mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 19:31:30 +11:00
64 lines
1.5 KiB
Plaintext
64 lines
1.5 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
SNES Hires Blend Fix
|
|
by OV2, Sp00kyFox, hunterk
|
|
Filter: Nearest
|
|
Scale: 1x
|
|
The original shader has the problem that it blends every horizontal pair of adjacent pixels where it should only blend pairwise disjointed pixel pairs instead.
|
|
*/
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = global.MVP * Position;
|
|
vTexCoord = TexCoord;
|
|
vec2 ps = params.SourceSize.zw;
|
|
float dx = ps.x;
|
|
float dy = ps.y;
|
|
t1 = vTexCoord.xxxy + vec4( -dx, 0., dx, 0.); // L, C, R
|
|
}
|
|
|
|
#pragma stage fragment
|
|
layout(location = 0) in vec2 vTexCoord;
|
|
layout(location = 1) in vec4 t1;
|
|
layout(location = 0) out vec4 FragColor;
|
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
|
|
|
void main()
|
|
{
|
|
vec3 c = texture(Source, t1.yw).xyz;
|
|
vec3 final;
|
|
if (params.SourceSize.x < 500.0) final = c;
|
|
else
|
|
{
|
|
// pixel location
|
|
float fp = round(fract(0.5*vTexCoord.x*params.SourceSize.x));
|
|
|
|
// reading the texels
|
|
vec3 l = texture(Source, t1.xw).xyz;
|
|
vec3 r = texture(Source, t1.zw).xyz;
|
|
|
|
// output
|
|
final = (((l.x == c.x)||(r.x == c.x))&&((l.y == c.y)||(r.y == c.y))&&((l.z == c.z)||(r.z == c.z))) ? c : (fp > 0.5 ? mix(c,r,0.5) : mix(c,l,0.5));
|
|
}
|
|
FragColor = vec4(final, 1.0);
|
|
} |