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https://github.com/italicsjenga/slang-shaders.git
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109 lines
2.8 KiB
Plaintext
109 lines
2.8 KiB
Plaintext
#version 450
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// "LeiFX" shader - Pixel filtering process
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//
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// Copyright (C) 2013-2014 leilei
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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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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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} 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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define FILTCAP 0.04 // filtered pixel should not exceed this
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#define FILTCAPG (FILTCAP / 2)
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#define LEIFX_PIXELWIDTH 0.50f
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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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void main()
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{
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float3 outcolor = tex2D(Source, vTexCoord).rgb;
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float2 pixel;
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pixel.x = params.SourceSize.z;
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pixel.y = params.SourceSize.w;
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float3 pixel1 = tex2D(Source, vTexCoord + float2((pixel.x), 0)).rgb;
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float3 pixel2 = tex2D(Source, vTexCoord + float2(-pixel.x, 0)).rgb;
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float3 pixelblend;
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// New filter
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{
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float3 pixeldiff;
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float3 pixelmake;
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float3 pixeldiffleft;
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pixelmake.rgb = float3(0.0);
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pixeldiff.rgb = pixel2.rgb- outcolor.rgb;
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pixeldiffleft.rgb = pixel1.rgb - outcolor.rgb;
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if (pixeldiff.r > FILTCAP) pixeldiff.r = FILTCAP;
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if (pixeldiff.g > FILTCAPG) pixeldiff.g = FILTCAPG;
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if (pixeldiff.b > FILTCAP) pixeldiff.b = FILTCAP;
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if (pixeldiff.r < -FILTCAP) pixeldiff.r = -FILTCAP;
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if (pixeldiff.g < -FILTCAPG) pixeldiff.g = -FILTCAPG;
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if (pixeldiff.b < -FILTCAP) pixeldiff.b = -FILTCAP;
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if (pixeldiffleft.r > FILTCAP) pixeldiffleft.r = FILTCAP;
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if (pixeldiffleft.g > FILTCAPG) pixeldiffleft.g = FILTCAPG;
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if (pixeldiffleft.b > FILTCAP) pixeldiffleft.b = FILTCAP;
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if (pixeldiffleft.r < -FILTCAP) pixeldiffleft.r = -FILTCAP;
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if (pixeldiffleft.g < -FILTCAPG) pixeldiffleft.g = -FILTCAPG;
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if (pixeldiffleft.b < -FILTCAP) pixeldiffleft.b = -FILTCAP;
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pixelmake.rgb = (pixeldiff.rgb / 4) + (pixeldiffleft.rgb / 16);
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outcolor.rgb = (outcolor.rgb + pixelmake.rgb);
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}
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FragColor = vec4(outcolor, 1.0);
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} |