mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +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/
87 lines
2.7 KiB
Plaintext
87 lines
2.7 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 dt = vec3(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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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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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 x = 0.5 * global.SourceSize.z;
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float y = 0.5 * global.SourceSize.w;
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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t1 = vec4(vTexCoord - dg1, vTexCoord - dy);
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t2 = vec4(vTexCoord - dg2, vTexCoord + dx);
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t3 = vec4(vTexCoord + dg1, vTexCoord + dy);
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t4 = vec4(vTexCoord + dg2, vTexCoord - dx);
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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 = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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float mx = 0.325; // start smoothing wt.
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float k = -0.250; // wt. decrease factor
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float max_w = 0.25; // max filter weigth
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float min_w =-0.05; // min filter weigth
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float lum_add = 0.25; // affects smoothing
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void main()
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{
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vec3 c00 = texture(Source, t1.xy).xyz;
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vec3 c10 = texture(Source, t1.zw).xyz;
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vec3 c20 = texture(Source, t2.xy).xyz;
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vec3 c01 = texture(Source, t4.zw).xyz;
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vec3 c11 = texture(Source, vTexCoord).xyz;
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vec3 c21 = texture(Source, t2.zw).xyz;
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vec3 c02 = texture(Source, t4.xy).xyz;
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vec3 c12 = texture(Source, t3.zw).xyz;
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vec3 c22 = texture(Source, t3.xy).xyz;
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float md1 = dot(abs(c00 - c22), dt);
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float md2 = dot(abs(c02 - c20), dt);
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float w1 = dot(abs(c22 - c11), dt) * md2;
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float w2 = dot(abs(c02 - c11), dt) * md1;
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float w3 = dot(abs(c00 - c11), dt) * md2;
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float w4 = dot(abs(c20 - c11), dt) * md1;
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float t1 = w1 + w3;
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float t2 = w2 + w4;
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float ww = max(t1, t2) + 0.0001;
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c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww);
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float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add);
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float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add);
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w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w);
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w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w);
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w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w);
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w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w);
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FragColor = vec4(w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11, 1.0);
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} |