mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 09:51:30 +11:00
105 lines
3.5 KiB
Plaintext
105 lines
3.5 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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float video_scale, PAR, GRID_STRENGTH, gamma;
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} global;
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#pragma parameter video_scale "Video Scale" 3.0 2.0 20.0 1.0
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#pragma parameter PAR "Pixel Aspect Ratio" 1.0 0.0 20.0 0.01
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#pragma parameter GRID_STRENGTH "LCD Grid Strength" 0.05 0.0 1.0 0.01
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#pragma parameter gamma "LCD Input Gamma" 2.2 1.0 5.0 0.1
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#define round(x) floor( (x) + 0.5 )
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#define TEX2D(c) pow(texture(Source, (c)), vec4(global.gamma))
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vec2 middle = vec2(0.5, 0.5);
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vec2 screen_scale = global.video_scale * vec2(global.PAR, 1.0);
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vec2 screen_ratio = global.OutputSize.xy * global.SourceSize.zw / screen_scale;
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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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vec2 diff = TexCoord.xy - middle;
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vTexCoord = (middle + diff * screen_ratio) * 1.0001;
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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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float intsmear_func(float z)
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{
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float z2 = z*z;
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float z4 = z2*z2;
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float z8 = z4*z4;
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return z - 2.0/3.0*z*z2 - 1.0/5.0*z*z4 + 4.0/7.0*z*z2*z4 - 1.0/9.0*z*z8
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- 2.0/11.0*z*z2*z8 + 1.0/13.0*z*z4*z8;
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}
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float intsmear(float x, float dx)
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{
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const float d = 1.5;
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float zl = clamp((x-dx)/d,-1.0,1.0);
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float zh = clamp((x+dx)/d,-1.0,1.0);
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return d * ( intsmear_func(zh) - intsmear_func(zl) )/(2.0*dx);
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}
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void main()
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{
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if(abs(vTexCoord.x - 0.5) < 0.5 && abs(vTexCoord.y - 0.5) < 0.5)
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{
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vec2 texelSize = global.SourceSize.zw;
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vec2 subtexelSize = texelSize / vec2(3.0,1.0);
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vec2 range;
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range = global.SourceSize.zw / screen_scale;
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float left = vTexCoord.x - texelSize.x*0.5;
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float top = vTexCoord.y + range.y;
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float right = vTexCoord.x + texelSize.x*0.5;
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float bottom = vTexCoord.y - range.y;
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vec4 lcol, rcol;
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float subpix = mod(vTexCoord.x/subtexelSize.x+1.5,3.0);
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float rsubpix = range.x/subtexelSize.x;
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lcol = vec4(intsmear(subpix+1.0,rsubpix),intsmear(subpix ,rsubpix),
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intsmear(subpix-1.0,rsubpix),0.0);
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rcol = vec4(intsmear(subpix-2.0,rsubpix),intsmear(subpix-3.0,rsubpix),
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intsmear(subpix-4.0,rsubpix),0.0);
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vec4 topLeftColor = TEX2D((floor(vec2(left, top) / texelSize) + 0.5) * texelSize) * lcol;
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vec4 bottomRightColor = TEX2D((floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize) * rcol;
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vec4 bottomLeftColor = TEX2D((floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize) * lcol;
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vec4 topRightColor = TEX2D((floor(vec2(right, top) / texelSize) + 0.5) * texelSize) * rcol;
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vec2 border = round(vTexCoord.st/subtexelSize);
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vec2 bordert = clamp((border+vec2(0.0,+global.GRID_STRENGTH)) * subtexelSize,
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vec2(left, bottom), vec2(right, top));
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vec2 borderb = clamp((border+vec2(0.0,-global.GRID_STRENGTH)) * subtexelSize,
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vec2(left, bottom), vec2(right, top));
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float totalArea = 2.0 * range.y;
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vec4 averageColor;
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averageColor = ((top - bordert.y) / totalArea) * topLeftColor;
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averageColor += ((borderb.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((borderb.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((top - bordert.y) / totalArea) * topRightColor;
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FragColor = pow(averageColor,vec4(1.0/global.gamma));
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}
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else
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{
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FragColor = vec4(0.0);
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}
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}
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