mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
167 lines
5.5 KiB
Plaintext
167 lines
5.5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
SGENPT-MIX - Sega Genesis Pseudo Transparency Mixer Shader - v8b
|
|
|
|
2011-2020 Hyllian - sergiogdb@gmail.com
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
|
|
*/
|
|
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float SGPT_BLEND_OPTION;
|
|
float SGPT_BLEND_LEVEL;
|
|
float SGPT_ADJUST_VIEW;
|
|
float SGPT_LINEAR_GAMMA;
|
|
float SGPT_ON;
|
|
} params;
|
|
|
|
#pragma parameter SGPT_TITLE "[ --- SGENPT-MIX DE-DITHERING V8b --- ]:" 0 0 0.01 0.01
|
|
|
|
#pragma parameter SGPT_ON " SGENPT-MIX ON" 0 0 1 1
|
|
#pragma parameter SGPT_BLEND_OPTION " Pass 1 Blend - OFF | VL | CB | CB-S | Both | Both2 | Both-S" 4.0 0.0 6.0 1.0
|
|
#pragma parameter SGPT_BLEND_LEVEL " Pass 1 Both Blend Level" 1.0 0.0 1.0 0.1
|
|
// #pragma parameter SGPT_ADJUST_VIEW " Adjust View (Debug)" 0.0 0.0 1.0 1.0
|
|
#pragma parameter SGPT_LINEAR_GAMMA " Pass 1 Use Linear Gamma" 0.0 0.0 1.0 1.0
|
|
#define SGPT_BLEND_OPTION (params.SGPT_BLEND_OPTION * params.SGPT_ON)
|
|
#define SGPT_BLEND_LEVEL params.SGPT_BLEND_LEVEL
|
|
#define SGPT_ADJUST_VIEW 0
|
|
#define SGPT_LINEAR_GAMMA params.SGPT_LINEAR_GAMMA
|
|
|
|
#define GAMMA_EXP (SGPT_LINEAR_GAMMA+1.0)
|
|
#define GAMMA_IN(color) pow(color, vec3(GAMMA_EXP, GAMMA_EXP, GAMMA_EXP))
|
|
#define GAMMA_OUT(color) pow(color, vec3(1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP, 1.0 / GAMMA_EXP))
|
|
|
|
const vec3 Y = vec3(.2126, .7152, .0722);
|
|
|
|
vec3 min_s(vec3 central, vec3 adj1, vec3 adj2) {return min(central, max(adj1, adj2));}
|
|
vec3 max_s(vec3 central, vec3 adj1, vec3 adj2) {return max(central, min(adj1, adj2));}
|
|
|
|
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()
|
|
{
|
|
vec2 dx = vec2(1.0, 0.0)*params.SourceSize.zw;
|
|
vec2 dy = vec2(0.0, 1.0)*params.SourceSize.zw;
|
|
|
|
// Reading the texels.
|
|
vec3 C = GAMMA_IN(texture(Source, vTexCoord ).xyz);
|
|
vec3 L = GAMMA_IN(texture(Source, vTexCoord -dx).xyz);
|
|
vec3 R = GAMMA_IN(texture(Source, vTexCoord +dx).xyz);
|
|
vec3 U = GAMMA_IN(texture(Source, vTexCoord -dy).xyz);
|
|
vec3 D = GAMMA_IN(texture(Source, vTexCoord +dy).xyz);
|
|
vec3 UL = GAMMA_IN(texture(Source, vTexCoord -dx -dy).xyz);
|
|
vec3 UR = GAMMA_IN(texture(Source, vTexCoord +dx -dy).xyz);
|
|
vec3 DL = GAMMA_IN(texture(Source, vTexCoord -dx +dy).xyz);
|
|
vec3 DR = GAMMA_IN(texture(Source, vTexCoord +dx +dy).xyz);
|
|
|
|
vec3 color = C;
|
|
|
|
// Get min/max samples
|
|
vec3 min_sample = min_s(C, L, R);
|
|
vec3 max_sample = max_s(C, L, R);
|
|
|
|
float diff = dot(max(max(C, L), max(C, R)) - min(min(C, L), min(C, R)), Y);
|
|
|
|
if (SGPT_BLEND_OPTION == 1) // Only Vertical Lines
|
|
{
|
|
min_sample = max_s(min_sample, min_s(C, DL, DR), min_s(C, UL, UR));
|
|
max_sample = min_s(max_sample, max_s(C, DL, DR), max_s(C, UL, UR));
|
|
|
|
diff *= (1.0 - SGPT_BLEND_LEVEL);
|
|
|
|
color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
|
|
}
|
|
else if (SGPT_BLEND_OPTION == 2) // Only Checkerboard
|
|
{
|
|
min_sample = max(min_sample, min_s(C, U, D));
|
|
max_sample = min(max_sample, max_s(C, U, D));
|
|
|
|
diff *= (1.0 - SGPT_BLEND_LEVEL);
|
|
|
|
color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
|
|
}
|
|
else if (SGPT_BLEND_OPTION == 3) // Only Checkerboard - Soft
|
|
{
|
|
min_sample = min_s(min_sample, U, D);
|
|
max_sample = max_s(max_sample, U, D);
|
|
|
|
diff *= (1.0 - SGPT_BLEND_LEVEL);
|
|
|
|
color = 0.5*( 1.0 + diff )*C + 0.125*( 1.0 - diff )*(L + R + U + D);
|
|
}
|
|
else if (SGPT_BLEND_OPTION == 4) // VL-CB
|
|
{
|
|
diff *= (1.0 - SGPT_BLEND_LEVEL);
|
|
|
|
color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
|
|
}
|
|
else if (SGPT_BLEND_OPTION == 5) // VL-CB-2
|
|
{
|
|
min_sample = min_s(min_sample, U, D);
|
|
max_sample = max_s(max_sample, U, D);
|
|
|
|
diff *= (1.0 - SGPT_BLEND_LEVEL);
|
|
|
|
color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
|
|
}
|
|
else if (SGPT_BLEND_OPTION == 6) // VL-CB-Soft
|
|
{
|
|
min_sample = min(min_sample, min(min_s(D, DL, DR), min_s(U, UL, UR)));
|
|
max_sample = max(max_sample, max(max_s(D, DL, DR), max_s(U, UL, UR)));
|
|
|
|
diff *= (1.0 - SGPT_BLEND_LEVEL);
|
|
|
|
color = 0.5*( 1.0 + diff )*C + 0.25*( 1.0 - diff )*(L + R);
|
|
}
|
|
|
|
color = clamp(color, min_sample, max_sample);
|
|
|
|
color = mix(color, vec3(dot(abs(C-color), vec3(1.0, 1.0, 1.0))), SGPT_ADJUST_VIEW);
|
|
|
|
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
|
}
|