.0,1.0) / divider;
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// red
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else if (c.rgb == vec3(2.0,0.0,0.0)||
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c.rgb == vec3(2.0,0.0,1.0)||
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c.rgb == vec3(1.0,0.0,0.0))
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col.rgb = vec3(2.0,0.0,0.0) / divider;
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// bright cyan
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else if (c.rgb == vec3(0.0,3.0,3.0)||
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c.rgb == vec3(1.0,3.0,3.0)||
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c.rgb == vec3(2.0,3.0,3.0))
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col.rgb = vec3(1.0,3.0,3.0) / divider;
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// cyan
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else if (c.rgb == vec3(0.0,2.0,2.0)||
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c.rgb == vec3(1.0,2.0,2.0))
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col.rgb = vec3(0.0,2.0,2.0) / divider;
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// bright blue
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else if (c.rgb == vec3(0.0,2.0,3.0)||
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c.rgb == vec3(1.0,2.0,3.0)||
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c.rgb == vec3(0.0,0.0,3.0))
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col.rgb = vec3(1.0,1.0,3.0) / divider;
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// blue
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else if (c.rgb == vec3(0.0,0.0,2.0)||
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c.rgb == vec3(0.0,0.0,1.0)||
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c.rgb == vec3(0.0,1.0,2.0)||
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c.rgb == vec3(1.0,1.0,3.0)||
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c.rgb == vec3(0.0,1.0,3.0))
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col.rgb = vec3(0.0,0.0,2.0) / divider;
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// brown
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else if (c.rgb == vec3(2.0,1.0,0.0)||
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c.rgb == vec3(2.0,1.0,1.0)||
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c.rgb == vec3(1.0,1.0,0.0))
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col.rgb = vec3(2.0,1.0,0.0) / divider;
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// bright yellow
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else if (c.rgb == vec3(3.0,3.0,0.0)||
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c.rgb == vec3(3.0,3.0,1.0)||
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c.rgb == vec3(3.0,3.0,2.0)||
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c.rgb == vec3(2.0,2.0,0.0)||
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c.rgb == vec3(2.0,2.0,1.0))
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col.rgb = vec3(3.0,3.0,1.0) / divider;
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// magenta
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else if (c.rgb == vec3(2.0,0.0,2.0)||
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c.rgb == vec3(2.0,0.0,3.0)||
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c.rgb == vec3(2.0,1.0,2.0)||
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c.rgb == vec3(2.0,1.0,3.0))
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col.rgb = vec3(2.0,0.0,2.0) / divider;
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// bright magenta
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else if (c.rgb == vec3(3.0,0.0,2.0)||
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c.rgb == vec3(3.0,0.0,3.0)||
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c.rgb == vec3(3.0,2.0,3.0)||
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c.rgb == vec3(3.0,1.0,3.0)||
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c.rgb == vec3(3.0,1.0,2.0))
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col.rgb = vec3(3.0,1.0,3.0) / divider;
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else if (c.r == 0.0)
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col.gb = step(2.0,c.gb) * 2.0 / divider;
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else if (c.g == 0.0)
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col.rb = step(2.0,c.rb) * 2.0 / divider;
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else if (c.b == 0.0)
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col.rg = step(2.0,c.rg) * 2.0 / divider;
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else if (c.r == 3.0)
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col.gb = step(1.0,c.gb) / divider;
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else if (c.g == 3.0)
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col.rb = step(1.0,c.rb) / divider;
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else if (c.b == 3.0)
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col.rg = step(1.0,c.rg) / divider;
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return col;
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}
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void main()
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{
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vec2 texcoord = vTexCoord.xy;
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FragColor = textureAA(texcoord);
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FragColor = ColorDepthReduction(FragColor);
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if (params.EGA_PALETTE == 1.0)
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FragColor = EGAPalette(FragColor);
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}
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