mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
79 lines
1.7 KiB
Plaintext
79 lines
1.7 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
Genesis Dithering and Pseudo Transparency Shader v1.3 - Pass 0
|
|
by Sp00kyFox, 2014
|
|
|
|
Neighbor anaylsis via dot product of the difference vectors.
|
|
|
|
*/
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
float MODE;
|
|
float PWR;
|
|
} params;
|
|
|
|
#pragma parameter MODE "GDAPT Monochrome Analysis" 0.0 0.0 1.0 1.0
|
|
#pragma parameter PWR "GDAPT Color Metric Exp" 2.0 0.0 10.0 0.1
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
#define dotfix(x,y) clamp(dot(x,y), 0.0, 1.0) // NVIDIA Fix
|
|
#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*t1).xyz
|
|
|
|
// Reference: http://www.compuphase.com/cmetric.htm
|
|
float eq(vec3 A, vec3 B)
|
|
{
|
|
vec3 diff = A-B;
|
|
float ravg = (A.x + B.x) * 0.5;
|
|
|
|
diff *= diff * vec3(2.0 + ravg, 4.0, 3.0 - ravg);
|
|
|
|
return pow( smoothstep(3.0, 0.0, sqrt(diff.x + diff.y + diff.z)), params.PWR );
|
|
}
|
|
|
|
#pragma stage vertex
|
|
layout(location = 0) in vec4 Position;
|
|
layout(location = 1) in vec2 TexCoord;
|
|
layout(location = 0) out vec2 vTexCoord;
|
|
layout(location = 1) out vec2 t1;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * vec4(Position.xy, 0.0, 1.0);
|
|
vTexCoord = TexCoord;
|
|
t1 = params.SourceSize.zw;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec2 t1;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec3 C = TEX( 0, 0);
|
|
vec3 L = TEX(-1, 0);
|
|
vec3 R = TEX( 1, 0);
|
|
|
|
float tag = 0.0;
|
|
|
|
if(params.MODE > 0.5){
|
|
tag = ((L == R) && (C != L)) ? 1.0 : 0.0;
|
|
}
|
|
else{
|
|
tag = dotfix(normalize(C-L), normalize(C-R)) * eq(L,R);
|
|
}
|
|
|
|
FragColor = vec4(C, tag);
|
|
}
|