mirror of
https://github.com/italicsjenga/slang-shaders.git
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133 lines
4.2 KiB
Plaintext
133 lines
4.2 KiB
Plaintext
#version 450
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/*
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b-spline-y Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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 SUPERXBR_ON;
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} params;
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#pragma parameter SUPERXBR_ON " Super-XBR ON" 1 0 1 1
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#define SUPERXBR_ON params.SUPERXBR_ON
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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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// B-Spline bicubic parameters
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const float B = 0.0;
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const float C = 1.0;
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const mat4 INV = mat4( (-B - 6.0*C)/6.0, (3.0*B + 12.0*C)/6.0, (-3.0*B - 6.0*C)/6.0, B/6.0,
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(12.0 - 9.0*B - 6.0*C)/6.0, (-18.0 + 12.0*B + 6.0*C)/6.0, 0.0, (6.0 - 2.0*B)/6.0,
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-(12.0 - 9.0*B - 6.0*C)/6.0, (18.0 - 15.0*B - 12.0*C)/6.0, (3.0*B + 6.0*C)/6.0, B/6.0,
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(B + 6.0*C)/6.0, -C, 0.0, 0.0);
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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vTexCoord = TexCoord * 1.0001 - vec2(0.0, 0.5)*ps;
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t1 = vTexCoord.xyxy + vec4( 0.0, -dy, 0.0, 0.0);
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t2 = vTexCoord.xyxy + vec4( 0.0, dy, 0.0, 2.0*dy);
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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 = 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 XbrSource;
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void main()
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{
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// // HSM Added
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// vec2 viewportCoordTransformed = HSM_GetViewportCoordWithZoomAndPan(vTexCoord);
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// HSM_UpdateGlobalScreenValuesFromCache(InfoCachePass, vTexCoord);
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// vec2 cache_bounds_coord = SCREEN_COORD;
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// // If it's the potato preset render the whole frame
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// #ifndef IS_POTATO_PRESET
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// #ifndef IS_NO_REFLECT_PRESET
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// // Have to get the scale of the coordinates so we can figure out the size of the onscreen rectangle of the area
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// HSM_GetBezelCoords(TUBE_DIFFUSE_COORD,
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// TUBE_DIFFUSE_SCALE,
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// TUBE_SCALE,
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// SCREEN_ASPECT,
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// false,
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// BEZEL_OUTSIDE_SCALE,
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// BEZEL_OUTSIDE_COORD,
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// BEZEL_OUTSIDE_CURVED_COORD,
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// FRAME_OUTSIDE_CURVED_COORD);
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// cache_bounds_coord = (FRAME_OUTSIDE_CURVED_COORD - 0.5) * 0.9 + 0.5;
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// #endif
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// #endif
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// if (HHLP_IsOutsideCoordSpace(cache_bounds_coord))
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// {
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// FragColor = vec4(0);
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// return;
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// }
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if (SUPERXBR_ON < 0.5)
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{
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FragColor = texture(XbrSource, vTexCoord);
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return;
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}
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vec2 fp = fract(vTexCoord*params.SourceSize.xy);
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vec3 C0 = texture(Source, t1.xy).xyz;
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vec3 C1 = texture(Source, t1.zw).xyz;
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vec3 C2 = texture(Source, t2.xy).xyz;
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vec3 C3 = texture(Source, t2.zw).xyz;
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vec4 Py = vec4(fp.y*fp.y*fp.y, fp.y*fp.y, fp.y, 1.0) * INV;
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vec3 color = mat4x3(C0, C1, C2, C3) * Py;
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FragColor = vec4(color, 1.0);
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}
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