mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
259ff81f4b
* Move initial batch of shaders and presets to smoothing subdirectory * Rename smoothing to edge enhancement * Move cubic and windowed into interpolation * Fix some presets * Fix rest of presets * Rename edge-enhancement to edge-smoothing * Move pixel art scalers into separate directory separate from 'interpolation' * Flatten interpolation/cubic into interpolation/
183 lines
5 KiB
Plaintext
183 lines
5 KiB
Plaintext
#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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vec3 dtt = vec3(65536.0,255.0,1.0);
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float reduce(vec3 color)
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{
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return dot(color, dtt);
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}
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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layout(location = 8) out vec4 t8;
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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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float dx = global.SourceSize.z;
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float dy = global.SourceSize.w;
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t1.xy = vTexCoord + vec2(-dx,-dy);
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t1.zw = vTexCoord + vec2(-dx, 0);
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t2.xy = vTexCoord + vec2(+dx,-dy);
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t2.zw = vTexCoord + vec2(+dx+dx,-dy);
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t3.xy = vTexCoord + vec2(-dx, 0);
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t3.zw = vTexCoord + vec2(+dx, 0);
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t4.xy = vTexCoord + vec2(+dx+dx, 0);
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t4.zw = vTexCoord + vec2(-dx,+dy);
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t5.xy = vTexCoord + vec2( 0,+dy);
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t5.zw = vTexCoord + vec2(+dx,+dy);
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t6.xy = vTexCoord + vec2(+dx+dx,+dy);
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t6.zw = vTexCoord + vec2(-dx,+dy+dy);
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t7.xy = vTexCoord + vec2( 0,+dy+dy);
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t7.zw = vTexCoord + vec2(+dx,+dy+dy);
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t8.xy = vTexCoord + vec2(+dx+dx,+dy+dy);
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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 vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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layout(location = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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layout(location = 8) in vec4 t8;
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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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/* GET_RESULT function */
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/* Copyright (c) 1999-2001 by Derek Liauw Kie Fa */
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/* License: GNU-GPL */
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int GET_RESULT(float A, float B, float C, float D)
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{
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int x = 0; int y = 0; int r = 0;
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if (A == C) x+=1; else if (B == C) y+=1;
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if (A == D) x+=1; else if (B == D) y+=1;
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if (x <= 1) r+=1;
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if (y <= 1) r-=1;
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return r;
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}
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void main()
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{
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vec2 fp = fract(vTexCoord * global.SourceSize.xy);
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// Reading the texels
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vec3 C0 = texture(Source, t1.xy).xyz;
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vec3 C1 = texture(Source, t1.zw).xyz;
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vec3 C2 = texture(Source, t2.xy).xyz;
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vec3 D3 = texture(Source, t2.zw).xyz;
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vec3 C3 = texture(Source, t3.xy).xyz;
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vec3 C4 = texture(Source, vTexCoord).xyz;
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vec3 C5 = texture(Source, t3.zw).xyz;
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vec3 D4 = texture(Source, t4.xy).xyz;
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vec3 C6 = texture(Source, t4.zw).xyz;
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vec3 C7 = texture(Source, t5.xy).xyz;
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vec3 C8 = texture(Source, t5.zw).xyz;
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vec3 D5 = texture(Source, t6.xy).xyz;
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vec3 D0 = texture(Source, t6.zw).xyz;
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vec3 D1 = texture(Source, t7.xy).xyz;
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vec3 D2 = texture(Source, t7.zw).xyz;
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vec3 D6 = texture(Source, t8.xy).xyz;
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vec3 p00,p10,p01,p11;
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// reducing vec3 to float
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float c0 = reduce(C0);float c1 = reduce(C1);
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float c2 = reduce(C2);float c3 = reduce(C3);
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float c4 = reduce(C4);float c5 = reduce(C5);
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float c6 = reduce(C6);float c7 = reduce(C7);
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float c8 = reduce(C8);float d0 = reduce(D0);
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float d1 = reduce(D1);float d2 = reduce(D2);
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float d3 = reduce(D3);float d4 = reduce(D4);
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float d5 = reduce(D5);float d6 = reduce(D6);
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/* SuperEagle code */
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/* Copied from the Dosbox source code */
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/* Copyright (C) 2002-2007 The DOSBox Team */
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/* License: GNU-GPL */
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/* Adapted by guest(r) on 16.4.2007 */
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if (c4 != c8) {
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if (c7 == c5) {
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p01 = p10 = C7;
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if ((c6 == c7) || (c5 == c2)) {
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p00 = 0.25*(3.0*C7+C4);
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} else {
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p00 = 0.5*(C4+C5);
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}
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if ((c5 == d4) || (c7 == d1)) {
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p11 = 0.25*(3.0*C7+C8);
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} else {
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p11 = 0.5*(C7+C8);
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}
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} else {
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p11 = 0.125*(6.0*C8+C7+C5);
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p00 = 0.125*(6.0*C4+C7+C5);
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p10 = 0.125*(6.0*C7+C4+C8);
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p01 = 0.125*(6.0*C5+C4+C8);
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}
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} else {
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if (c7 != c5) {
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p11 = p00 = C4;
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if ((c1 == c4) || (c8 == d5)) {
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p01 = 0.25*(3.0*C4+C5);
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} else {
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p01 = 0.5*(C4+C5);
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}
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if ((c8 == d2) || (c3 == c4)) {
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p10 = 0.25*(3.0*C4+C7);
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} else {
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p10 = 0.5*(C7+C8);
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}
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} else {
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int r = 0;
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r += GET_RESULT(c5,c4,c6,d1);
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r += GET_RESULT(c5,c4,c3,c1);
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r += GET_RESULT(c5,c4,d2,d5);
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r += GET_RESULT(c5,c4,c2,d4);
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if (r > 0) {
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p01 = p10 = C7;
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p00 = p11 = 0.5*(C4+C5);
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} else if (r < 0) {
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p11 = p00 = C4;
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p01 = p10 = 0.5*(C4+C5);
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} else {
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p11 = p00 = C4;
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p01 = p10 = C7;
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}
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}
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}
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// Distributing the four products
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p10 = (fp.x < 0.50) ? (fp.y < 0.50 ? p00 : p10) : (fp.y < 0.50 ? p01: p11);
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FragColor = vec4(p10, 1.0);
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} |