mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
175 lines
5.1 KiB
Plaintext
175 lines
5.1 KiB
Plaintext
#version 450
|
|
|
|
layout(push_constant) uniform Push
|
|
{
|
|
vec4 SourceSize;
|
|
vec4 OriginalSize;
|
|
vec4 OutputSize;
|
|
uint FrameCount;
|
|
} params;
|
|
|
|
layout(std140, set = 0, binding = 0) uniform UBO
|
|
{
|
|
mat4 MVP;
|
|
} global;
|
|
|
|
/*
|
|
|
|
Hyllian's xBR MultiLevel4 Shader - Pass4
|
|
|
|
Copyright (C) 2011-2015 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.
|
|
|
|
*/
|
|
|
|
#define round(X) floor((X)+0.5)
|
|
|
|
const vec3 bin = vec3( 4.0f, 2.0f, 1.0f);
|
|
const vec4 low = vec4(-64.0f, -64.0f, -64.0f, -64.0f);
|
|
const vec4 high = vec4( 64.0f, 64.0f, 64.0f, 64.0f);
|
|
|
|
vec4 remapFrom01(vec4 v, vec4 low, vec4 high)
|
|
{
|
|
return round(mix(low, high, v));
|
|
}
|
|
|
|
float c_df(vec3 c1, vec3 c2)
|
|
{
|
|
vec3 df = abs(c1 - c2);
|
|
return df.r + df.g + df.b;
|
|
}
|
|
|
|
|
|
vec4 unpack_info(float i)
|
|
{
|
|
vec4 info;
|
|
info.x = round(modf(i/2.0f, i));
|
|
info.y = round(modf(i/2.0f, i));
|
|
info.z = round(modf(i/2.0f, i));
|
|
info.w = i;
|
|
|
|
return info;
|
|
}
|
|
|
|
|
|
float df(float A, float B)
|
|
{
|
|
return abs(A-B);
|
|
}
|
|
|
|
#define GET_PIXEL(PARAM, PIXEL)\
|
|
info = PARAM;\
|
|
ay.z = round( modf( info/2.0f, info ) );\
|
|
ay.y = round( modf( info/2.0f, info ) );\
|
|
ay.x = round( modf( info/2.0f, info ) );\
|
|
ax.z = round( modf( info/2.0f, info ) );\
|
|
ax.y = round( modf( info/2.0f, info ) );\
|
|
ax.x = round( info );\
|
|
iq.x = dot( ax, bin ) - 2.0;\
|
|
iq.y = dot( ay, bin ) - 2.0;\
|
|
PIXEL = texture( Original, vTexCoord + iq.x * t1.xy + iq.y * t1.zw ).xyz;\
|
|
|
|
#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 vec4 t1;
|
|
layout(location = 2) out float scale_factor;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
float dx = params.OriginalSize.z;
|
|
float dy = params.OriginalSize.w;
|
|
|
|
// A3 B3 C3
|
|
// A1 B1 C1
|
|
//A2 A0 A B C C4 C6
|
|
//D2 D0 D E F F4 F6
|
|
//G2 G0 G H I I4 I6
|
|
// G5 H5 I5
|
|
// G7 H7 I7
|
|
t1 = vec4(dx, 0, 0, dy); // F H
|
|
scale_factor = params.OutputSize.x * params.OriginalSize.z;
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 2) in float scale_factor;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
layout(set = 0, binding = 3) uniform sampler2D Original;
|
|
|
|
void main()
|
|
{
|
|
vec2 fp = fract( vTexCoord * params.OriginalSize.xy ) - vec2( 0.4999, 0.4999 ); // pos = pixel position
|
|
|
|
vec2 pxcoord = floor(vTexCoord * params.OriginalSize.xy) * params.OriginalSize.zw;
|
|
|
|
vec4 UL = texture(Source, pxcoord + 0.25 * t1.xy + 0.25 * t1.zw );
|
|
vec4 UR = texture(Source, pxcoord + 0.75 * t1.xy + 0.25 * t1.zw );
|
|
vec4 DL = texture(Source, pxcoord + 0.25 * t1.xy + 0.75 * t1.zw );
|
|
vec4 DR = texture(Source, pxcoord + 0.75 * t1.xy + 0.75 * t1.zw );
|
|
|
|
vec4 ulparam = remapFrom01( UL, low, high ); // retrieve 1st pass info
|
|
vec4 urparam = remapFrom01( UR, low, high ); // retrieve 1st pass info
|
|
vec4 dlparam = remapFrom01( DL, low, high ); // retrieve 1st pass info
|
|
vec4 drparam = remapFrom01( DR, low, high ); // retrieve 1st pass info
|
|
|
|
vec3 E = texture( Original, vTexCoord ).xyz;
|
|
|
|
vec3 ax, ay, PX, PY, PZ, PW;
|
|
float info;
|
|
vec2 iq;
|
|
|
|
GET_PIXEL(ulparam.w, PX);
|
|
GET_PIXEL(urparam.w, PY);
|
|
GET_PIXEL(dlparam.w, PZ);
|
|
GET_PIXEL(drparam.w, PW);
|
|
|
|
vec3 fp1 = vec3( fp, -1 );
|
|
|
|
vec3 color;
|
|
vec4 fx;
|
|
|
|
vec4 inc = vec4(abs(ulparam.x / ulparam.y), abs(urparam.x / urparam.y), abs(dlparam.x / dlparam.y), abs(drparam.x / drparam.y));
|
|
vec4 level = max(inc, 1.0 / inc);
|
|
|
|
fx.x = clamp( dot( fp1, ulparam.xyz ) * scale_factor / ( 8 * level.x ) + 0.5 , 0.0, 1.0);
|
|
fx.y = clamp( dot( fp1, urparam.xyz ) * scale_factor / ( 8 * level.y ) + 0.5 , 0.0, 1.0);
|
|
fx.z = clamp( dot( fp1, dlparam.xyz ) * scale_factor / ( 8 * level.z ) + 0.5 , 0.0, 1.0);
|
|
fx.w = clamp( dot( fp1, drparam.xyz ) * scale_factor / ( 8 * level.w ) + 0.5 , 0.0, 1.0);
|
|
|
|
vec3 c1, c2, c3, c4;
|
|
|
|
c1 = mix( E, PX, fx.x );
|
|
c2 = mix( E, PY, fx.y );
|
|
c3 = mix( E, PZ, fx.z );
|
|
c4 = mix( E, PW, fx.w );
|
|
|
|
color = c1;
|
|
color = ( (c_df(c2, E) > c_df(color, E)) ) ? c2 : color;
|
|
color = ( (c_df(c3, E) > c_df(color, E)) ) ? c3 : color;
|
|
color = ( (c_df(c4, E) > c_df(color, E)) ) ? c4 : color;
|
|
|
|
FragColor = vec4(color, 1.0);
|
|
} |