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https://github.com/italicsjenga/slang-shaders.git
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105 lines
2.6 KiB
Plaintext
105 lines
2.6 KiB
Plaintext
#version 450
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/*
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Merge Dithering and Pseudo Transparency Shader v2.8 - Pass 3
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by Sp00kyFox, 2014
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Backpropagation and checkerboard smoothing.
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*/
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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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float HSM_DEDITHER_MODE;
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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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#pragma parameter HSM_DEDITHER_MODE "Mode: OFF| STRICT | RELAXED | HYLLIAN | HYL + STRIPES | STRIPES" 0 0 5 1
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#define HSM_DEDITHER_MODE params.HSM_DEDITHER_MODE
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#define TEX(dx,dy) texture(Source, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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#define TEXt0(dx,dy) texture(PreMdaptPass, vTexCoord+vec2((dx),(dy))*params.SourceSize.zw)
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bool eq(vec3 A, vec3 B){
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return (A == B);
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}
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float and_(float a, float b){
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return min(a,b);
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}
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float or_(float a, float b, float c, float d, float e, float f, float g, float h, float i){
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return max(a, max(b, max(c, max(d, max(e, max(f, max(g, max(h,i))))))));
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}
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vec2 and_(vec2 a, vec2 b){
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return min(a,b);
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}
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vec2 or_(vec2 a, vec2 b){
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return max(a,b);
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}
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vec2 or_(vec2 a, vec2 b, vec2 c, vec2 d){
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return max(a, max(b, max(c,d)));
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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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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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layout(set = 0, binding = 3) uniform sampler2D PreMdaptPass;
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void main()
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{
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/*
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UL U UR
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L C R
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DL D DR
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*/
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if (HSM_DEDITHER_MODE < 1 || HSM_DEDITHER_MODE == 3)
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{
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FragColor = texture(Source, vTexCoord);
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return;
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}
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vec4 C = TEX( 0., 0.); vec3 c = TEXt0( 0., 0.).xyz;
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vec2 L = TEX(-1., 0.).xy; vec3 l = TEXt0(-1., 0.).xyz;
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vec2 R = TEX( 1., 0.).xy; vec3 r = TEXt0( 1., 0.).xyz;
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vec2 U = TEX( 0.,-1.).xy; vec3 u = TEXt0( 0.,-1.).xyz;
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vec2 D = TEX( 0., 1.).xy; vec3 d = TEXt0( 0., 1.).xyz;
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float UL = TEX(-1.,-1.).y; vec3 ul = TEXt0(-1.,-1.).xyz;
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float UR = TEX( 1.,-1.).y; vec3 ur = TEXt0( 1.,-1.).xyz;
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float DL = TEX(-1., 1.).y; vec3 dl = TEXt0(-1., 1.).xyz;
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float DR = TEX( 1., 1.).y; vec3 dr = TEXt0( 1., 1.).xyz;
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// Backpropagation
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C.xy = or_(C.xy, and_(C.zw, or_(L, R, U, D)));
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// Checkerboard Smoothing
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C.y = or_(C.y, min(U.y, float(eq(c,u))), min(D.y, float(eq(c,d))), min(L.y, float(eq(c,l))), min(R.y, float(eq(c,r))), min(UL, float(eq(c,ul))), min(UR, float(eq(c,ur))), min(DL, float(eq(c,dl))), min(DR, float(eq(c,dr))));
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FragColor = vec4(C);
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} |